Druid with Sorcerer spellcasting

Felix

Explorer
Ok, lets say I wanted spontaneous casting for divine characters like the sorcerer. And let's say I think the Favored Soul is absolute stuffing. I dig the Spirit Shaman, but it relies too much on the DM putting Spirit-type opponents into the game. I also dig the Druid's suite of abilities.

So here's what I want to add to the Druid:
Spells known of the Sorcerer (the # of spells, not the spell list)
Spontaneous casting
Rate of new spell levels of sorcerer (2nd level spells at 4th Class level)

So here's what I want to keep:
Druid's special abilities. (those I don't want to keep are in the next section)
Druid's skill list
Druid's skill points
Druid's class spell list

What I'm willing to ditch or change:
Animal companion
Spells per day (as compared to the Sorcerer)
d8 HD
BAB
Spontaneous casting of Nature's Ally spells
Druid's Saving throws


So, what would the Druid class need to lose, or how many spells/day would the sorcerous spells/day table need to lose, for this class to be properly balanced?
 

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I think this would automatically preclude the spontaneous casting Nature's ally stuff, just for simplicity, and becasue your drawback will be spells known now. This will lead to a less-versatile character. I am FAR from a crunch master, but my advice is this, start off weak, and through playtest bring it up to par. It's always easier to add than to subtract. I would take almost all the stuff on your lose list away, dropping base attack to wizard level and hd down to d6. I would leave the saves for now though. Then I would use the sroc's charts exactly and just exchange charisma for wisdom as the primary stat.

I don't know that all that will be necessary, my gut says the bab might be kept in the end, hrmm. It's an interesting idea similar to something I wanted to see done, but in reverse... (Divine Bard)...let us know what you find.

Drexes
 

Just as to back up a second, you might want to reexamine the Spirit Shaman. According to (I believe) the Sage, "spirit" has been expanded to include a much bigger group of supernatural critters than you might think, including incorporeal undead & elementals. However, since a lot of my stuff is out on loan, I can't really tell you what for sure- you may wish to contact WotC.
 

According to (I believe) the Sage, "spirit" has been expanded to include a much bigger group of supernatural critters than you might think
It might be a bigger group, but the DM still has to include them.

That, and I like a "Spells Known" mechanic better than a "Totemic Spirit" mechanic. And I like Wildshape. ;)
 

How about the normal Druid, but with Spirit Shaman spellcasting?
Basically, a small "spells known" list that changes every day, and then spontaneously cast from that list.

This gets around the major problem that I see with Spontaneous Druid and Spontaneous Cleric threads: class features hidden in the spell list.

Wizards and Sorcerers get this to a small degree too: is contingency a spell or a class feature? It acts like the latter. But the problem is much worse for Druids and Clerics, and the whole party suffers if the Divine casters don't have the ability to use restorative magic during 'downtime'.

The effects of the following spells should be available with proper caster level and a day's rest:
- cure spells
- lesser restoration
- neutralize poison and [/i]remove disease[/i]
- reincarnate
- atonement, awaken, commune with nature and hallow
- spellstaff
- heal
- word of recall


One other thing to worry about: the Druid's spell list is highly situational. Much more so that either the Sorc/Wiz or Cleric list. Compare e.g. rusting grasp or quench vs. any 3rd level Sorc/Wiz spell. The Druid has great spells, but they are not always the sort of stuff you want to cast every encounter (unlike fireball or lightning bolt).

-- N
 

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