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Gnorman
2016-03-20, 06:47 PM
The Druid (E6)

Designer's Notes:
Well, this turned into a bit of a thing. The E6 Druid is quite different from her predecessor, losing her animal companion and wild shape ability. Taking inspiration from the shapeshift variant druid in the PHBII, I tried to make the shifting abilities more varied, more customizable, and more appealing. I did however reduce their power slightly, by requiring a full-round action to shift. This does eventually graduate to a swift action, but I felt that the greater variety of forms dictated some kind of tradeoff.

Due to the power and versatility of the shapeshifting mechanic alone, not to mention being a full caster, the E6 Druid does not get much else in the way of abilities. Most of the standard druid abilites are still present, except the very narrow ones like Resist Nature's Lure and Trackless Step. And her casting list is still the most versatile of all, including healing, buffing, damage, and control. Most other spellcasters have to concentrate on one or two; the druid's key advantage is her ability to round out almost any party.

Archetypes: the Forest Master is the best healer and the hardiest of them all (plus she can tank out with Plant Form); the geomancer is a versatile blaster and summoner, and the master of many forms is, well, the best dang shifter around.

HD: d8
Class Skills: Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), Listen, Profession, Ride, Spellcraft, Spot, Survival, Swim
Skill Points: 4 + Int per level (4x at 1st)



Level
BAB
Saves
Special
Spells Per Day




Fort
Ref
Will

0
1
2
3


1st
+0
+2
+0
+2
Archetype Power (Lesser), Spellcasting, Shapeshifting, Wild Empathy
5
4
-
-


2nd
+1
+3
+0
+3
Advanced Learning, Woodland Stride
6
5
-
-


3rd
+2
+3
+1
+3
Archetype Power (Moderate), Keen Senses, Shapeshifting (new form)
6
6
3
-


4th
+3
+4
+1
+4
Advanced Learning, Enchanted Claws
6
6
4
-


5th
+3
+4
+1
+4
Shapeshifting (greater forms, new form)
6
6
5
3


6th
+4
+5
+2
+5
Advanced Learning, Archetype Power (Greater), Pinnacle of Balance
6
6
6
4



Proficiencies: The Druid is proficient with light armor, light shields, simple weapons, and the scimitar. She is also proficient with the natural attacks of any form she shifts into.

Spellcasting: The Druid casts divine spells from a specialized list, which is included below. The Druid need not prepare spells ahead of time - she may spontaneously cast any spell on her list from the appropriate slot. She still requires eight hours of rest to refresh her spells. Her sole casting attribute is Wisdom, which dictates both the DC of her spells and her bonus spell slots. To cast a spell, the Druid must have a Wisdom score equal to 10 + the level of spell in question.

Archetype Power: At 1st level, the Druid chooses an archetype from the following list. Once made, the choice is final. Each archetype offers the Sorcerer a different set of abilities at levels 1, 3, and 6, as noted below.

Shapeshifting: The Druid is able to transform into limited number of animal forms. She chooses a single form from the list below at 1st level (and again at 3rd and 5th level, gaining new forms). As a full-round action, she may transform into that form, taking on the listed benefits and turning into that kind of animal. While shifted, she retains her normal type, subtype(s), hit dice, hit points, base attack bonus, base saving throw bonuses, skills ranks, and ability scores of her normal form, though each form gives a bonus to one or more ability scores, typically Strength. She keeps all extraordinary, supernatural, and spell-like attacks and qualities of her normal form, unless they require a body part she no longer has in her shifted form. She cannot speak, cast spells, or activate magic items while shifted, and all of her equipment and possessions merge into her animal form and become non-functional. Shapeshifting does not heal her. Unless noted otherwise, she does not change size, and lacks the manual dexterity to wield weapons or perform fine feats of manipulation. If she is killed or knocked unconscious while shifted, she reverts to her natural form. If she is capable of taking one more than one alternate form, she may shift between them without first reverting to her natural form.

This is a supernatural ability. It does not qualify the Druid for feats that require Wild Shape, nor may it be used to fuel abilities that require the expenditure of a use of Wild Shape.

Wild Empathy: As the druid ability (http://www.d20srd.org/srd/classes/druid.htm#wildEmpathy), only the Druid adds her Wisdom modifier to the check, not her Charisma modifier.

Advanced Learning: At 2nd level, the Druid may add one spell to her list of spells known. This spell may not be of a higher level than she is capable of casting at the time, and in any case no higher than 3rd level. This spell may only be drawn from spells on the druid (http://www.d20srd.org/srd/spellLists/druidSpells.htm) list. She may add one more spell to her list of spells known at 4th level, and again at 6th.

Woodland Stride: As the druid ability (http://www.d20srd.org/srd/classes/druid.htm#woodlandStride).

Keen Senses The Druid gains Scent, both in her natural form and when shifted into an alternate form. If she already had the Scent ability from another source, the range of her Scent ability doubles.

Enchanted Claws: While shifted, the Druid gains a +1 enhancement bonus on attack and damage rolls with her natural attacks. They are now treated as magic for the purposes of overcoming damage reduction.

Master Shapeshifter: The Druid may now select Greater forms when choosing new forms.

Pinnacle of Balance: The Druid may now shift into a new form as a swift action.


Archetypes


Forest Master

Lesser Archetype Power: Whenever a forest master casts a healing spell, the recipient of that spell gains Fast Healing equal to half the forest master's Charisma bonus (minimum of one) for the next ten rounds.

In addition, she gains the ability to rebuke or command plant creatures as an evil cleric rebukes or commands undead. She may use this supernatural ability a number of times per day equal to 3 + her Charisma modifier.

Moderate Archetype Power: Whenever a forest master casts a beneficial spell on herself or an ally, the recipient of that spell gains damage reduction equal to the spell's level, for the duration of the spell. This damage reduction is not overcome by any type of weapon.

In addition, whenever a forest master is in natural terrain, she gains a bonus on attack and damage rolls equal to half her Charisma modifier (minimum zero).

Greater Archetype Power: A forest master takes on some traits of the plants she venerates. She becomes immune to poison, sleep, paralysis, stunning, and critical hits. She also permanently gains fast healing equal to her half her Charisma bonus (minimum of one).

In addition, a forest master gains Plant Form as a bonus form.


Geomancer

Lesser Archetype Power: A geomancer gains the Elemental Blast ability (http://www.giantitp.com/forums/showthread.php?481780-The-Sorcerer-(E6-Project-v3)&p=20549613) of a Sorcerer of her class level. She may only use this ability in her natural form.

Moderate Archetype Power: When shifted into a non-elemental form, a geomancer may nevertheless take on some elemental aspects. When shifting into a form, she may choose one energy type: fire, cold, electricity, or acid. While in that form, her natural attacks deal additional damage of that type equal to her Intelligence modifier, and she gains resistance 10 to that same damage type.

Greater Archetype Power: When summoning elementals with a summon nature's ally spell, a geomancer may treat them as if they belonged to a summoning list one spell level lower than they actually are. Thus, she could summon small elementals with a summon nature's ally I spell, or medium elementals with a summon nature's ally III spell.

In addition, a geomancer gains Elemental Form as a bonus form.


Master of Many Forms

Lesser Archetype Power: A master of many forms learns more forms than the standard druid. At 1st, 3rd, and 5th levels, she learns an additional shapeshifting form.

Moderate Archetype Power: While shifted, a master of many forms may cast spells. However, she may only cast spells of the summon nature's ally line, and only to summon animals.

Greater Archetype Power: While shifted, a master of many forms gains the benefits of the Improved Multiattack feat, and the damage of all her natural attacks in all her forms increases by one step.

In addition, a master of many forms gains Lycanthrope Form as a bonus form.


Druid Spell List:

0: Create Water, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
1: Calm Animals, Charm Animal, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Faerie Fire, Goodberry, Hide from Animals, Longstrider, Magic Fang, Obscuring Mist, Pass Without Trace, Shillelagh, Speak with Animals, Summon Nature's Ally I
2: Animal Messenger, Animal Trance, Barkskin, Cat's Grace, Chill Metal, Cure Moderate Wounds, Delay Poison, Fire Trap, Flame Blade, Flaming Sphere, Fog Cloud, Gust of Wind, Heat Metal, Hold Animal, Owl's Wisdom, Reduce Animal, Resist Energy, Restoration (Lesser), Soften Earth and Stone, Summon Nature's Ally II, Tree Shape, Warp Wood, Wood Shape
3: Call Lightning, Cure Serious Wounds, Daylight, Diminish Plants, Dominate Animal, Magic Fang (Greater), Meld into Stone, Neutralize Poison, Quench, Plant Growth, Poison, Protection from Energy, Remove Disease, Sleet Storm, Speak with Plants, Spike Growth, Stone Shape, Summon Nature's Ally III, Water Breathing, Wind Wall


Druid Shapeshifting Forms List:

Unless otherwise noted, the benefits of the forms listed below only apply while the Druid is shifted into them. Bonuses to ability score are enhancement bonuses. Attack damage is based on a Medium-sized druid; Small or Large druids should adjust their natural attack damage accordingly.

Lesser Forms:

Ambusher Form
Typical Animals: Panther, leopard
Benefits: You gain two primary claw attacks that deals 1d4 damage, a +4 enhancement bonus to Dexterity, +4 natural armor, and a land speed of 40'. You gain the benefits of the Weapon Finesse feat.

At 4th level, you deal +1d6 sneak attack damage.

Aquatic Form
Typical Animals: Shark, manta ray, orca
Benefits: You gain a primary bite attack that deals 1d6 damage, a +4 enhancement bonus to Strength, a +4 bonus to natural armor, and a swim speed of 50'. While in this form, you can breathe water as easily air.

At 4th level, you gain blindsight out to 30' in this form.

Charger Form
Typical Animals: Bull, rhinoceros, caribou
Benefits: You gain a primary gore attack that deals 1d8 damage, a +4 enhancement bonus to Strength, +4 natural armor, and a land speed of 50'.

At 4th level, you gain the Powerful Charge ability, doubling your gore attack damage on a charge.

Grappler Form
Typical Animals: Anaconda
Prerequisites:
Benefits: You gain a primary bite attack that deals 1d4 damage, a +4 enhancement bonus to Strength, +4 natural armor, and the Improved Grab ability.

At 4th level, you gain the Constrict ability. Your constrict damage is equal to 1d6 + 1.5 times your Strength modifier.

Infiltrator Form
Typical Animals: Mouse, cat, squirrel
Benefits: You gain a primary claw attack at 1d3 damage, a +4 enhancement bonus to Dexterity, +2 natural armor, and a +4 bonus to the Hide and Move Silently skills. You also gain a climb and swim speeds of 30'. Your size decreases one step.

At 4th level, your bonuses to Hide and Move Silently double, to +8.

Predator Form
Typical Animals: Wolf, hyena
Benefits: You gain a primary bite attack at 1d6 damage, a +4 enhancement bonus to Strength, +4 natural armor, and a base land speed of 50'.

At 4th level, you gain the benefits of the Mobility feat.

Primate Form
Typical Animals: Gorilla, chimpanzee
Benefits: You gain a primary slam attack at 1d4 damage, a +4 enhancement bonus to Dexterity, +2 natural armor, and a climb speed of 30'. Unlike other forms, you can still wield weapons or perform tasks requiring fine manipulation (though, you can only do so with your hands, not your feet).

At 4th level, you can now activate magical items while in this form.

Reptilian Form
Typical Animals: Crocodile, komodo dragon
Benefits: You gain a primary tail slap attack at 1d6 damage. You gain a +4 enhancement bonus to Strength, +6 natural armor, and a base land speed of 30'. You can hold your breath a number of rounds equal to 4 x your Constitution score to avoid drowning.

At 4th level, if you hit with your tail slap attack, you can attempt to trip as a free action without making a touch attack or provoking an attack of opportunity. If the trip attempt fails, your opponent cannot react to trip you.

Subterranean Form
Typical Animals: Badger
Benefits: You gain a primary claw attack at 1d6 damage, a +4 enhancement bonus to Strength, +4 natural armor, and a burrow speed of 10'.

At 4th level, you gain tremorsense out to 30'.

Swift Form
Typical Animals: Horse, antelope, camel
Benefits: You gain a primary slam attack at 1d4 damage, a +4 enhancement bonus to Constitution, +4 natural armor, and a base land speed of 50'. While in this form, you gain the benefits of the Endurance and Run feats.

At 4th level, your base land speed increases to 60'.

Vermin Form
Typical Animals: Scorpion, spider, centipede
Benefits: You gain a primary sting attack at 1d3 damage, which injects a poison that does 1d3 Strength damage (DC = 10 + 1/2 your level + 1/2 your Constitution modifier). You also gain a +4 enhancement bonus to Dexterity, +4 natural armor, and a climb speed of 30'. Your size decreases one step.

At 4th level, you may choose to have your poison deal 1d3 Dexterity or 1d3 Constitution damage instead, chosen when you shift into the form.

Greater Forms:
Aerial Form
Typical Animals: Eagle, bat, vulture
Benefits: You gain a primary talon attack at 1d6 damage, a +2 enhancement bonus to Strength, a +2 enhancement bonus to Reflex saves, +2 to natural armor, and a fly speed of 40' (good).

Armored Form
Typical Animals: Tortoise, armadillo
Benefits: You gain a primary bite attack at 1d8 damage, a +4 enhancement bonus to Strength, a +4 enhancement bonus to Fortitude saves, +8 to natural armor, and damage reduction of 3/-. Your base land speed is reduced to 20'.

Elemental Form
Typical "Animals": Elementals
Prerequisites: Geomancer archetype
Benefits: You gain a primary slam attack at 1d8 damage, a +4 enhancement bonus to Strength, a +4 enhancement bonus to Reflex saves, +4 natural armor, and you are immune to poison, sleep, paralysis, stunning, and critical hits. While in this form, you do not need to breathe.

Air: You gain a fly speed of 30' (perfect) and are immune to electricity. You deal 1d6 electricity damage with your slam attack.
Earth: You gain the Earth Glide ability and are immune to acid. You deal an additional 1d6 acid damage with your slam attack.
Fire: Your base land speed doubles, and are immune to fire. You deal an additional 1d6 fire damage with your slam attack.
Water: You gain a swim speed of 30', are are immune to cold. You deal an additional 1d6 cold damage with your slam attack.

Lycanthrope Form
Typical Animals: Werebear, wererat, werewolf
Prerequisites: Master of Many Forms archetype
Benefits: You gain a primary bite attack at 1d8 damage, two secondary claw attacks at 1d6 damage, a +6 enhancement bonus to Strength, a +4 enhancement bonus to Dexterity, a +4 enhancement bonus to Fortitude saves, +6 natural armor, and damage reduction 5/silver.

Mauler Form
Typical Animals: Bear, tiger, lion
Benefits: You gain two primary claw attacks at 1d6 damage, a +6 enhancement bonus to Strength, +6 natural armor, a +4 enhancement bonus to Fortitude saves, a base land speed of 40', and the Pounce ability. If you deal damage with both your claw attacks to the same creature in a single round, you rend them, dealing an additional 2d6+1.5 your Strength modifier in damage.

Plant Form
Typical "Animals": Treant, shambling mound, tendriculos
Prerequisites: Forest Master archetype
Benefits: You gain two primary slam attacks at 1d8 damage, a +8 enhancement bonus to Strength, a +4 enhancement bonus to Fortitude and Will Saves, a +10 bonus to natural armor, a base land speed of 20', and damage reduction 5/slashing.

Swarm Form
Typical Animals:
Prerequisites: Vermin form
Benefits: You gain the swarm subtype. You are considered a swarm of Tiny creatures, and so take half damage from piercing and slashing weapons. You gain a +4 enhancement bonus to Dexterity, but suffer a -6 penalty to Strength, and your base land speed is 20'. You gain a swarm attack damage of 1d6 (2d6 at 6th level), and the Distraction ability.

Trampler Form
Typical Animals: Elephant, diplodocus
Prerequisites: Charger form
Benefits: Your size increases one category, to a maximum of Huge. You gain one primary slam attack at 1d8 damage. You gain a +4 enhancement bonus to Strength, a +4 enhancement bonus to Fortitude saves, +6 natural armor, a base land speed of 40' and the Trample ability.

Changelog:
3/20/16: Class originally posted.