What are the key thematic elements of the Druid Class?

For me, the druid should focus on:

* Weather / Nature oriented magic
--- Primary focus on Lightning & Thunder damage types
--- Secondary focus on Cold, Poison, & Radiant damage types
--- Specialty spells like Entangle, Shillelagh, etc.

* Focus on Healing, Poison, Polymorph and Zone effect types
--- Mostly controller with some leader aspects

* Focus on Weather, Nature and Scrying rituals

* Wild Shape (animal forms)
 

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For me, the druid is definately a controller. Sure they can heal in other editions, but that's really secondary to everything else that they do. They probably should not be as damage-focused as the wizard, but they have a lot of terrain and weather based effects that affect multiple targets.

Shapeshifting is a big part of the druid experience, but I think it would be difficult to try to model a full shapeshifting ability. Instead there could be powers that temporarily shift your form, like a utility power that turns you into a bird so you can fly 6 squares, or one where you turn into a wolf and move, make a trip attack, then turn back.

Summoning and critter control powers lend a lot of druid flavor, but I think those can be worked into powers. Animate plant could cause a nearby plant, root or wooden object to reach out and make an attack on an enemy, or a swarm of beetles could rise up out of the ground to engulf an enemy for a round or two.

Someone mentioned making the druids key abilities Wis, Int and Str, and I think that's a cool idea. The two builds could be elementalist (Int) who focuses on the weather and terrain aspects, and shapeshifter (str) who focuses on the shapshifting powers. Critter powers could be Wis based and shared.
 


I think Khaalis and XCorvis both have some really good ideas for 4th edition implementation.

As for Raunalyn, I think that Creeping Doom is a ritual waiting to be written.
 

Of course, the problem with Creeping Doom as a ritual (and all the other more powerful effect spells I had been considering for ritual status) is that theres not a single damage-based ritual in the PHB, which suggests thats not the direction wotc wants to take. :(

I guess I'll need to figure out which and how to convert these old edition spells to powers.
 

I have a few ideas for a Druid. Please feel free to laugh hysterically, if you like.

Two types of Druid: Feral and Devoted.
Implements: Sprig of Holly, Choker with Birthstone and Staff of Defense.

Druid Features:
Quickened Regrowth
You touch yourself or an ally on the forehead, green light springs from your touch and rushes towards any wound.
[FONT=&quot]Encounter [/FONT][FONT=&quot]✦[/FONT][FONT=&quot] Primal, Healing[/FONT]
[FONT=&quot]Minor Action Melee 1[/FONT][FONT=&quot][/FONT]
[FONT=&quot]Target:[/FONT][FONT=&quot] You or one ally[/FONT]
Effect: The target is healed for 1d8 and gains Regeneration 1 for the remainder of the encounter.


Natures’ Riposte Gaia protects you or an ally from devastating harm and strikes back at those who oppose her.

[FONT=&quot]Encounter [/FONT][FONT=&quot]✦[/FONT][FONT=&quot] Primal[/FONT]
[FONT=&quot]Immediate Interrupt[/FONT][FONT=&quot] Ranged 5[/FONT]
[FONT=&quot]Trigger:[/FONT][FONT=&quot] An enemy scores a critical hit on your or an ally.[/FONT]
Effect: Turn a critical hit against you or an ally within range into a normal hit and the attacker is immobilized until the end of your next turn.

Level 1 At-Will
Slippery Step Druid Attack 1
You toss some water into the air, whisper a few words of power, and point at your foes feet. Ice forms where they stand, tripping them.
At-Will * Primal, Implement, Cold
Standard Action Ranged 10
Target: One Creature
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier cold damage, and the target falls prone.
Increase damage to 2d6 + Wisdom modifier at 21st level.
Special: The space the target was in becomes difficult terrain until the end of the encounter.


Thick Skin Druid Attack 1
You utter a minor defensive prayer as you attack with your weapon.
At-Will * Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage to your target and you gain a +3 power bonus to AC until the end of your next turn. Your target is marked until the end of your next turn.
Increase damage to 2[W] + Strength modifier at 21st level.



Level 1 Encounter Powers
Quick Retreat Druid Attack 1
Realizing your ally is in trouble; you distract their opponent while gesturing towards them and invoke ancient ties to the animal world. The muscles of your allies’ legs grow large, straining against their armor. Suddenly their movements are inhumanly fast.
Encounter * Primal, Weapon
Standard Action Melee 1
Target: One creature
Attack: Strength vs. AC

Hit: 1[W] + Strength modifier.
Effect: An ally adjacent to your target may shift up to 2 + your Dexterity mod squares without invoking attacks of opportunity.


Healing Wave Druid Attack 1
You draw upon your inner resources and create a flickering wall of light around your ally. With a shout, the wall explodes outwards, healing your ally and dazing their enemies.
Encounter * Primal, Implement, Healing
Standard Action Area Burst 3 within 10 squares
(5 at 11th, 8 at 21st)
Target: All enemy within the radius around the ally within range.
Attack: Wisdom vs. Reflex

Effect: Enemies within the radius are dazed until your next turn.
Your ally may either spend a healing surge or take a saving throw.

[FONT=&quot]
[/FONT]

Grasping Roots Druid Attack 1
You strike at your foes legs while whispering an ancient tongue.
Thorny vines grow from your impact, tying your enemies’ legs together.
Encounter * Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage.
Effect: Your target is immobilized until the end of your next turn (save ends).
Sustain Minor: A minor action continues the immobilization until the end of your next turn.



Summer’s Breath Druid Attack 1
With a few ancient words and a handful of water, you plunge your enemy into the steamy depths of summer.
Encounter * Primal, Implement, Fire
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex

Hit: 2d6 + Wisdom modifier fire damage, and the target is dazed until the end of your next turn.


Level 1 Daily Powers
Bristle Burst Druid Attack 1
Shimmering bristles grow out of your back and then burst outwards, harming all foes around you.
Daily * Primal, Implement
Standard Action Close burst 3 (5 at 11th, 8 at 21st)
Target: All enemy within the radius
Attack: Wisdom vs. Reflex

Hit: 1d6 + Wisdom modifier damage to all within the burst radius.
Increase damage to 2d6 + Wisdom modifier at 21st level.
Miss: The target takes Wisdom modifier damage.


Sheath of Thorns Druid Attack 1
With the utterance of a few words; vines grow out from your skin covering your armor and protecting you from harm. Razor sharp thorns cut anyone foolish enough to attack you.
Daily * Primal, Implement, Fire
Standard Action Personal

Effect: You gain 5 + your Wisdom modifier temporary hit points. Further, any melee or touch attack against you causes 1d6 + Wisdom in damage to the attacker until the end of the encounter.


Boiling Blood Druid Attack 1
With a drop of your own blood and a series of whispered words, you cause a nearby foe’s blood to boil and explode; searing those around them in steaming gore.
Daily * Primal, Implement
Standard Action Area Burst 1 within 5 squares
Target: Each enemy in bust
Attack: Wisdom vs. Will

Hit: The target takes 2d10 + Wisdom in damage and is weakened until the end of its next turn. All enemies within 1 square of the target take 1d6 + Wisdom damage from the boiling blood.
Miss: The target is weakened until the end of its next turn.


Brother Wolf Druid Attack 1
You conjure a ghostly wolf, which appears next to you. It emits a feral growl and leaps towards your enemies.
Daily * Conjuration, Primal, Implement
Standard Action Melee 1

Effect: You conjure a wolf that occupies 1 square adjacent to you. Every round, you can move the wolf up to your move rate +2 as a move action. The wolf lasts until the end of the encounter. A single targeted creature that ends its turn next to the conjured wolf is subject to a Strength vs. AC attack which does 1d6 + Strength damage. Changing the target of the wolf is a minor action.
Special: Damage is increased to 2d6 + Strength against a prone target.
Combat Advantage: If the wolf has combat advantage against the target, the target is also knocked prone on a hit.

Increase the damage to 1d8 + Strength at 6th level.
Increase the number of wolves to 2 at 12th level.
Increase the damage to 2d6 + Strength at 18th level.
Increase the number of wolves to 3 at 24th level.
Sustain minor: You may change the target of the wolves.
Sustain move: You may move the summoned wolves up to your movement rate +2.
Note: There must be an empty non-difficult terrain square adjacent to you for each summoned wolf, or it will not appear. Setting the initial target for each wolf is a free action.






Please feel free to tell me what you guys think.

-- Hirahito
 





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