Hehe, I love new powers. That we can come up with so many with such little information is a true testiment to the coolness of 4th ed. Here are some suggested changes and an addition or two. For space, I'll include an explanation on a couple
Regrowth of Spring Druid Class Feature
You or an ally fight on as their strength is renewed.
Encounter*Nature, Implement
Minor Action Ranged 5
Target: You or one ally.
Effect: At the end of the target's turn they can spend a healing surge to recover HP equal to half their normal surge amount plus your wisdom modifier as a free action.
Sustain minor: You can spend a minor action to sustain this power for one additional round. The target does not need to spend a second healing surge on the second turn.
(since we can give up move/standard actions for minor, can we just give up our move this round and have it extended? Or do we need to wait until the following round?)
Heat Metal Druid Attack 1
You turn your opponent's reliance on the forge against them.
Encounter*Nature, Implement
Standard Action Ranged 10
Target: Metal equipment an opponent wields.
Attack: Wis vs. Will
Hit: 2d6+Wis fire damage to a creature wielding metal gear.
Sustain Minor: Target takes Wis fire damage (save ends).
(This is very similar to my original plan for over heat; which was going to be heat metal. In mine, I felt that targeting the metal specifically would be too narrow for a 4e power, so I made the target general. On yours, and even with the narrow constraint, it's a little powerful and overcomplicated. Finally, sustain standard means you're doing nothing else until you give up the power or lose it. This is a big part of what WotC has been trying to get away from in the new edition; at least so they've said up to now.)
Shillelagh Druid Attack 1
Wood strikes harder than stone, truer than steel.
Encounter*Nature
Move Action Ranged 10
Target: One wooden weapon.
Effect: The weapon gains a bonus to damage equal to your wisdom modifier until the start of your next turn.
Sustain Minor.
Special: You can only enhance one weapon at a time.
I like this one; my original on this was
Malcolm_N said:
Shillelagh
Druid Attack 1
Daily Primal, Implement, Weapon
Standard Action
Requirements: The chosen weapon must be made of wood.
Target: One creature
Attack: Wis +1 vs. AC
Hit: 3[W] + Str +1 damage and you gain +1 attack and damage for the rest of the encounter.
Miss: You gain +1 attack and damage for the rest of the encounter.
Frigid Gale Druid Attack 1
An icy blast of air drives your opponents back.
Encounter*Nature, Cold, Implement
Standard Action Close Area Blast 2
Attack: Wisdom vs. Reflex
Target: Each creature in blast
Hit: 1d8 + Wis Cold damage, targets are pushed 2 squares.
Miss: Half damage and targets are pushed (1 or 2?) square(s
)
Needed clarification on this.
Entangling Briars Druid Attack 1
Vines and Thorns spring from the ground, writhing and entangling your foes.
Daily*Nature
Standard Action Area Burst 2
Attack: Wis Vs. Reflex
Target: Each creature in burst
Hit: 2d4+wis damage and target is slowed (save ends).
Miss: Half damage.
Sustain Move: You can sustain this power up to one round per point of wisdom bonus, making a new attack against each creature in the area each round.
Sustain Hit: 1d4+wis damage dazed until the end of your next turn.
Sustain Miss: No effect.
* 2d4 + Wis damage = as powerful as wizard at-will power
* Target is slowed (save ends) = On par with Ray of Frost
* Miss: 1/2 damage = ups power a bit (is target still slowed? If so, it's up to encounter status atm).
* Sustain Move: One Round per point of Wis bonus = too complicated and removes a nonstandard resource. So far, only minor actions have been sustaining factors so that you don't lose playability (see sustain standard above).
* New Attack each round within area = a tad complicated, but workable. To keep it daily status I'd say just keep the "sustain hit" damage above and remove dazed so you don't risk book-keeping which ones are taking damage, which are not, and trying to explain when they're actually free if at all until they're out of the area.
Faerie Fire Druid Attack 1
Lurid silver flames burst from the target, weakening them and catching others alight.
Daily*Nature, Impelement, Fire
Standard Action Ranged 15
Target: One creature
Attack: Wis vs. Will
Hit: 2d6+wis fire damage. The target suffers -2 to all defenses and -10 to stealth (save ends). Make a secondary attack.
Miss: Half damage, the creature suffers -1 to all defenses and -5 to stealth until the end of your next turn.
Secondary targets: All adjacent creatures.
Secondary Attack: Wis vs. Will
Hit: 1d6+Wis fire damage, -1 to all defenses and -5 to stealth until the start of your next turn.
Miss: No effect
* 2d6 + Wis fire damage, then some, then attack again = alright power for daily
* Miss: Complicates it and pushes the power a little high without anything else. also, do we still make the second attack?
* Secondary Targets and attack = On par with force orb (encounter) so still balanced
* Half effect to all around initial target = A bit powerful, even for a daily and creates book keeping.
* Until the start of your next turn = brings the power back down
Barkskin Druid Utility 2
The target's skin hardens like wood.
Encounter*Nature, Implement
Minor Action Ranged 5
Target: One creature
Effect: The creature gains resistance 5 against all non-fire attacks for one round.
This one is awesome!
Gatekeeper Initiate
You can use either Bane of the Unnatural or Sanctity of Nature once per encounter.
Bane of the Unnatural Druid (Gatekeeper) Druid Feature
You return a gross distortion of life to a more natural state.
Encounter*Nature
Free Action Personal
Trigger: You hit an Aberrant creature with an attack.
Effect: The attack deals an additional 1d6 damage and make a secondary attack.
Secondary Attack: Wis vs. Will
Hit: The target is also dazed until the end of your next turn.
Sanctity of Nature Druid (Gatekeeper) Druid Feature
Your connection to the natural world aids your defense.
Encounter*Nature
Free Action Ranged 5
Trigger: You or an ally within range attempts a saving throw.
Effect: The target gains a +1 power bonus to their next saving throw, if the save is against an effect from an Aberrant creature the bonus is instead +4.
even power with each; label them druid features to avoid stepping on toes (utilities so far are even levels)
Greensinger Initiate
Faerie Lore: Choose a Fey Pact Warlock at-will power, you can use it as an encounter power. It is a nature power for you, not an arcane power.
This would seriously be my eberron Druid. Alternatively, I'd let feylocks pick a druid at-will for an encounter as well if they're in the greensingers.
Child of Winter
A Cold Death: When you kill a creature any of their allies within your line of sight suffer a -2 penalty to attacks until the end of your next action.
Again, well balanced
Ashbound Initiate
Entropic Touch: Your Wear of the World Power attacks reflex defense instead of AC. On a hit it causes a -2 penalty to AC, Defenses and Saves until the end of your next action.
A bit powerful for level 1 since attacking reflex is really ignoring armor completely. I'd leave it as is without the -2 to all the extra. Just ac, just defenses, or just saves would be fine.
All in all, very well put together, just a few things I thought I'd suggest. Hope it helps and let me know what you think.