Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
What are the key thematic elements of the Druid Class?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="eloquentaction" data-source="post: 4365185" data-attributes="member: 70399"><p>I have a few ideas for a Druid. Please feel free to laugh hysterically, if you like.</p><p></p><p>Two types of Druid: Feral and Devoted.</p><p>Implements: Sprig of Holly, Choker with Birthstone and Staff of Defense.</p><p></p><p>Druid Features:</p><p> Quickened Regrowth </p><p>You touch yourself or an ally on the forehead, green light springs from your touch and rushes towards any wound.</p><p> <strong>[FONT=&quot]Encounter [/FONT]</strong><strong>[FONT=&quot]✦[/FONT]</strong><strong>[FONT=&quot] Primal, Healing[/FONT]</strong></p><p> <strong>[FONT=&quot]Minor Action Melee 1[/FONT]</strong>[FONT=&quot][/FONT]</p><p> <strong>[FONT=&quot]Target:[/FONT]</strong>[FONT=&quot] You or one ally[/FONT]</p><p> <strong>Effect:</strong> The target is healed for 1d8 and gains Regeneration 1 for the remainder of the encounter.</p><p> </p><p></p><p>Natures’ Riposte Gaia protects you or an ally from devastating harm and strikes back at those who oppose her.</p><p></p><p> <strong>[FONT=&quot]Encounter [/FONT]</strong><strong>[FONT=&quot]✦[/FONT]</strong><strong>[FONT=&quot] Primal[/FONT]</strong></p><p> <strong>[FONT=&quot]Immediate Interrupt[/FONT]</strong>[FONT=&quot] <strong>Ranged</strong> 5[/FONT]</p><p> <strong>[FONT=&quot]Trigger:[/FONT]</strong>[FONT=&quot] An enemy scores a critical hit on your or an ally.[/FONT]</p><p> <strong>Effect:</strong> 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.</p><p></p><p>Level 1 At-Will</p><p> Slippery Step Druid Attack 1</p><p> 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.</p><p>At-Will * Primal, Implement, Cold</p><p>Standard Action Ranged 10</p><p>Target: One Creature</p><p style="text-align: left"><p style="text-align: left">Attack: <span style="color: black"><span style="color: White">Wisdom vs. Reflex</span></span></p> </p><p> <strong>Hit:</strong> 1d6 + Wisdom modifier cold damage, and the target falls prone.</p><p> Increase damage to 2d6 + Wisdom modifier at 21st level.</p><p><strong>Special: </strong>The space the target was in becomes difficult terrain until the end of the encounter.</p><p></p><p></p><p> Thick Skin <span style="font-family: 'MentorSansStd'">Druid Attack 1</span></p><p> You utter a minor defensive prayer as you attack with your weapon.</p><p>At-Will * Primal, Weapon</p><p>Standard Action Melee weapon</p><p>Target: One creature</p><p>Attack: Strength vs. AC</p><p></p><p><strong>Hit: </strong>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.</p><p> Increase damage to 2[W] + Strength modifier at 21st level.</p><p></p><p> </p><p></p><p>Level 1 Encounter Powers</p><p> Quick Retreat Druid Attack 1</p><p> 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.</p><p>Encounter * Primal, Weapon</p><p>Standard Action Melee 1</p><p>Target: One creature</p><p>Attack: Strength vs. AC</p><p></p><p><strong>Hit:</strong> 1[W] + Strength modifier. </p><p> <strong>Effect: </strong>An ally adjacent to your target may shift up to 2 + your Dexterity mod squares without invoking attacks of opportunity.</p><p> </p><p> </p><p>Healing Wave <span style="font-family: 'MentorSansStd'">Druid Attack 1</span></p><p> 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.</p><p>Encounter * Primal, Implement, Healing</p><p>Standard Action Area Burst 3 within 10 squares</p><p>(5 at 11th, 8 at 21st)</p><p>Target: All enemy within the radius around the ally within range.</p><p>Attack: Wisdom vs. Reflex</p><p></p><p><strong>Effect:</strong> Enemies within the radius are dazed until your next turn.</p><p> Your ally may either spend a healing surge or take a saving throw.</p><p> </p><p> <em><span style="color: black">[FONT=&quot]</span></em></p><p> <em><span style="color: black">[/FONT]</span></em> </p><p>Grasping Roots Druid Attack 1</p><p> You strike at your foes legs while whispering an ancient tongue. </p><p> Thorny vines grow from your impact, tying your enemies’ legs together.</p><p>Encounter * Primal, Weapon</p><p>Standard Action Melee weapon</p><p>Target: One creature</p><p>Attack: Strength vs. AC</p><p></p><p><strong>Hit: </strong>1[W] + Strength modifier damage.</p><p> <strong>Effect: </strong>Your target is immobilized until the end of your next turn (save ends).</p><p> <strong>Sustain Minor:</strong> A minor action continues the immobilization until the end of your next turn.</p><p></p><p></p><p> </p><p>Summer’s Breath Druid Attack 1</p><p> With a few ancient words and a handful of water, you plunge your enemy into the steamy depths of summer.</p><p>Encounter * Primal, Implement, Fire</p><p>Standard Action Ranged 10</p><p>Target: One creature</p><p>Attack: Wisdom vs. Reflex</p><p></p><p><strong>Hit: </strong>2d6 + Wisdom modifier fire damage, and the target is dazed until the end of your next turn. </p><p> </p><p></p><p>Level 1 Daily Powers</p><p> Bristle Burst <span style="font-family: 'MentorSansStd'">Druid Attack 1</span></p><p> Shimmering bristles grow out of your back and then burst outwards, harming all foes around you.</p><p>Daily * Primal, Implement</p><p>Standard Action Close burst 3 (5 at 11th, 8 at 21st)</p><p>Target: All enemy within the radius</p><p>Attack: Wisdom vs. Reflex</p><p></p><p><strong>Hit:</strong> 1d6 + Wisdom modifier damage to all within the burst radius.</p><p> Increase damage to 2d6 + Wisdom modifier at 21st level.</p><p> <strong>Miss:</strong> The target takes Wisdom modifier damage.</p><p> </p><p></p><p> Sheath of Thorns Druid Attack 1</p><p> 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.</p><p>Daily * Primal, Implement, Fire</p><p>Standard Action Personal</p><p></p><p><strong>Effect: </strong>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.</p><p></p><p> </p><p>Boiling Blood Druid Attack 1</p><p> 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.</p><p>Daily * Primal, Implement</p><p>Standard Action Area Burst 1 within 5 squares</p><p>Target: Each enemy in bust</p><p>Attack: Wisdom vs. Will</p><p></p><p><strong>Hit: </strong>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.</p><p> <strong>Miss: </strong>The target is weakened until the end of its next turn.</p><p></p><p> </p><p>Brother Wolf <span style="font-family: 'MentorSansStd'">Druid Attack 1</span></p><p> You conjure a ghostly wolf, which appears next to you. It emits a feral growl and leaps towards your enemies.</p><p>Daily * Conjuration, Primal, Implement</p><p>Standard Action Melee 1</p><p></p><p><strong>Effect: </strong>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.</p><p> <strong>Special:</strong> Damage is increased to 2d6 + Strength against a prone target.</p><p> <strong>Combat Advantage:</strong> If the wolf has combat advantage against the target, the target is also knocked prone on a hit.</p><p> </p><p> Increase the damage to 1d8 + Strength at 6th level.</p><p> Increase the number of wolves to 2 at 12th level.</p><p> Increase the damage to 2d6 + Strength at 18th level.</p><p> Increase the number of wolves to 3 at 24th level.</p><p> <strong>Sustain minor: </strong>You may change the target of the wolves.</p><p> <strong>Sustain move:</strong> You may move the summoned wolves up to your movement rate +2.</p><p> <strong>Note:</strong> 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.</p><p></p><p></p><p></p><p></p><p></p><p></p><p>Please feel free to tell me what you guys think.</p><p></p><p>-- Hirahito</p></blockquote><p></p>
[QUOTE="eloquentaction, post: 4365185, member: 70399"] 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. [B][FONT="]Encounter [/FONT][/B][B][FONT="]✦[/FONT][/B][B][FONT="] Primal, Healing[/FONT][/B] [B][FONT="]Minor Action Melee 1[/FONT][/B][FONT="][/FONT] [B][FONT="]Target:[/FONT][/B][FONT="] You or one ally[/FONT] [B]Effect:[/B] 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. [B][FONT="]Encounter [/FONT][/B][B][FONT="]✦[/FONT][/B][B][FONT="] Primal[/FONT][/B] [B][FONT="]Immediate Interrupt[/FONT][/B][FONT="] [B]Ranged[/B] 5[/FONT] [B][FONT="]Trigger:[/FONT][/B][FONT="] An enemy scores a critical hit on your or an ally.[/FONT] [B]Effect:[/B] 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 [LEFT][LEFT]Attack:[COLOR=White][B][COLOR=black] [/COLOR][/B][/COLOR][COLOR=black][COLOR=White]Wisdom vs. Reflex[/COLOR][/COLOR][/LEFT][/LEFT] [B]Hit:[/B] 1d6 + Wisdom modifier cold damage, and the target falls prone. Increase damage to 2d6 + Wisdom modifier at 21st level. [B]Special: [/B]The space the target was in becomes difficult terrain until the end of the encounter. Thick Skin [FONT=MentorSansStd]Druid Attack 1[/FONT] 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 [B]Hit: [/B]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 [B]Hit:[/B] 1[W] + Strength modifier. [B]Effect: [/B]An ally adjacent to your target may shift up to 2 + your Dexterity mod squares without invoking attacks of opportunity. Healing Wave [FONT=MentorSansStd]Druid Attack 1[/FONT] 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 [B]Effect:[/B] Enemies within the radius are dazed until your next turn. Your ally may either spend a healing surge or take a saving throw. [I][COLOR=black][FONT="] [/FONT][/COLOR][/I] 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 [B]Hit: [/B]1[W] + Strength modifier damage. [B]Effect: [/B]Your target is immobilized until the end of your next turn (save ends). [B]Sustain Minor:[/B] 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 [B]Hit: [/B]2d6 + Wisdom modifier fire damage, and the target is dazed until the end of your next turn. Level 1 Daily Powers Bristle Burst [FONT=MentorSansStd]Druid Attack 1[/FONT] 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 [B]Hit:[/B] 1d6 + Wisdom modifier damage to all within the burst radius. Increase damage to 2d6 + Wisdom modifier at 21st level. [B]Miss:[/B] 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 [B]Effect: [/B]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 [B]Hit: [/B]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. [B]Miss: [/B]The target is weakened until the end of its next turn. Brother Wolf [FONT=MentorSansStd]Druid Attack 1[/FONT] 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 [B]Effect: [/B]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. [B]Special:[/B] Damage is increased to 2d6 + Strength against a prone target. [B]Combat Advantage:[/B] 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. [B]Sustain minor: [/B]You may change the target of the wolves. [B]Sustain move:[/B] You may move the summoned wolves up to your movement rate +2. [B]Note:[/B] 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 [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
What are the key thematic elements of the Druid Class?
Top