Druid exercise (divine leader with striker elements)

Walking Dad

First Post
Inspired by Khaalis 'Fencer' class, I will try in this thread to build a druid class, using a reflavored cleric as basic, adding suggestions from the conversion article on the wizards site and some ranger utilities (and one insider illusion power). I also changed starting proficiencies a bit.

  1. Change the damage type of your cleric prayers to fire or to lightning.
  2. Replace divine fortune from your list of Channel Divinity options with the ability to speak with beasts for the rest of the encounter, and/or replace turn undead with the ability to briefly take bird form and fly up to 8 squares as a standard action (returning to normal form at the end of the move; your stats don’t change during the move).

Druid


“Don't fear friends! Let nature give us the strength to stand against our foes!”

CLASS TRAITS


Role: Leader. You lead by shielding allies with your prayers, healing, and using powers that improve your allies’ attacks.
Power Source: Divine. You have been invested with the authority to wield divine power on behalf of nature.
Key Abilities: Wisdom, Strength, Charisma

Armor Proficiencies: Leather, hide, cloth, light shield
Weapon Proficiencies: Simple melee, simple ranged.
Implement: Holy Symbol
Bonus to Defense: +2 Will.

Hit Points at 1st Level: 12+ Constitution Score.
Hit Points per Level Gained: 5
Healing Surges per Day: 7+ Constitution Modifier.

Trained Skills: Nature. From the class skills list below, choose 3 more trained skills at 1st level.
Class Skills: Arcana (Int), Diplomacy (Cha), Heal (Wis), History (Int), Insight (Wis).

Build Options: Battle Druid, Devoted Druid.
Class features: Channel Divinity, Healer's Lore, Healing Word, Ritual Casting, Know Druidic

Druids are battle leaders who are invested with divine power. They blast foes with magical prayers, bolster and heal companions, and lead the way to victory with a sickle in one hand and a holy symbol in the other. Druids run the gamut from humble servants of nature to feral enforcers of the law of nature.

CREATING A DRUID


The druid has two basic builds to start: the battle druid and the devoted druid. Druids rely on Strength for their melee attacks and Wisdom for their healing and non-melee prayers. Charisma also aids their abilities.

BATTLE DRUID


If you choose to concentrate on melee, you find a good assortment of strikes to your liking. To achieve this build, make Strength your primary score. Make Wisdom your secondary score and assign Charisma as your tertiary score. Make sure to concentrate on powers that work with melee attacks, since these play to your key ability scores.
Feat: Weapon Focus (Human feat: Action Surge)

Skills: Diplomacy, Heal, Insight, Nature

At-Will Powers: righteous brand, priest’s shield

Encounter Power: wrathful thunder

Daily Power: avenging flame

DEVOTED DRUID


With this build, you choose to stand back and concentrate your abilities on keeping your fellow adventurers healthy and optimized. To this end, choose powers that grant bonuses and healing, such as divine glow and beacon of hope. Assign your highest ability score to Wisdom, with Charisma secondary and Strength tertiary. Make sure to concentrate on powers that use Wisdom for attacks, since this is your highest ability score.
Feat: Toughness (Human feat: Human Perseverance)

Skills: Arcana, Heal, History, Nature

At-Will Powers: lance of faith, sacred flame

Encounter Power: healing strike

Daily Power: beacon of hope

DRUID CLASS FEATURES


Druids are capable combatants who wield simple weapons in battle—sickles and similar weapons have long been symbols of nature's authority. In addition, all druids have the class features described below.

CHANNEL DIVINITY
Once per encounter you can invoke divine power, filling yourself with the power of nature. With the divine might you invoke you can wield special powers. You can also learn other uses for this feature.

Regardless of how many different uses for Channel Divinity you know, you can use only one such ability per encounter. The special ability or power you invoke works just like your other powers.

HEALER'S LORE
Your study of healing allows you to make the most of your healing prayers. When you grant healing with one of your druid powers that has the healing keyword, add your Wisdom modifier to the hit points the recipient regains.

HEALING WORD
Using the healing word power, druids can grant their comrades additional resilience with nothing more than a short prayer.

RITUAL CASTING
You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals (see Chapter 10 of Player's Handbook).

RITUAL BOOK

You possess a ritual book, and it contains two rituals you have mastered: the Animal Messenger ritual and one other 1st-level ritual of your choice.

More to come
 

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yes, but how are you making them different from clerics?

personally I would reduce their healing and buffing. And give them more control powers. Druids have always had controller type powers. (entangle, fog cloud etc...)
 

Using shields but no heavy armor.

Changing "energy" powers from radiant to thunder, lightning or fire.

New channel Divinity powers.

Added/changed utilities from ranger and (as 6th level utility) spirit animal companion.

I want to work with existing material only.

An complete conversion would change str based powers to animal shape attacks. Perhaps in another thread...
 

An complete conversion would change str based powers to animal shape attacks. Perhaps in another thread...

there are a couple already done.

malcom_n's is a controller/striker
saric's is like yours a cleric clone, but with shifting.

Both are complete
 

I already know malcom_n's druid.

As I already said: I want to build one from existing (if modified) material plus the conversion notes only.
 






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