Attributes
Attack | Magic | Skill | Defense |
---|---|---|---|
0.75/level | 0.75/level | 0.75/level | 0.75/level |
Hit Points | Mana | Skill Points |
---|---|---|
4/level | 1/level | 2/level |
Class Abilities
Mark of the Wild
You have super cool tattoos that grow in size and complexity as you gain powers.
Each level, you can choose a rank 1 mark that is new, or advance an existing mark by 1 rank.
Mark of the Flame
Rank | Effects |
---|---|
1 | Resist 2/level (fire). Can add fire descriptor to natural attacks (or weapons made of natural materials). |
2 |
Mark of the Waves
Rank | Effects |
---|---|
1 | Swim speed = walking speed, able to cast underwater |
2 | Breathe underwater, resist pressure at scuba depths, +50% swim speed |
3 | etc |
Mark of the Bear
Rank | Effects |
---|---|
1 | +Wis to AC, able to Soak 1/rd |
2 | DR 1/level, Growl |
3 | Rage, Maul |
etc
Mark of the Viper
Rank | Effects |
---|---|
1 | Advantage to all natural venom and poison. Can inflict poisoned state with natural attacks. |
2 | Immune to natural venom/poison, adv. vs magical toxins. Greater poisons, more choices |
etc
Mark of the Storm
Rank | Effects |
---|---|
1 | Can create a gust of wind that pushes people |
2 | Immune to natural winds, control wind, lightning strike |
3 | Levitate, telekinesis with wind, resist lightning |
4 | Chain lightning, wind walls, cyclones |
5 | You are Storm of the X-Men |
Other ideas
-
Mark of the Spore
-
Mark of the Unicorn
-
Mark of the Phoenix
-
Mark of the Dragon
-
Mark of the Wildfire
-
Mark of the Hoarfrost
-
Mark of the Deadhallow
-
Mark of the Stonefist
-
Mark of the Slayer (dps form, wolf/werewolf/etc)
-
Mark of the Guardian (tank form)
-
Mark of the Traveler (travel form)
-
Wild Empathy: talk to plants and animals, commune with nature (maybe every druid can do this)
-
Woodland Stride: ignore difficult terrain from nature, leave no tracks
-
Antivenom: immune to natural venoms and poisons, advantage to all magical toxins and resistance to their damage
-
Arctic Aspect: resist 50% cold, immune to effects of natural cold, walk on snow/ice as if it were dry terrain
-
Seafaring: swim speed, breathe underwater, cast spells underwater, etc
-
Barkskin: gain +Wis to armor, DR 1/level to non-iron weapons
Druid Spells
2 spells known/level
Air
- Gust of Wind: at-will, 0 mana, std, ranged; push 10, Str half. On impact, causes medium bludgeoning damage.
- 1 mana: heavy damage, longer push.
- 1 mana: line 2x10 or 1x20
- Lightning Strike: at-will, 0 mana, std, ranged; medium lightning damage.
- 1 mana: chain 3/3
- 1 mana: heavy damage plus stun 1 rd (Con negates)
- Rejuvenation: at-will, 0 mana, swift, ranged; subject may use one of its available short rests immediately.
- 1 mana: chain 6/6
- 1 mana: heals for light + same ots 3 rds
Druid Paths
Channeler: +1 spell/level, +1 mana/level, channeling
Shifter: wild shape
Totem Warrior: can take warrior maneuvers instead of spells