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<blockquote data-quote="mellored" data-source="post: 8968775" data-attributes="member: 6801209"><p>Here's a very rough draft of what I would like to see.</p><p></p><p>Channel Nature: Wild shape</p><p>-You can use a bonus action to transform into an animal.</p><p>-you know a number of augments equipment to your Wisdom modifier. You can chose new ones when you level up.</p><p>-Your form can have a number of augment according to the Druid chart (2 scaling to 6), some augments use more than one point.</p><p>-small or medium</p><p>-Attacks use your wisdom modifier and deal 1+your proficiency bonus damage.</p><p></p><p>1 point Augments:</p><p>-Beastal Hide: reduce all bludgeon, piercing, and slashing damage by your proficiency bonus. (Or THP, or THP per turn)</p><p>-Claws: deal 1d6+wis+your proficiency bonus.</p><p>-tiny or large</p><p>-Mount: +10 move speed, can be ridden.</p><p>-gain advantage on concentration checks.</p><p></p><p>2 points</p><p>-Climb speed</p><p>-Amphibious</p><p>-you can use Wis in place of Str, Con, or Dex. Can be taken more than once.</p><p>-blind sight</p><p></p><p>3 points</p><p>-Spider climb</p><p>-Huge size</p><p>-Multi-attack</p><p>-gain advantage on str, dex, or con checks. Can be taken more than once.</p><p>-tremmor sense</p><p></p><p>4 points</p><p>-Flying</p><p>-truesight: by combining several different senses, you can see though any illusion.</p><p></p><p>Moon Druid</p><p>3: you learn additional augments. And can use 1 more when you wild shape.</p><p>6: 2 extra augments</p><p>10: 3 extra augments</p><p>13: 4 extra augments</p><p></p><p>1 point</p><p>-pounce: when you dash, you can also make an attack action at the end of your movement. Deal an extra 1d8 damage</p><p>-grapple: you can use a bonus action to grab them</p><p>-trip: you can use a bonus action to prone them</p><p></p><p>2 points</p><p>-Venomous: immediately after you hit a target, use a bonus action to make the target makes a fortitude save or gains the poisoned condition</p><p>-Bite: 1d6+wis as a bonus action</p><p>-pact tactics</p><p>-Web</p><p></p><p>3 points</p><p>-Elemental resistance</p><p>-Elemental damage</p><p></p><p>4 points</p><p>-kaiju</p></blockquote><p></p>
[QUOTE="mellored, post: 8968775, member: 6801209"] Here's a very rough draft of what I would like to see. Channel Nature: Wild shape -You can use a bonus action to transform into an animal. -you know a number of augments equipment to your Wisdom modifier. You can chose new ones when you level up. -Your form can have a number of augment according to the Druid chart (2 scaling to 6), some augments use more than one point. -small or medium -Attacks use your wisdom modifier and deal 1+your proficiency bonus damage. 1 point Augments: -Beastal Hide: reduce all bludgeon, piercing, and slashing damage by your proficiency bonus. (Or THP, or THP per turn) -Claws: deal 1d6+wis+your proficiency bonus. -tiny or large -Mount: +10 move speed, can be ridden. -gain advantage on concentration checks. 2 points -Climb speed -Amphibious -you can use Wis in place of Str, Con, or Dex. Can be taken more than once. -blind sight 3 points -Spider climb -Huge size -Multi-attack -gain advantage on str, dex, or con checks. Can be taken more than once. -tremmor sense 4 points -Flying -truesight: by combining several different senses, you can see though any illusion. Moon Druid 3: you learn additional augments. And can use 1 more when you wild shape. 6: 2 extra augments 10: 3 extra augments 13: 4 extra augments 1 point -pounce: when you dash, you can also make an attack action at the end of your movement. Deal an extra 1d8 damage -grapple: you can use a bonus action to grab them -trip: you can use a bonus action to prone them 2 points -Venomous: immediately after you hit a target, use a bonus action to make the target makes a fortitude save or gains the poisoned condition -Bite: 1d6+wis as a bonus action -pact tactics -Web 3 points -Elemental resistance -Elemental damage 4 points -kaiju [/QUOTE]
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