Druid > Warden
Druid
Req. 16 WIS and be aligned with an authority of nature
1. Commune with Nature: Passive
You speak well the languages of nature, allowing you to communicate with animals, plants and natures spirits. You have advantage on CHA rolls with them.
2. Animal Attunement: Daily^4 Shift (S)
Attempt to form a spiritual bond with a creature or nature spirit, roll your CHA against their highest stat, if you out roll them, you form a permanent bond with that type of being, allowing you to tap into their powers and call them to your aide. These bonds can be strengthened to allow you to recruit animal companions.
3. Elemental Power: Passive (S)
You can tap into the elemental forces through the leylines, allowing you to summon small amounts of each element, burrow through earth, breathe under water, float briefly (one turn) start fires and shock foes. You take 20% less from all elemental damage, and may channel elements with your wisdom stat instead of your intelligence stat.
4. Entangle (S) / Kiss of Fae (B) / Fortify (H): Encounter Action (S) Range: 6
-Selvans: Roll a d20 and add your WIS mod, if the result is over 13 the target cannot shift.
or
-Berstuk : Curse a target, all metal objects they touch burn them for true damage equal to their CON stat and worn metal objects tick that damage at the end of each round.
or
-Hao: Target is healed and gains temporary HP equal to your WIS mod at the end of each round.
All abilities have a 1+1d4 duration.
5. Animal Shift: EOT Interrupt (S)
Take on the form of an animal that you have a permanent bond with. You will take on their appearance to various degrees, depending on how strong the link is, and may temporarily swap one of your stats with theirs. While in this state you can perform any feats the animal can.
6. Warp Wood: Encounter^10 Action (S)
When you have access to wood you can attempt to manipulate it by making physical contact with it and channeling the power of nature through it, roll a d20 and add your wisdom modifier, if the result is over 17 you succeed and can alter the physical shape of the wood.
7. Animal Senses: Passive
For each type of animal you have a permanent bond with you gain a passive attribute from that creature. (For example if bonded with spiders, you would be able to climb walls.)
8. Back to Nature: Daily^10 Action (S) Range: 2
Turn a metal object or 2x2 surface to wood or stone. Or turn a 3x3 stone object or surface to earth within reason. This does not work on enchanted or magical objects or surfaces.
9. Create Totem: Daily Full (S)
Create a totem to your god with the following effects: your 4th druid abilities are At-Will and,
-Berstuk: all unnatural non magical objects within (your WIS mod spaces) will corrode or crumble one stage at the end of each turn. Allies have advantage on counterattacks.
or
-Selvans: All animals and plants within (your WIS mod spaces) will overgrow at the end of each round and enemies have disadvantage on WIS checks.
or
-Hao: Anything within (your WIS mod spaces) cannot use modifiers for checks or attack.
Over time you may create additional more personalized totems with different effects of personal significance to yourself or your relationship with nature.
Warden
Req. 4 spiritual bonds or to been assigned territory by an authority of nature.
1. Animate Plants: EOT Shift (S)
You can imbue plants, allowing them to move and fight.You may only have up to (your WIS mod) plants animated at any given time. Animate plants can’t affect plant creatures.
2. Call the Pack: Daily^12 Attack (S)
Summon a group of creatures that you have a spiritual bond with. After two rounds they will arrive and aid you. If the pack is the same type of animal as one of your animal companions the pack leader will arrive as well. For each turn the pack leader remains on the battlefield, you gain +1 experience.and +2 WIS damage permanently.
3. Elemental Mastery: Daily^8 Action (S)
Search for deeper knowledge of an element, roll a d20 and add your WIS mod if the result is over 25 you acquire the full understanding of that element, allowing you to tap into its aspect and utilize it in battle. You can purchase non ultimate feats from that element for two feat points.
4. Elemental Shift: Encounter Action (S)
Take on the aspect of an element you fully understand for the next 1+1d4 rounds, increasing your damage with that element by your WIS stat. All your attacks deal bonus elemental damage of that element while in this form. Damage of that element heals you instead of damages you during this time, and you can alter your bodies composition to become that element but doing so will make this skill end on your following turn.
5. Tree Stride Daily^10 Shift (S)
You gain the ability to enter living trees and teleport between them as a shift.By moving into a tree, you’re aware of the location of all trees within teleport range (5 + WIS mod) spaces. The spell lasts until you exit a tree. Damage the tree takes is dealt to you as well.
6. Providence: Passive (S)
Nature provides for you, allowing you to find sources of ingredients, food, water, constructions and enemies as long as you’re within nature.
7. Iron Wood: Daily^10 Action (S)
Imbue a weapon or armor piece to become as strong and heavy as metal, and gain resistance to magic. Spells that would affect metal or iron do not function on or ignore ironwood. Spells that affect wood do affect ironwood, but ironwood cannot burn.
8. Putrefy (B) / Aegis (S) / Regeneration (H): Daily Attack (S)
(B)Inflict decay on a visible heretic, Roll 3d6, for each 1-2 an item they have is destroyed, 3-4 a limb rots and falls off, and for each 5-6 they are inflicted with a disease and poisoned.
or
(S)Shield a visible target for 1d4 rounds they are untargetable and have 100% damage reduction.
or
(H)Restore visible targets vitality. They gain +30 resources if applicable, their severed body parts, broken bones, and ruined organs heal, and half their missing HP is restored.
9. Avatar of Unity (H) / Reclamation (B) / Refuge (S): Daily Action (S)
Summon an avatar of nature in accordance to your god’s will.
-Berstuk 3000 hp 40con 60 str 50 wis 50 dex 30 int 20 cha
Your enemies take all damage they deal back to themselves. Allies get +3 to crit
or
-Selvans 6000 hp 60 con 50 str 50 wis 40 dex 30 int 20 cha
Your allies take half damage and get +3 to block rolls.
or
-Hao 2500 hp hp 30 con 20 str 50 wis 40dex 50 int 60cha
All targets begin healing 60 per turn, all parties lose desire to fight.
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