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Druid subclass: Circle of the Warden
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<blockquote data-quote="Redthistle" data-source="post: 7111694" data-attributes="member: 6778305"><p>Still working on the primal form feature, I've eliminated the Max. CR and Example columns from the Primal Forms table, keeping the Limitations, and added your idea for the Ocean's Rage and Storm Raven primal forms at levels 4 and 8 (respectively).</p><p></p><p>Per your concern about the extra attack action in Form of the Sirocco possibly being over-powered, by making it an improvement at 14th level it fits the spirit of the form without treading too heavily on the fighter's class feature.</p><p></p><p>The Circles of the Land subclass grants added spell options to those builds. I borrowed that idea for Form of the Ocean's Rage, granting the form one spell at 6th level and another one at 10th level. </p><p></p><p>Form of the Storm Raven is modeled after your Form of Storm's Thunder.</p><p></p><p>Both of the new forms were adapted from 4e Daily Evocations (Form of the Hunting Shark and Form of the Storm Eagle).</p><p></p><p> @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=36874" target="_blank">Giltonio_Santos</a></u></strong></em> suggested finding a way to build more of the Defender role flavor into this subclass. I like that idea; perhaps it could be used in applying other level-improvements to the forms?</p><p></p><p><strong><span style="font-size: 12px">Primal Form</span></strong></p><p>At 2nd level you do not gain Wild Shape. In place of Wild Shape, you gain the ability to use your bonus action to assume a form of primal power to enhance your combat abilities for 1 minute. You can use this feature twice at 2nd level. The number of times increases as you go up in druid class levels to three times when you reach 6th level, four times at 10th level, and five times at 14th level. You regain expended uses when you finish a short or long rest.</p><p></p><p> Your druid level determines the primal forms you can transform into, as shown in the Primal Forms table. At 2nd level, for example, you can transform into any one of the listed forms that does not allow you to gain the power of flight or to increase your swimming speed.</p><p></p><p><strong>Primal Forms</strong></p><p><u>Level</u> <u>Limitations</u> </p><p> <strong>2nd</strong> No fly or swim speed </p><p> <strong>4th</strong> No fly speed ~Form of the Ocean’s Rage becomes available.</p><p> <strong>8th</strong> - ~Form of the Storm Raven becomes available.</p><p></p><p><strong>Form of Storm’s Thunder.</strong> </p><p><em>Tendrils of mist drift around you, flickering with light, as faint rumbles of distant thunder emanate from your body.</em></p><p>On your turn, when you hit with a melee attack, you deal an extra 1d6 thunder damage. This increases to a d8 at 6th level, d10 at 10th level, and a d12 at 14th level.</p><p></p><p><strong>Form of the Avalanche Unleashed.</strong></p><p><em>You take on a resilient shell of rock and ice even as your presence on the battlefield slows your foes.</em> </p><p>You have resistance to cold. The area within 10 feet of you is considered difficult terrain by other creatures. On a successful melee attack, a target must make a Strength saving throw against your spell DC or be knocked prone.</p><p></p><p><strong>Form of Stone’s Endurance.</strong> </p><p><em>Your body becomes a fusion of flesh and rough stone, invigorated by your connection to the earth.</em></p><p>When you assume a primal form, you gain resistance to bludgeoning, piercing, and slashing damage. </p><p>Also, when you reach 10th level in this class, while in this primal form you can add your Constitution modifier to your AC.</p><p></p><p><strong>Form of the Sirocco.</strong> </p><p><em>A haze of sand surrounds you, protecting you from harm and letting you move like a blinding desert wind.</em></p><p>While in your primal form, you increase your speed by 10 feet and you have advantage on Dexterity (Acrobatics) checks and Dexterity saving throws. </p><p>Upon reaching 14th level, when you use the Extra Attack action you can use your bonus action to make one additional attack, for a total of three attacks on that turn.</p><p></p><p><em>At 4th level, the following form becomes available:</em></p><p></p><p><strong>Form of the Ocean’s Rage.</strong></p><p><em>Your skin takes on the texture of a great shark’s, granting you mobility in water and the driven attack of an ocean predator.</em> </p><p>You assume the primal form of the ocean’s rage until the end of the transformation. While you are in this form, you gain a swim speed equal to your speed and the ability to breath both air and water. In addition, while any ally is adjacent both to you and one of your enemies, that ally gains advantage on attack rolls against that target.</p><p>Beginning at 6th level, once per day while in this primal form, you can cast the spell <em>tidal wave</em>. This casting does not count against your spells known, but it does have the normal spell-level slot cost.</p><p>Beginning at 10th level, once per day while in this primal form, you can cast the spell <em>maelstrom</em>. This casting does not count against your spells known, but it does have the normal spell-level slot cost. </p><p></p><p><em>At 8th level, the following form becomes available:</em></p><p></p><p><strong>Form of the Storm Raven.</strong></p><p><em>Majestic black-feathered wings sprout from your back, and lightning crackles around your talon-like hands, as you leap into the air.</em> </p><p>You gain the primal form of the storm raven until the end of the transformation. While you are in this form, you gain resistance to lightning. You can fly your speed as a move action, and must land at the end of the action.</p><p>When you hit a target with a ranged spell attack, you can add 1d8 lightning damage to any other damage the spell does. This damage increases to 1d10 lightning damage at 10th level, and to 1d12 lightning damage at 14th level.</p><p></p><p></p><p>You can stay in a primal form for 1 minute. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.</p></blockquote><p></p>
[QUOTE="Redthistle, post: 7111694, member: 6778305"] Still working on the primal form feature, I've eliminated the Max. CR and Example columns from the Primal Forms table, keeping the Limitations, and added your idea for the Ocean's Rage and Storm Raven primal forms at levels 4 and 8 (respectively). Per your concern about the extra attack action in Form of the Sirocco possibly being over-powered, by making it an improvement at 14th level it fits the spirit of the form without treading too heavily on the fighter's class feature. The Circles of the Land subclass grants added spell options to those builds. I borrowed that idea for Form of the Ocean's Rage, granting the form one spell at 6th level and another one at 10th level. Form of the Storm Raven is modeled after your Form of Storm's Thunder. Both of the new forms were adapted from 4e Daily Evocations (Form of the Hunting Shark and Form of the Storm Eagle). @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=36874"]Giltonio_Santos[/URL][/U][/B][/I] suggested finding a way to build more of the Defender role flavor into this subclass. I like that idea; perhaps it could be used in applying other level-improvements to the forms? [B][SIZE=3]Primal Form[/SIZE][/B] At 2nd level you do not gain Wild Shape. In place of Wild Shape, you gain the ability to use your bonus action to assume a form of primal power to enhance your combat abilities for 1 minute. You can use this feature twice at 2nd level. The number of times increases as you go up in druid class levels to three times when you reach 6th level, four times at 10th level, and five times at 14th level. You regain expended uses when you finish a short or long rest. Your druid level determines the primal forms you can transform into, as shown in the Primal Forms table. At 2nd level, for example, you can transform into any one of the listed forms that does not allow you to gain the power of flight or to increase your swimming speed. [B]Primal Forms[/B] [U]Level[/U] [U]Limitations[/U] [B]2nd[/B] No fly or swim speed [B]4th[/B] No fly speed ~Form of the Ocean’s Rage becomes available. [B]8th[/B] - ~Form of the Storm Raven becomes available. [B]Form of Storm’s Thunder.[/B] [I]Tendrils of mist drift around you, flickering with light, as faint rumbles of distant thunder emanate from your body.[/I] On your turn, when you hit with a melee attack, you deal an extra 1d6 thunder damage. This increases to a d8 at 6th level, d10 at 10th level, and a d12 at 14th level. [B]Form of the Avalanche Unleashed.[/B] [I]You take on a resilient shell of rock and ice even as your presence on the battlefield slows your foes.[/I] You have resistance to cold. The area within 10 feet of you is considered difficult terrain by other creatures. On a successful melee attack, a target must make a Strength saving throw against your spell DC or be knocked prone. [B]Form of Stone’s Endurance.[/B] [I]Your body becomes a fusion of flesh and rough stone, invigorated by your connection to the earth.[/I] When you assume a primal form, you gain resistance to bludgeoning, piercing, and slashing damage. Also, when you reach 10th level in this class, while in this primal form you can add your Constitution modifier to your AC. [B]Form of the Sirocco.[/B] [I]A haze of sand surrounds you, protecting you from harm and letting you move like a blinding desert wind.[/I] While in your primal form, you increase your speed by 10 feet and you have advantage on Dexterity (Acrobatics) checks and Dexterity saving throws. Upon reaching 14th level, when you use the Extra Attack action you can use your bonus action to make one additional attack, for a total of three attacks on that turn. [I]At 4th level, the following form becomes available:[/I] [B]Form of the Ocean’s Rage.[/B] [I]Your skin takes on the texture of a great shark’s, granting you mobility in water and the driven attack of an ocean predator.[/I] You assume the primal form of the ocean’s rage until the end of the transformation. While you are in this form, you gain a swim speed equal to your speed and the ability to breath both air and water. In addition, while any ally is adjacent both to you and one of your enemies, that ally gains advantage on attack rolls against that target. Beginning at 6th level, once per day while in this primal form, you can cast the spell [I]tidal wave[/I]. This casting does not count against your spells known, but it does have the normal spell-level slot cost. Beginning at 10th level, once per day while in this primal form, you can cast the spell [I]maelstrom[/I]. This casting does not count against your spells known, but it does have the normal spell-level slot cost. [I]At 8th level, the following form becomes available:[/I] [B]Form of the Storm Raven.[/B] [I]Majestic black-feathered wings sprout from your back, and lightning crackles around your talon-like hands, as you leap into the air.[/I] You gain the primal form of the storm raven until the end of the transformation. While you are in this form, you gain resistance to lightning. You can fly your speed as a move action, and must land at the end of the action. When you hit a target with a ranged spell attack, you can add 1d8 lightning damage to any other damage the spell does. This damage increases to 1d10 lightning damage at 10th level, and to 1d12 lightning damage at 14th level. You can stay in a primal form for 1 minute. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. [/QUOTE]
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