Nemesis Destiny
Adventurer
Let me preface this by stating that I like the Sentinel build of the Druid in Heroes of the Forgotten Kingdoms. I like that druids can be leaders now, like they sometimes were in prior editions. I don't like that they get a crappy verbatim copy of the Cleric's Healing Word power.
I've cobbled together my own take on a Druid's healing power. I tried to work a few things into it, such as the idea of regeneration (something druids were good at).
I wanted to make the riders last longer, but I'm thinking it's a tad overpowered that way. I have a couple ideas to fix that.
One idea was to increase the duration of the riders by one round instead of granting additional healing every 5 levels, though this makes the healing itself not scale all that well.
Another thought was to basically do away with the Barkskin part (since there is already a utility that does barkskin), and just focus on the regen. I'd like to have it scale by lasting longer and/or increasing in value, like +1 round duration and Con mod +1 at each 5-level bump. With starting Con of 18, this would put the regen at level 28 in the 12~14hp range, and it would last 6 rounds.
Another idea would be to, instead of actually granting Regeneration in the keyword sense, change all the bumps to say,
Effect: The target can spend a healing surge, and regains an additional 1d6 hit points at the start of its next turn.
Level 6: The target gains 1d6 additional hit points at the start of its next two turns.
Level 11:The target gains 1d6 additional hit points at the start of its next three turns.
Level 16: The target gains 1d6 additional hit points at the start of its next four turns.
Level 21: The target gains 1d6 additional hit points at the start of its next five turns.
Level 26: The target gains 1d6 additional hit points at the start of its next six turns.
Yet another option would be for the bumps to alternate between more dice and lasting another turn, so it would top out at 3d6 extra hp at the start of the turn for 4 rounds, or 4d6 for 3 rounds.
Thoughts?
I've cobbled together my own take on a Druid's healing power. I tried to work a few things into it, such as the idea of regeneration (something druids were good at).
So basically, I used Rune of Mending (and all the other healing powers with riders) as a rough guide - I delayed the additional healing until level 6 in favour of some other benefits.Healing Wind
Encounter * Primal
Minor Action — Close burst 5 (+5 per tier)
Target: You or one ally in the burst
Effect: The target can spend a healing surge.
Level 6: The target gains 1d6 additional hit points.
Level 11:The target gains 2d6 additional hit points.
Level 16: The target gains 3d6 additional hit points.
Level 21: The target gains 4d6 additional hit points.
Level 26: The target gains 5d6 additional hit points.
Regeneration: You grant the target regeneration until the end of its next turn. The regeneration equals your Constitution modifier.
Barkskin: You grant the target a bonus to all defences until the end of your next turn. The bonus equals your Consitiution modifier.
I wanted to make the riders last longer, but I'm thinking it's a tad overpowered that way. I have a couple ideas to fix that.
One idea was to increase the duration of the riders by one round instead of granting additional healing every 5 levels, though this makes the healing itself not scale all that well.
Another thought was to basically do away with the Barkskin part (since there is already a utility that does barkskin), and just focus on the regen. I'd like to have it scale by lasting longer and/or increasing in value, like +1 round duration and Con mod +1 at each 5-level bump. With starting Con of 18, this would put the regen at level 28 in the 12~14hp range, and it would last 6 rounds.
Another idea would be to, instead of actually granting Regeneration in the keyword sense, change all the bumps to say,
Effect: The target can spend a healing surge, and regains an additional 1d6 hit points at the start of its next turn.
Level 6: The target gains 1d6 additional hit points at the start of its next two turns.
Level 11:The target gains 1d6 additional hit points at the start of its next three turns.
Level 16: The target gains 1d6 additional hit points at the start of its next four turns.
Level 21: The target gains 1d6 additional hit points at the start of its next five turns.
Level 26: The target gains 1d6 additional hit points at the start of its next six turns.
Yet another option would be for the bumps to alternate between more dice and lasting another turn, so it would top out at 3d6 extra hp at the start of the turn for 4 rounds, or 4d6 for 3 rounds.
Thoughts?