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P.C.'s 4e Druid
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<blockquote data-quote="MatrexsVigil" data-source="post: 4287395" data-attributes="member: 14259"><p>Alright, I'm hesitant to put this out into the world, as I can already see the critizism now, but I've gotten many positive comments so far (one of which was, "If the PHBII druid sucks, I'm printing this off!), so I'm confident I did something right. xD</p><p></p><p>So far, I've only statted out powers till 2nd level, as I'm more concerned with getting the basics balanced before rushing and making powers for every level. So, let me know what you think!</p><p></p><p>Note: Please don't post this anywhere else. I'd like to keep my work all in place. Thanks.</p><p></p><p><strong><span style="font-size: 12px">Druid</span></strong></p><p>Class Traits</p><p>Role: Hybrid</p><p>Power Source: Primal</p><p>Key Abilities: Wisdom, Dexterity, Strength</p><p></p><p>Armor Proficiencies: Cloth, Leather, Hide</p><p>Weapon Proficiencies: Simple Melee, Simple Ranged</p><p>Impliment: Fetish, Staff, Orb (Druids also gain their Impliment bonuses on attack and damage rolls when using Shapeshift power attacks)</p><p></p><p>EDIT: A fetish is a necklace, bracelet, or a small totem-like wooden object combined with or made of natural materials. A necklace made of bone/claws, a bracelet made of rare and colorful stones, or a wood carving of a mighty bear are all examples of fetishes.</p><p></p><p>Bonus to Defense: +1 Fortitude, +1 Will</p><p></p><p>Hit Points at 1st Level: 12 + Constitution</p><p>Hit Points per Level Gained: 5</p><p>Healing Surges per Day: 7 + Constitution modifier</p><p></p><p>Trained Skills: Nature. Choose three more from below:</p><p>Athletics (Str), Endurance (Con), Heal (Wis), Perception (Wis), and Religion (Int)</p><p>Class Features: Woodland Stride, Ritual Casting, Natural Focus, Nature Speech</p><p></p><p>Woodland Stride</p><p>You ignore difficult terrain if that terrain is the result of trees, underbrush, plants, or natural growth.</p><p></p><p>Ritual Casting</p><p>You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You possess a ritual book, and it contains two rituals you have mastered: the Animal Messanger ritual and one other 1st-level ritual of your choice.</p><p></p><p>Natural Focus</p><p>As a druid, you connection to nature is unmatched but all druids choose whether they will focus their attention on animals, plants, or the elements (certain powers use the Animal, Plant, or Elements keywords). While you may freely choose between powers that contain all these keywords, when using a power of your focus, you gain the added bonus at the end of the power's description. You also gain a boon, based on your focus, below.</p><p>Animal: When an enemy dies within 10 squares of you, you gain a +1 bonus to your next attack and damage roll.</p><p>Plant: When an enemy dies within 10 squares of you, you gain your Wisdom modifier as temporary HP.</p><p>Element: When an enemy dies within 10 squares of you, choose cold, fire, or lightning. Your next attack gains +2 damage of that type.</p><p></p><p>Nature Speech</p><p>You know the secret language of plants and animals, allowing you to converse with them. Most animals and plants know very little about the trappings of civilization, as they are more focused on surviving and their direct surroundings then larger, more complex things. While animals may know a little about the surrounding areas, a plant will hardly ever know more than what is directly around them. While you may be able to speak to them, they do not know humanoid languages, more often than not cannot distinguish between different types of humanoids, see things in color or in the case of plants, see things at all.</p><p></p><p>---------------------</p><p></p><p>Druid Powers</p><p></p><p>Produce Flame Druid (Element) Attack 1</p><p>Your hand becomes wreathed in flame, allowing you to throw fire at your enemies.</p><p>At-Will * Primal, Fire, Impliment</p><p>Standard Action Range 10</p><p>Target: One Creature</p><p>Attack: Wisdom vs. Reflex</p><p>Hit: 1d6 + Wisdom modifier fire damage plus Ongoing 1 Fire damage (save ends).</p><p></p><p>Shillelagh Druid Attack 1</p><p>A staff or mace your are weilding seems to grow in size at the last moment before your strike.</p><p>At-Will * Primal, Weapon</p><p>Standard Action Melee</p><p>Special: You must be weilding a weapon of the Staff or Mace category.</p><p>Target: One Creature</p><p>Attack: Strength vs. AC</p><p>Hit: 1[W] + Strength modifier damage + Wisdom modifier damage.</p><p></p><p>Summon Swarm Druid (Animal) Attack 1</p><p>Your hands become covered with poisonous stinging insects, which you direct at the enemies infront of you en mass.</p><p>At-Will * Primal, Poison, Impliment</p><p>Standard Action Close blast 3</p><p>Target: Each creature in blast</p><p>Attack: Wis vs. Fortitude</p><p>Hit: 1d6 + Wisdom modifier poison damage and the target is dazed till the end of your next turn.</p><p></p><p>Storm of Leaves Druid (Plant) Attack 1</p><p>A small cyclone of razor sharp leaves surround your enemies, slashing at them from all angles.</p><p>At-Will * Primal, Impliment</p><p>Standard Action Area blast 1 within 10 squares</p><p>Target: Each creature in blast</p><p>Attack: Wis vs. Reflex</p><p>Hit: 1d6 + Wisdom modifier damage.</p><p></p><p>Skirmisher Form Druid Attack 1</p><p>You transform into an animal known to be quick and deadly, such as a wolf or puma.</p><p>Enounter * Primal, Shapeshift, Impliment</p><p>Standard Action Personal</p><p>Effect: You transform into an animal, gaining special bonuses but loosing any weapon attacks of your natural form. Your magic items still continue to give you static bonuses, but you cannot use their powers. You may also only use powers that have the Shapeshift keyword. You gain +4 to your speed, +2 to your AC and Reflex defenses, and access to the power below. At the end of the encounter (or 5 minutes if not in an encounter) you shift back into your normal form as a free action. At any time, you may shift back to your normal form as a free action.</p><p></p><p> Quick Attack Skirmisher Form Power</p><p> You move by an enemy, striking quickly before moving away.</p><p> At-will * Primal, Shapeshift, Skirmisher Form</p><p> Standard Action Melee</p><p> Target: One creature</p><p> Special: You may shift one square before and then after this attack</p><p> Attack: Dexerity vs. AC</p><p> Hit: 1d6 + Dexterity modifier damage</p><p></p><p>Summon Skirmisher Companion Druid (Animal) Attack 1</p><p>You summon from Wildhome, a fierce creature (such as a wolf or puma), ready to move about the battlefield, harassing your enemies.</p><p>Encounter ✦ Primal, Conjuration, Impliment</p><p>Standard Action Ranged 5</p><p>Effect: You summon a Skirmisher Companion in any square you have line of sight to, which acts on your Initiative (starting the round summoned, if you have actions left to command it). To command the Skirmisher Companion you must give up a Minor Action to make it use a Move Action and give up a Move Action to make it use a Standard Action. Once reduced to 0 hit points or if it is ever farther than 10 squares from you for more than two consecuitve rounds, the Skirmisher companion dissapears back to Wildhome. If a Skirmish Companion has not dissapeared by the end of the encounter, the druid may have it travel with him--however, if not dismissed (and the power regained during a Short Rest) before another encounter, Summon Skirmish Companion is not available for that next encounter.</p><p>Animal Focus: The Skirmisher Companion adds your Wisdom modifier in damage to any attack it makes.</p><p></p><p> Skirmisher Companion Level 1 Skirmisher</p><p> Medium natural beast</p><p> Initiative +4 Senses Perception +6; low-light vision</p><p> HP 30; Bloodied 15</p><p> AC 15; Fortitude 13, Reflex 13, Will 12</p><p> Speed 8</p><p> (m)Bite or Claw (standard; at-will)</p><p> +6 vs. AC; 1d6 + 3 damage</p><p> Alignment Unaligned Languages —</p><p> Skills Athletics +6, Perception +6</p><p> Str 13 (+1) Dex 14 (+2) Wis 13 (+1)</p><p> Con 14 (+2) Int 2 (–3) Cha 10 (+0)</p><p></p><p>Entangle Druid (Plant) Attack 1</p><p>You cause vines to appear from Wildhome under and around your enemies, ensaring them.</p><p>Encounter * Primal, Impliment</p><p>Standard Action Area burst 1 within 10 squares</p><p>Target: Each creature in burst</p><p>Attack: Wisdom vs. Reflex</p><p>Hit: The target is Restrained (save ends)</p><p>Effect: The power’s area is difficult terrain until the end of your next turn. You can end this effect as a minor action. </p><p>Plant Focus: Each target also takes your Wisdom modifier as bonus damage.</p><p></p><p>Lightning Strike Druid (Element) Attack 1</p><p>Your hand cackles with blue and yellow lightning before you throw with a loud crack at your foe.</p><p>Encounter * Primal, Lightning, Impliment</p><p>Standard Action Ranged 10</p><p>Target: One creature</p><p>Attack: Wisdom vs. Fortitude</p><p>Hit: 2d8 + Wisdom modifier lightning damage and the target is dazed till the end of your next turn.</p><p>Element Focus: Add your Wisdom modifier as thunder damage to the attack.</p><p></p><p>Hailstorm Druid (Element) Attack 1</p><p>You call forth a terrible hail storm, blasting your enemies with ice.</p><p>Daily * Primal, Cold, Impliment</p><p>Standard Action Area burst 2 within 10 squares</p><p>Target: Each creature in burst</p><p>Attack: Wisdom vs. Fortitude</p><p>Hit: 1d8 + Wisdom modifier cold damage.</p><p>Miss: Half damage</p><p>Effect: The storm lasts until the end of your next turn. Any creature that enters or starts its turn in the storm is subject to another attack. You can dismiss the storm as a minor action.</p><p></p><p>Wreath of Ivy Druid (Plant) Attack 1</p><p>Poisonous and barbed vines from the deepest reaches of Wildhome reach up around your enemy cutting their flesh as it squeezes them like a snake.</p><p>Daily * Primal, Poison, Impliment</p><p>Standard Action Ranged 10</p><p>Target: One creature</p><p>Attack: Wisdom vs. Fortitude</p><p>Hit: 3d6 + Wisdom modifier poison damage and the target is immobilized until the end of your next turn.</p><p>Effect: The target takes a -2 penalty to Fortitude defense (save ends).</p><p></p><p>Wrath of the Den Mother Druid (Animal) Attack 1</p><p>You summon a huge bear from Wildhome, which mauls your enemy, tearing into him with primal strength and fury.</p><p>Daily * Primal, Impliment</p><p>Standard Action Ranged 10</p><p>Target: One creature</p><p>Attack: Wisdom +2 vs. AC</p><p>Hit: 3d10 + Wisdom modifier damage.</p><p>Effect: The target takes ongoing 5 damage (save ends).</p><p></p><p>Rejuvenating Touch Druid Utility 2 </p><p>The growth and healing powers of Wildhome surge through your hand into those you touch.</p><p>Encounter ✦ Primal, Healing</p><p>Standard Action Melee touch</p><p>Target: You or one adjacent ally</p><p>Effect: The target can spend a healing surge.</p><p></p><p>Animal Instincts Druid (Animal) Utility 2 </p><p>You tap into the feral instincts of your animal kin, letting them guide your actions.</p><p>Encounter ✦ Primal</p><p>Minor Action Personal</p><p>Effect: You gain a +5 power bonus to your next Acrobatics, Athletics, or Endurance check during this encounter.</p><p></p><p>Barkskin Druid (Plant) Utility 2</p><p>You become covered in the bark of the mighty oak, protecting yourself from harm.</p><p>Encounter * Primal</p><p>Standard Action Personal</p><p>Effect: You gain a +4 power bonus to AC till the end of the encounter.</p><p></p><p>Like the Wind Druid (Element) Utility 2</p><p>You become near weightless and translucent, letting the wind carry you to your destination.</p><p>Encounter * Primal</p><p>Standard Action Personal</p><p>Effect: Shift up to half your speed.</p><p></p><p>-P.C.</p></blockquote><p></p>
[QUOTE="MatrexsVigil, post: 4287395, member: 14259"] Alright, I'm hesitant to put this out into the world, as I can already see the critizism now, but I've gotten many positive comments so far (one of which was, "If the PHBII druid sucks, I'm printing this off!), so I'm confident I did something right. xD So far, I've only statted out powers till 2nd level, as I'm more concerned with getting the basics balanced before rushing and making powers for every level. So, let me know what you think! Note: Please don't post this anywhere else. I'd like to keep my work all in place. Thanks. [B][SIZE=3]Druid[/SIZE][/B] Class Traits Role: Hybrid Power Source: Primal Key Abilities: Wisdom, Dexterity, Strength Armor Proficiencies: Cloth, Leather, Hide Weapon Proficiencies: Simple Melee, Simple Ranged Impliment: Fetish, Staff, Orb (Druids also gain their Impliment bonuses on attack and damage rolls when using Shapeshift power attacks) EDIT: A fetish is a necklace, bracelet, or a small totem-like wooden object combined with or made of natural materials. A necklace made of bone/claws, a bracelet made of rare and colorful stones, or a wood carving of a mighty bear are all examples of fetishes. Bonus to Defense: +1 Fortitude, +1 Will Hit Points at 1st Level: 12 + Constitution Hit Points per Level Gained: 5 Healing Surges per Day: 7 + Constitution modifier Trained Skills: Nature. Choose three more from below: Athletics (Str), Endurance (Con), Heal (Wis), Perception (Wis), and Religion (Int) Class Features: Woodland Stride, Ritual Casting, Natural Focus, Nature Speech Woodland Stride You ignore difficult terrain if that terrain is the result of trees, underbrush, plants, or natural growth. Ritual Casting You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You possess a ritual book, and it contains two rituals you have mastered: the Animal Messanger ritual and one other 1st-level ritual of your choice. Natural Focus As a druid, you connection to nature is unmatched but all druids choose whether they will focus their attention on animals, plants, or the elements (certain powers use the Animal, Plant, or Elements keywords). While you may freely choose between powers that contain all these keywords, when using a power of your focus, you gain the added bonus at the end of the power's description. You also gain a boon, based on your focus, below. Animal: When an enemy dies within 10 squares of you, you gain a +1 bonus to your next attack and damage roll. Plant: When an enemy dies within 10 squares of you, you gain your Wisdom modifier as temporary HP. Element: When an enemy dies within 10 squares of you, choose cold, fire, or lightning. Your next attack gains +2 damage of that type. Nature Speech You know the secret language of plants and animals, allowing you to converse with them. Most animals and plants know very little about the trappings of civilization, as they are more focused on surviving and their direct surroundings then larger, more complex things. While animals may know a little about the surrounding areas, a plant will hardly ever know more than what is directly around them. While you may be able to speak to them, they do not know humanoid languages, more often than not cannot distinguish between different types of humanoids, see things in color or in the case of plants, see things at all. --------------------- Druid Powers Produce Flame Druid (Element) Attack 1 Your hand becomes wreathed in flame, allowing you to throw fire at your enemies. At-Will * Primal, Fire, Impliment Standard Action Range 10 Target: One Creature Attack: Wisdom vs. Reflex Hit: 1d6 + Wisdom modifier fire damage plus Ongoing 1 Fire damage (save ends). Shillelagh Druid Attack 1 A staff or mace your are weilding seems to grow in size at the last moment before your strike. At-Will * Primal, Weapon Standard Action Melee Special: You must be weilding a weapon of the Staff or Mace category. Target: One Creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage + Wisdom modifier damage. Summon Swarm Druid (Animal) Attack 1 Your hands become covered with poisonous stinging insects, which you direct at the enemies infront of you en mass. At-Will * Primal, Poison, Impliment Standard Action Close blast 3 Target: Each creature in blast Attack: Wis vs. Fortitude Hit: 1d6 + Wisdom modifier poison damage and the target is dazed till the end of your next turn. Storm of Leaves Druid (Plant) Attack 1 A small cyclone of razor sharp leaves surround your enemies, slashing at them from all angles. At-Will * Primal, Impliment Standard Action Area blast 1 within 10 squares Target: Each creature in blast Attack: Wis vs. Reflex Hit: 1d6 + Wisdom modifier damage. Skirmisher Form Druid Attack 1 You transform into an animal known to be quick and deadly, such as a wolf or puma. Enounter * Primal, Shapeshift, Impliment Standard Action Personal Effect: You transform into an animal, gaining special bonuses but loosing any weapon attacks of your natural form. Your magic items still continue to give you static bonuses, but you cannot use their powers. You may also only use powers that have the Shapeshift keyword. You gain +4 to your speed, +2 to your AC and Reflex defenses, and access to the power below. At the end of the encounter (or 5 minutes if not in an encounter) you shift back into your normal form as a free action. At any time, you may shift back to your normal form as a free action. Quick Attack Skirmisher Form Power You move by an enemy, striking quickly before moving away. At-will * Primal, Shapeshift, Skirmisher Form Standard Action Melee Target: One creature Special: You may shift one square before and then after this attack Attack: Dexerity vs. AC Hit: 1d6 + Dexterity modifier damage Summon Skirmisher Companion Druid (Animal) Attack 1 You summon from Wildhome, a fierce creature (such as a wolf or puma), ready to move about the battlefield, harassing your enemies. Encounter ✦ Primal, Conjuration, Impliment Standard Action Ranged 5 Effect: You summon a Skirmisher Companion in any square you have line of sight to, which acts on your Initiative (starting the round summoned, if you have actions left to command it). To command the Skirmisher Companion you must give up a Minor Action to make it use a Move Action and give up a Move Action to make it use a Standard Action. Once reduced to 0 hit points or if it is ever farther than 10 squares from you for more than two consecuitve rounds, the Skirmisher companion dissapears back to Wildhome. If a Skirmish Companion has not dissapeared by the end of the encounter, the druid may have it travel with him--however, if not dismissed (and the power regained during a Short Rest) before another encounter, Summon Skirmish Companion is not available for that next encounter. Animal Focus: The Skirmisher Companion adds your Wisdom modifier in damage to any attack it makes. Skirmisher Companion Level 1 Skirmisher Medium natural beast Initiative +4 Senses Perception +6; low-light vision HP 30; Bloodied 15 AC 15; Fortitude 13, Reflex 13, Will 12 Speed 8 (m)Bite or Claw (standard; at-will) +6 vs. AC; 1d6 + 3 damage Alignment Unaligned Languages — Skills Athletics +6, Perception +6 Str 13 (+1) Dex 14 (+2) Wis 13 (+1) Con 14 (+2) Int 2 (–3) Cha 10 (+0) Entangle Druid (Plant) Attack 1 You cause vines to appear from Wildhome under and around your enemies, ensaring them. Encounter * Primal, Impliment Standard Action Area burst 1 within 10 squares Target: Each creature in burst Attack: Wisdom vs. Reflex Hit: The target is Restrained (save ends) Effect: The power’s area is difficult terrain until the end of your next turn. You can end this effect as a minor action. Plant Focus: Each target also takes your Wisdom modifier as bonus damage. Lightning Strike Druid (Element) Attack 1 Your hand cackles with blue and yellow lightning before you throw with a loud crack at your foe. Encounter * Primal, Lightning, Impliment Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Fortitude Hit: 2d8 + Wisdom modifier lightning damage and the target is dazed till the end of your next turn. Element Focus: Add your Wisdom modifier as thunder damage to the attack. Hailstorm Druid (Element) Attack 1 You call forth a terrible hail storm, blasting your enemies with ice. Daily * Primal, Cold, Impliment Standard Action Area burst 2 within 10 squares Target: Each creature in burst Attack: Wisdom vs. Fortitude Hit: 1d8 + Wisdom modifier cold damage. Miss: Half damage Effect: The storm lasts until the end of your next turn. Any creature that enters or starts its turn in the storm is subject to another attack. You can dismiss the storm as a minor action. Wreath of Ivy Druid (Plant) Attack 1 Poisonous and barbed vines from the deepest reaches of Wildhome reach up around your enemy cutting their flesh as it squeezes them like a snake. Daily * Primal, Poison, Impliment Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Fortitude Hit: 3d6 + Wisdom modifier poison damage and the target is immobilized until the end of your next turn. Effect: The target takes a -2 penalty to Fortitude defense (save ends). Wrath of the Den Mother Druid (Animal) Attack 1 You summon a huge bear from Wildhome, which mauls your enemy, tearing into him with primal strength and fury. Daily * Primal, Impliment Standard Action Ranged 10 Target: One creature Attack: Wisdom +2 vs. AC Hit: 3d10 + Wisdom modifier damage. Effect: The target takes ongoing 5 damage (save ends). Rejuvenating Touch Druid Utility 2 The growth and healing powers of Wildhome surge through your hand into those you touch. Encounter ✦ Primal, Healing Standard Action Melee touch Target: You or one adjacent ally Effect: The target can spend a healing surge. Animal Instincts Druid (Animal) Utility 2 You tap into the feral instincts of your animal kin, letting them guide your actions. Encounter ✦ Primal Minor Action Personal Effect: You gain a +5 power bonus to your next Acrobatics, Athletics, or Endurance check during this encounter. Barkskin Druid (Plant) Utility 2 You become covered in the bark of the mighty oak, protecting yourself from harm. Encounter * Primal Standard Action Personal Effect: You gain a +4 power bonus to AC till the end of the encounter. Like the Wind Druid (Element) Utility 2 You become near weightless and translucent, letting the wind carry you to your destination. Encounter * Primal Standard Action Personal Effect: Shift up to half your speed. -P.C. [/QUOTE]
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