Druid
First Level
At first level, you receive:
- Proficiency in the Bond skill, as well as 4 skills of your choice
At each level, including first, you receive:
- Two new powers (or upgrades to existing powers)
- Two points of Mana
At level 2, you receive:
- [[Wild Shape]]: See 5e SRD.
Bond
Bond is a skill that expresses the bond they share with nature and the elements. Druids typically do not play favorites with one element or the next (although talents do exist), but rather respect the natural order of their environment. Like Clerics, Druids can call upon their bond in a time of need, but the benefits will be specific to the elemental balance that prevails in their region--it's no use begging nature to create an avalanche of snow in the middle of a desert.
- Bond allows you to learn and cast spells from the Elementalism and Invocation schools of magic.
- It also has special ability [[TBD]]: tbd.
- The skill is based on Wisdom.
Talents
At level 2, 5, 9, 13, and 17, you may choose one talent for which you qualify.
- Improved Wild Shape: wild shape is now usable as a bonus action at-will, costs 1 Mana per CR of the target form (0 if less than CR 1), max CR = 1/3 druid level. Additionally, while in wild shape, you can spend a bonus action and an amount of Mana to heal yourself for 1d8 per Mana expended.
- Magic Wild Shape: You can transform into magical beasts, and you natural weapons count as magic weapons.
- Elemental Shape: You can transform into elementals.
- Thousand Forms: alter self at will.
- Elemental Shape: You can transform into elementals.
- Magic Wild Shape: You can transform into magical beasts, and you natural weapons count as magic weapons.
- Channeler: TBD
Shaman
Talent options:
- Totem Weapon (level 2+)
- Totem Spirit (level 2+)
- Summon Elemental (level 5+)
- Elemental Form (level 5+)
- Spiritwalker (level 9+)
- Greater Elemental Form (level 13+)
Totem Weapon
At-will, as a bonus action, you can imbue one or both fists or held weapons with elemental energy. Thereafter, they gain certain benefits, based on the element infused.
- Earth: bonus die of physical damage, plus weapon/fist can be used as a shield, and has advantage against armored targets.
- Fire: bonus die of fire damage on strike, plus again on next 3 rounds.
- Frost: bonus die of frost damage, plus Chilled for 1 rd.
- Storm: bonus die of lightning damage, plus melee attacks gain a range of 3 squares.
Totem Spirit
At-will, as a bonus action, you can call forth an elemental spirit, who occupies a stationary location within 20 squares. Each round, the spirit may take an action, based on their element:
- Air Totem: Whipping wind spirit blasts enemies with distracting winds (range 10, push 5, immediate), speeds up allies (range 10, 3 rds, gain +100% movement speed)
- Earth Totem: Rugged earth spirit grants shields to allies (range 10, gain Absorb (all) medium), slows enemies (range 10, 50% movement penalty, 3 rds)
- Fire Totem: Dancing fire spirit tosses fireballs (range 10, your Bond skill as hit, medium fire damage) at chosen enemies, and allies within 10 squares of totem gain advantage to damage rolls.
- Water Totem: Graceful water spirit heals with one hand (range 10, heals medium damage) and purifies with the other (range 10, removes 1 disease, poison, or magic effect from subject; if > level 4, opposed Bond skill required)
All ongoing effects caused by totem spirits end if the totem is destroyed. Totems are immune to nonmagical effects, but can be dispelled or dismissed, and can suffer damage from magical attacks (HP = your HP).
Elemental Form
You can channel an elemental totem spirit into your own body, becoming partially elemental yourself.
Storm
At-will, immediate; you become partially a storm elemental, gaining the following benefits:
- Resist (lightning)
- Immune to the effect of wind
- +2 to Str and Con, +4 to Dex
- Gain the effects of Stormstrike and Lightning Shield (TBD?)
- Fly speed of 10
- Lightning spells cost half Mana
- You may use any Lightning spell you are capable of casting, even if you don't know it. Half Mana cost applies only to spells you do know.
- Costs 1 Mana per round to sustain, cumulative (resets after long rest)
Fire, Earth, etc
TBD
Greater Elemental Form
You may take on an Elemental Form at will, with no cost.
You may also take on a more powerful elemental form:
Storm
- Immune (lightning)
- Large size
- +100% Max HP
- +4 to Str, Dex, Con (replacing previous modifiers)
- Fly speed of 20
- Stormstrike inflicts heavy damage; Lightning Shield inflicts critical damage
- Lightning spells you know cost no Mana (base only; metamagic still costs half). Those you don't cost half Mana.
- Costs 1 Mana per round to sustain, cumulative (resets after long rest)