No Druid in PHB?

Count me in the "Don't fold the Druid into the Cleric" crowd.

What I would like to see is to make the Druid a class that has the potential to fill any of the roles (but must be decided upon character creation), or to separate the classes into its own Power Source for all the roles.

Option 1:

The 4e Druid has three distinct abilities:

Shapeshifting.
Animal Control.
Spellcasting.

When you create the class, you pick a Primary/Secondary power. Your major gives you access to certain talent trees, and lets you take others earlier. So you can take Talent tree X at level Y, rather than at level Z if it was your minor.

Thus you could have combos like:
Beast: Shapeshifting major/Animal Companion Minor
Wendigo: Shapeshifting Major/Spellcasting Minor
Animal Lord: Animal Companion Major/Shapeshifting Minor
Animal Savant: Animal Companion Major/Spellcasting Minor
Shaman: Spellcasting Major/Shapeshifting Minor
Nature Avenger: Spellcasting Major/Animal Companion minor.

The problem with this is that the Druid has a major/minor role. He's a defender with a striker capacity, or a controller with a defender capacity, etc. In 3e, the Druid can juggle any role, and here it's just cutting that in half and he's still strong and kind've mixed.

Option 2:

Power Source Nature.

Defender - Beast. His powers center around assuming the shape of animals, and his talent trees are purely physical. Perhaps those talent trees or feats later let him assume extraordinary abilities, supernatural abilities, etc.

Striker - Animal Lord. He swoops into battle with his flanking companion and lays into his opponent with an natural savagery and grace.

Leader - Shaman. Spiritually potent, the Shaman can bring down hexes, poison and disease upon his foes (possibly a Hex gives an opponent a negative bonus or condition while giving a positive bonus/condition to an ally). He heals his companions, and calls upon the spirits to give them strength (or other benefits).

Controller - Druid. His powers draw directly from nature; the fire of the volcano, the chill of Winter, and the unbridled life of Spring all flow directly through the Druid's veins. He uses the raw power of nature to burn or clutch his foes, bringing quicksand, thorny vines and volcanic ash down on his foes.

Alternatively you could switch those around:

Shaman becomes the Defender; Beefed up by Spirits, given an animal totem. (Shapeshifting talent tree.
Ranger is the striker. Animal companion tree.
Leader: ?
Druid: Same as above.

The problem: You'd have to wait for another book to get this. Also, I'm sort've running out of flavor for the Animal Lord, how to make him a balanced striker. And who gets the use of poisons? I stuck it with Shaman; it seems more like a Striker ability, but makes more SENSE for the Beast to be able to use poison attacks.
 
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Malhost Zormaeril said:
Of course, in my opinion there should be a number of "Generic Priest Archetype" classes which should kill both the Cleric and the Druid and divvy up their stuff among themselves, but that's a discussion for another thread, isn't it?

I definitely like this idea - trying to cram all visions of "priests" into the cleric and druid class has been one of my pet peeves of D&D for years.
 

Rechan said:
Power Source Nature.

Defender - Beast. His powers center around assuming the shape of animals, and his talent trees are purely physical. Perhaps those talent trees or feats later let him assume extraordinary abilities, supernatural abilities, etc.

Striker - Animal Lord. He swoops into battle with his flanking companion and lays into his opponent with an natural savagery and grace.

Leader - Shaman. Spiritually potent, the Shaman can bring down hexes, poison and disease upon his foes (possibly a Hex gives an opponent a negative bonus or condition while giving a positive bonus/condition to an ally). He heals his companions, and calls upon the spirits to give them strength (or other benefits).

Controller - Druid. His powers draw directly from nature; the fire of the volcano, the chill of Winter, and the unbridled life of Spring all flow directly through the Druid's veins. He uses the raw power of nature to burn or clutch his foes, bringing quicksand, thorny vines and volcanic ash down on his foes.

YES PLEASE :)

Jer said:
I definitely like this idea - trying to cram all visions of "priests" into the cleric and druid class has been one of my pet peeves of D&D for years.

Uhhhhhh so trying to cram all visions of Druids AND Clerics into a "Priest" class would be better??? 'Cause that worked out so well for 2nd Edition...
 

I like the druid a lot. But I'd rather see 8 solid classes in the PHB than 10 or more not-so-solid ones. And the druid strikes me as hard class to really do properly.

So I'd be fine if it was put off to a later book.
 

The article about Wizards (http://www.wizards.com/default.asp?x=dnd/drdd/20070917a) introduced the concept of different arcane traditions.

It doesn't seem that much of a stretch for there to be different divine traditions. One of those traditions could easily be "Druid".

In this paradigm, the cleric class is essentially a fairly generic "divine caster" class, with the full extent of powers and abilities determined by choice of talents and god.

Just as a fighter who specializes in ranged feats and talents can reasonably call himself an "archer", even though such a class does not exist, I can see a cleric who specializes in plants, animals, and weather calling himself a "druid".
 

Rechan said:
Power Source Nature.

Defender - Beast. His powers center around assuming the shape of animals, and his talent trees are purely physical. Perhaps those talent trees or feats later let him assume extraordinary abilities, supernatural abilities, etc.

Striker - Animal Lord. He swoops into battle with his flanking companion and lays into his opponent with an natural savagery and grace.

Leader - Shaman. Spiritually potent, the Shaman can bring down hexes, poison and disease upon his foes (possibly a Hex gives an opponent a negative bonus or condition while giving a positive bonus/condition to an ally). He heals his companions, and calls upon the spirits to give them strength (or other benefits).

Controller - Druid. His powers draw directly from nature; the fire of the volcano, the chill of Winter, and the unbridled life of Spring all flow directly through the Druid's veins. He uses the raw power of nature to burn or clutch his foes, bringing quicksand, thorny vines and volcanic ash down on his foes.
Yeah, that's very much the kind of thing I've been thinking about. I'd love to see "natural" as a distinct power source from "divine", and I would kill for a good shapeshifting-focused class (which I would then promptly rework as an arcane class that turns into monstrous shapes instead of animals).

Ruin Explorer said:
Uhhhhhh so trying to cram all visions of Druids AND Clerics into a "Priest" class would be better??? 'Cause that worked out so well for 2nd Edition...
You kidding? Aside from all the crazy campaign settings, that's the one thing I actually miss about 2e.

I think a good generic priest class--built to be ultra-flexible in a True20 kind of way--could work in modern D&D, and would kick all kinds of ass. But obviously 4e is not heading anywhere near that level of class flexibility, so I'll be happy enough just seeing a crapload of new base classes in the future, just like 3e.
 

GreatLemur said:
(which I would then promptly rework as an arcane class that turns into monstrous shapes instead of animals).
In all honestly I think that's appropriate for psionics. The psion creating his own personalized forms to change into. A form that represents his repressed anger (Id), his deepest, darkest fears. Or one that takes some stone from under his feet for strength, water from over there for flexibility, etc etc. This way each psion is distinct and it has a variety of visual manifestations.
 

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