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  1. - Top - End - #1
    Titan in the Playground
     
    Zaydos's Avatar

    Join Date
    Aug 2009
    Location
    Erutnevda

    Default Water Druid (variant Druid spell list, 3.X)

    Found an old note book of mine which had some homebrew and amongst that was a variant spell list for 0 to 4th level druid spells (don't ask why it didn't go higher) It seems to be Core 3.0 only, but a quick conversion to core 3.5 is being done and then I'm posting it.

    So this would be a variant spell list for a particularly water-themed druid (I believe the original was for druids living on a moon that was covered with water and small islands). Changes from the original are spoilered.

    Special:
    Lose: Ability to spontaneously cast Summon Nature's Ally.
    Gain: Ability to spontaneously cast spells from the Water domain.
    Spoiler
    Show
    This was post 3.5 but I only had the 3.0 PHB at the time so I was playing a 3.2 game


    0:
    Lose: Flare
    Gain: Ray of Frost

    1st:
    Lose: Faerie Fire, Entangle, Produce Flame.
    Gain: Grease.
    Spoiler
    Show
    Original version lost Shillelagh instead of Entangle; also lost Produce Flame as a 2nd level spell.


    2nd:
    Lose: Fire Trap, Flame Blade, Flaming Sphere, Heat Metal.
    Gain: Blur, See Invisibility, and Whispering Wind
    Spoiler
    Show
    Original version gained Fog Cloud, Wind Wall, and Gust of Wind as well... but two of those are on the druid 2nd level list and one is 3rd level and shouldn't be leveled down


    3rd:
    Lose: Meld into Stone, Stone Shape, Spike Growth
    Gain: Gaseous Form, Water Walk.
    Spoiler
    Show
    Original version also lost Poison and Contagion


    4th:
    Lose: Flame Strike, Spike Stones, Rusting Grasp.
    Gain: Control Water, Air Walk
    Spoiler
    Show
    Original version gained Ice Strike (I think that's from Tome and Blood), and Wall of Ice, and regained Poison and Contagion
    .

    5th:
    Lose: Wall of Fire
    Gain: Wall of Ice, Ice Storm.
    Spoiler
    Show
    From this point on there is no original version


    6th:
    Lose: Fire Seeds, Wall of Stone.
    Gain: Cone of Cold, Wind Walk

    7th:
    Lose: Fire Storm, Transmute Metal to Wood
    Gain: Acid Fog

    8th:
    Lose: Earthquake
    Gain: Horrid Wilting.

    9th:
    Lose: None.
    Gain: None.

    So yeah mostly just nostalgia for me but also just thought someone might want to use a slightly tweaked water druid spell list some day. Not as necessary with Spell Comp and Storm Wrack out but with just Core it might be nice.
    Peanut Half-Dragon Necromancer by Kurien.

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  2. - Top - End - #2
    Barbarian in the Playground
    Join Date
    Jan 2011

    Default Re: Water Druid (variant Druid spell list, 3.X)

    I've always loved the idea of elemental druids but I'd go a bit further than changing the spell list. Something like:

    Add Knowledge (the Planes) as a class skill.

    Aquan as a bonus language instead of sylvan.

    In addition to the normal list the animal companion may be a water elemental (as the elemental companion from complete mage) or a aquatic animal companion (as the aquatic animal companion from stormwrack).

    Woodland Stride + Trackless Step replaced by something like walking on water (possibly a limited time per day) or a swim speed.

    Resist Nature's Lure and Venom Immunity should also be replaced by something.

    Elemental Wild Shape can be used to wild shape into any elemental (small, medium or large) with the aquatic, cold and/or water subtype but not other elementals. The new formís Hit Dice canít exceed the characterís druid level of course.

    Wild Empathy should be changed to something like:
    A druid can improve the attitude of a creature with the aquatic, cold and/or water subtype. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

    The creature must have a con score. For every point of intelligence the creature has above 2 take a -2 penalty on the check.

    To use wild empathy, the druid and the creature must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing a creature in this way takes 1 minute but, as with influencing people, it might take more or less time.

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