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Druid subclass: Circle of the Warden
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<blockquote data-quote="Redthistle" data-source="post: 7114064" data-attributes="member: 6778305"><p>Although I've been concentrating on getting Primal Forms into a reasonable draft form, the ideas from @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6801229" target="_blank">rgoodbb</a></u></strong></em> and @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6788732" target="_blank">cbwjm</a></u></strong></em> quoted above have been moving around in the background of my mind. I do think that cbwjm's original ideas for the 6th, 10th, and 14th level features are good as they are, but adding the Wisdom modifier as temporary hp while in primal form is appealing and makes a certain sense.</p><p></p><p>What if the Circle of the Warden was designed like the Circle of the Land subclass, with multiple types of warden? The 4e Player's Handbook 2 described the Earth Warden and the Wild Warden, and the 4e Primal Power book gave us the Life Warden and Storm Warden. They wouldn't necessarily have to be named after those specifically, but the notion of those tree-related powers in 4e ... it would be like playing a were-treant or something. Sweet!</p><p></p><p>I haven't looked at any of the Paragon Paths yet, so they haven't been included in my thinking here. I'm probably missing some good ideas because of that.</p><p></p><p>Anyway, back to some ideas for primal forms. Here's the current adaptations I've considered:</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></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 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> </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></p><p>Beginning at 10th level, while in this primal form, you can cast the spell <em>maelstrom</em> as if it was on your prepared spells list. The spell follows all of the normal rules for spells, however, it ends immediately if you are no longer in your primal form. </p><p></p><p></p><p><em><strong><></strong></em>Editing: Per cbwjm's suggestions, I removed the 14th-level form features (overpowered) and added his wording for the 10th-level <em>maelstrom</em> feature (for clarity).</p></blockquote><p></p>
[QUOTE="Redthistle, post: 7114064, member: 6778305"] Although I've been concentrating on getting Primal Forms into a reasonable draft form, the ideas from @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6801229"]rgoodbb[/URL][/U][/B][/I] and @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6788732"]cbwjm[/URL][/U][/B][/I] quoted above have been moving around in the background of my mind. I do think that cbwjm's original ideas for the 6th, 10th, and 14th level features are good as they are, but adding the Wisdom modifier as temporary hp while in primal form is appealing and makes a certain sense. What if the Circle of the Warden was designed like the Circle of the Land subclass, with multiple types of warden? The 4e Player's Handbook 2 described the Earth Warden and the Wild Warden, and the 4e Primal Power book gave us the Life Warden and Storm Warden. They wouldn't necessarily have to be named after those specifically, but the notion of those tree-related powers in 4e ... it would be like playing a were-treant or something. Sweet! I haven't looked at any of the Paragon Paths yet, so they haven't been included in my thinking here. I'm probably missing some good ideas because of that. Anyway, back to some ideas for primal forms. Here's the current adaptations I've considered: [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 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, while in this primal form, you can cast the spell [I]maelstrom[/I] as if it was on your prepared spells list. The spell follows all of the normal rules for spells, however, it ends immediately if you are no longer in your primal form. [I][B]<>[/B][/I]Editing: Per cbwjm's suggestions, I removed the 14th-level form features (overpowered) and added his wording for the 10th-level [I]maelstrom[/I] feature (for clarity). [/QUOTE]
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