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Playtest del Druida

Tel Arin

Administrator
Miembro del equipo
Copipasteo el Druida que han puesto en Wizards, es un playtest y solo de los primeros 3 niveles

"I am the seeker. I am the stalker. I am the storm."
CLASS TRAITS

    Role: Controller. Your beast form gives you access to powers that provide control at close range, while your humanoid form allows you to hinder your opponents from a distance. Depending on your choice of class features and powers, you might lean toward either leader or striker as a secondary role.
    Power Source: Primal. You have gained your powers through a careful study of and communion with the natural world.
    Key Abilities: Wisdom, Dexterity, Constitution

    Armor Proficiencies: Cloth, leather, hide
    Weapon Proficiencies: Simple melee, simple ranged
    Implements: Staffs, totems
    Bonus to Defense: +1 Reflex, +1 Will

    Hit Points at 1st Level: 12 + Constitution score
    Hit Points per Level Gained: 5
    Healing Surges per Day: 7 + Constitution modifier

    Trained Skills: Nature. From the class skills list below, choose three more trained skills at 1st level.
    Class Skills: Arcana (Int), Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Nature (Wis), Perception (Wis)

    Class Features:
Primal Aspect, Ritual Casting, wild shape

Secretive and enigmatic, druids call the wilderness their home. They are capable of running with a wolf pack, speaking with the most ancient trees, and watching thunderstorms from atop the clouds themselves. They regard challenges as tests, both of their fitness and of their connection with the wild places of the world. And though many druids project an outward calm, they have the cunning of the beast and the fury of the storm.

Whether you were born to the wilds or retreated from civilization, whether you chose your path or answered a call that whispered in your heart, you share a bond with the primal spirits of nature. You are neither their servant nor their master, but winds, trees, and beasts heed your words, for they recognize you as kin.

Call to the spirits, and they will entangle your foes or smite your enemies with the storm. Unleash your own spirit, and you will become the Primal Beast, uncaged and untamed.
Druid Class Features

Druids have the following class features.

Primal Aspect

Druidic lore speaks of the Primal Beast, the first spirit of the world's noble predators. A formless thing of shadows, fur, feathers, and claws, this creature appears in many druids' visions, and they speak of channeling the Primal Beast when using their wild shape and beast form powers. As a druid, you choose which aspect of the Primal Beast you most strongly manifest with your powers.

Choose one of these options. Your choice provides bonuses to certain druid powers, as detailed in those powers.

Primal Guardian: While you are not wearing heavy armor, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC.
Primal Predator: While you are not wearing heavy armor, you gain a +1 bonus to your speed.

Ritual Casting

You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You own a ritual book, and it contains two rituals of your choice that you have mastered: Animal Messenger (Player's Handbook, page 300) and another 1st-level ritual.

Once per day, you can use Animal Messenger without expending components.

Wild Shape

As a druid, you have the ability to channel the primal energy of beasts into your physical form and transform into a beast. You have an at-will power, wild shape, that allows you to assume the form of a beast, and many druid powers have the beast form keyword (page xx) and therefore can be used only while you are in beast form.

The wild shape power lets you assume a form of your size that resembles a natural or a fey beast, usually a four-legged mammalian predator such as a bear, a boar, a panther, a wolf, or a wolverine. Your beast form might also be an indistinct shape of shadowy fur and claws, an incarnation of the Primal Beast of which all earthly beasts are fractured images. You choose a specific form whenever you use wild shape, and that form has no effect on your game statistics.

Your choice of Primal Aspect might suggest a specific form you prefer to assume, and certain beast form powers specify changes to your form when you use them. You might also resemble a more exotic beast when you're in beast form: a reptile such as a rage drake or a crocodile, or a fantastic beast such as an owlbear or a bulette.

Implements

Druids employ staffs and totems as a means of focusing their primal energy. When you wield a magic staff or a magic totem, you can add its enhancement bonus to the attack rolls and the damage rolls of druid powers and druid paragon path powers that have the implement keyword. Without an implement, you can still use these powers.
Creating a Druid

Druids rely on Wisdom, Dexterity, and Constitution for their powers. You can choose any powers you like, but many druids choose powers that complement their choice of Primal Aspect.

Guardian Druid


As a guardian druid, you are a protector of the land and those who rely on it. Yours is the magic of earth, forest, and sky, the enduring aspects of nature that outlive any mortal tyrant. Your powers incline you toward leader as a secondary role. Wisdom should be your highest ability score, since your attack powers rely on it, but make Constitution your second-best score to heighten your endurance and your guardian powers.

Suggested Class Feature: Primal Guardian
Suggested Feat: Primal Instinct
Suggested Skills: Arcana, Heal, Insight, Nature
Suggested At-Will Powers:call of the beast, chill wind, grasping claws
Suggested Encounter Power:frost flash
Suggested Daily Power:fires of life

Predator Druid


As a predator druid, you hunt down and destroy those who despoil the natural world. Yours is the magic of the bared fang, the stalking wolf pack, and the blood-red moon. Your powers make striker your secondary role, with a focus on dealing significant damage along with your control effects. Make Wisdom your highest ability score to get the most out of your attacks, followed by Dexterity to enhance your predator powers.

Suggested Class Feature: Primal Predator
Suggested Feat: Primal Fury
Suggested Skills: Arcana, Athletics, Nature, Perception
Suggested At-Will Powers:flame seed, pounce, savage rend
Suggested Encounter Power:darting bite
Suggested Daily Power:savage frenzy
Druid Powers

Your powers are evocations that call on primal spirits to alter your physical form and hamper your enemies. You call up roots and vines from the ground, summon lightning from the sky, engulf your enemies in fire, or transform yourself into a fierce predator whose howl can shake your foes with fear.

At-Will Attack Powers: You begin with three at-will attack powers. Throughout your career, at least one of those powers, and no more than two, must have the beast form keyword.

Class Features

Each druid has the power wild shape.


Wild Shape
Druid Feature
You assume an aspect of the Primal Beast or return to your humanoid form.
At-Will: Polymorph, Primal
Minor Action (Special)
Personal
Effect: You change from your humanoid form to beast form or vice versa. When you change from beast form back to your humanoid form, you can shift 1 square.
While you are in beast form, you can't use attack, utility, or feat powers that lack the beast form keyword, although you can sustain such powers.
You choose a specific form whenever you use wild shape to change into beast form. The beast form is your size, resembles a natural beast or a fey beast, and normally doesn't change your game statistics. Your equipment becomes part of your beast form, but you drop anything you are holding, except implements you can use. You continue to gain the benefits of the equipment you wear. You can use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your beast form, it cannot be removed, and anything in a container that is part of your beast form is inaccessible.
Special: You can use this power once per round.

Level 1 At-Will Evocations

Call of the Beast

Druid Attack 1
You draw forth the savagery that dwells in every creature, compelling your enemies to fight without forethought or plan.
At-Will: Charm, Implement, Primal, Psychic
Standard Action
Area Burst 1 within 10 squares
Target: Each creature in burst
Attack: Wisdom vs. Will
Hit: The target can't gain combat advantage until the end of your next turn. In addition, on its next turn the target takes psychic damage equal to 5 + your Wisdom modifier when it makes any attack that doesn't include your ally nearest to it as a target.
Level 21: 10 + Wisdom modifier psychic damage.


Chill Wind
Druid Attack 1
A howling gust of icy wind savages your enemies, scattering them.
At-Will: Cold, Implement, Primal
Standard Action
Area Burst 1 within 10 squares
Target: Each creature in burst
Attack: Wisdom vs. Fortitude
Hit: 1d6 cold damage, and you slide the target 1 square.
Level 21: 2d6 cold damage.


Flame Seed

Druid Attack 1
You hurl a seed infused with primal energy at your foes. When it strikes the ground, the seed explodes in a fiery burst.
At-Will: Fire, Implement, Primal, Zone
Standard Action
Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d6 fire damage, and the squares adjacent to the target become a fiery zone that lasts until the end of your next turn. Any enemy that enters the zone or starts its turn there takes fire damage equal to your Wisdom modifier.
Level 21: 2d6 fire damage.


Grasping Claws
Druid Attack 1
You rend and tear your foe with your claws, leaving it unable to escape your next assault.
At-Will: Beast Form, Implement, Primal
Standard Action
Melee touch
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage, and the target is slowed until the end of your next turn.
Level 21: 2d8 + Wisdom modifier damage.
Special: This power can be used as a melee basic attack.


Pounce
Druid Attack 1
You leap at your foe, catching it off guard.
At-Will: Beast Form, Implement, Primal
Standard Action
Melee touch
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage. The target grants combat advantage to the next creature that attacks it before the end of your next turn.
Level 21: 2d8 + Wisdom modifier damage.
Special: When charging, you can use this power in place of a melee basic attack.


Savage Rend
Druid Attack 1
You rake your foe with your claws, setting it up for the kill.
At-Will: Beast Form, Implement, Primal
Standard Action
Melee touch
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage, and you slide the target 1 square.
Level 21: 2d8 + Wisdom modifier damage.
Special: This power can be used as a melee basic attack.


Storm Spike
Druid Attack 1
A bolt of lightning spears your foe and charges the air around it. If your enemy doesn't move away, a second spark will erupt around it.
At-Will: Implement, Lightning, Primal
Standard Action
Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier lightning damage. If the target doesn't move at least 2 squares on its next turn, it takes lightning damage equal to your Wisdom modifier.
Level 21: 2d8 + Wisdom modifier damage.


Thorn Whip

Druid Attack 1
Barbed vines whip out from the wood of your staff or totem to lash and ensnare your prey.
At-Will: Implement, Primal
Standard Action
Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d8 + Wisdom modifier damage, and you pull the target 2 squares.
Level 21: 2d8 + Wisdom modifier damage.

Level 1 Encounter Evocations
Cull the Herd
Druid Attack 1
Your feral glare rends your foe's mind with a sense of doom and drags that foe toward your claws.
Encounter: Beast Form, Charm, Implement, Primal, Psychic
Standard Action
Ranged 5
Target: One creature
Attack: Wisdom vs. Will
Hit: 2d8 + Wisdom modifier psychic damage, and you pull the target 3 squares.


Darting Bite
Druid Attack 1
With quickness and cunning, you bite your enemies and dodge to avoid a counterattack.
Encounter: Beast Form, Implement, Primal
Standard Action
Melee touch
Target: One or two creatures
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier damage. If at least one of the attacks hits, you can shift 2 squares.
Primal Predator: The number of squares you can shift equals your Dexterity modifier.


Frost Flash
Druid Attack 1
You blast your enemy with cold that leaves it frozen in place.
Encounter: Cold, Implement, Primal
Standard Action
Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d6 + Wisdom modifier cold damage, and the target is immobilized until the end of your next turn.
Primal Guardian: The attack deals extra damage equal to your Constitution modifier.


Twisting Vines
Druid Attack 1
Vines and roots erupt from the ground around nearby creatures.
Encounter: Implement, Primal
Standard Action
Area Burst 1 within 10 squares
Target: Each creature in burst
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage, and each square adjacent to the target becomes difficult terrain until the end of your next turn.


Level 1 Daily Evocations
Faerie Fire
Druid Attack 1
A burst of colorful light envelops your foes, distracting and slowing them. As each creature breaks free of the effect, the light flares one last time, searing the flesh and dazzling the eyes.
Daily: Implement, Primal, Radiant
Standard Action
Area Burst 1 within 10 squares
Target: Each creature in burst
Attack: Wisdom vs. Will
Hit: The target is slowed and grants combat advantage (save ends both).
Aftereffect: 3d6 + Wisdom modifier radiant damage, and the target grants combat advantage until the end of your next turn.
Miss: 1d6 + Wisdom modifier radiant damage, and the target grants combat advantage until the end of your next turn.


Fires of Life
Druid Attack 1
Searing flame engulfs your foes and burns them for a time. As each creature extinguishes the flames that burn it, healing fire leaps to one of your allies.
Daily: Fire, Healing, Implement, Primal
Standard Action
Area Burst 1 within 10 squares
Target: Each enemy in burst
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier fire damage, and ongoing 5 fire damage (save ends). If the target drops to 0 hit points before it saves against the ongoing damage, one creature of your choice within 5 squares of the target regains hit points equal to 5 + your Constitution modifier.
Aftereffect: One creature of your choice within 5 squares of the target regains hit points equal to your Constitution modifier.
Miss: Half damage.


Savage Frenzy
Druid Attack 1
In a blur of claw and fang, you strike out at nearby enemies.
Daily: Beast Form, Implement, Primal
Standard Action
Close Burst 1
Target: Each enemy in burst you can see
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier damage, and the target is dazed and slowed (save ends both).
Miss: Half damage, and the target is slowed until the end of your next turn.


Wind Prison
Druid Attack 1
Gusting winds batter your foe, and when the foe moves, the winds blast outward and knock your enemies to the ground.
Daily: Implement, Primal
Standard Action
Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d10 + Wisdom modifier damage.
Effect: The target grants combat advantage until it moves or until the end of the encounter. When the target first moves before the end of the encounter, each enemy within 5 squares of the target is knocked prone.


Level 2 Utility Evocations
Barkskin
Druid Utility 2
A protective layer of tree bark covers your body and armor.
Encounter: Primal
Minor Action
Ranged 5
Target: You or one ally
Effect: Until the end of your next turn, the target gains a power bonus to AC equal to your Constitution modifier.


Fleet Pursuit

Druid Utility 2
Your limbs propel you forward with the speed of a cheetah.
Daily: Beast Form, Primal
Minor Action
Personal
Effect: Until the end of the encounter, you gain a power bonus to your speed while you are in beast form equal to your Dexterity modifier.


Obscuring Mist
Druid Utility 2
A thick fog coalesces from nowhere, hiding your allies.
Daily: Primal, Zone
Standard Action
Area Burst 1 within 10 squares
Effect: The burst creates a zone of lightly obscured squares that lasts until the end of your next turn.
Sustain Minor: The zone persists, and you can increase its size by 1 to a maximum of burst 5.


Skittering Sneak

Druid Utility 2
You can adopt the form of a mouse, a large spider, or another animal that wouldn't draw a second glance from most observers.
Daily: Primal
Free Action
Personal
Prerequisite: You must have the wild shape power.
Effect: Until the end of the encounter, you can use wild shape to assume the form of a Tiny natural beast or fey beast, such as a mouse, a house cat, or a large spider. In this form, you gain a +5 bonus to Stealth checks. You can't attack, pick up anything, or manipulate objects.


Level 3 Encounter Evocations
Battering Claws
Druid Attack 3
You fall upon your foes like a thunderbolt, hurling them aside with a series of ferocious attacks.
Encounter: Beast Form, Implement, Primal
Standard Action
Melee touch
Target: One or two creatures
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage, and you slide the target 2 squares.


Call Lightning
Druid Attack 3
Bolts of lightning spear your foes as thunder rumbles around them, distracting them and threatening to blast them if they move away.
Encounter: Implement, Lightning, Primal, Thunder, Zone
Standard Action
Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier lightning damage.
Effect: The burst creates a zone of rumbling thunder that lasts until the end of your next turn. While within the zone, any enemy takes a –2 penalty to attack rolls, and any enemy that leaves the zone takes 5 thunder damage.


Predator’s Flurry

Druid Attack 3
You dart across the battlefield, attacking your foes as you slip through their ranks.
Encounter: Beast Form, Implement, Primal
Standard Action
Melee touch
Primary Target: One creature
Primary Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier damage, and the primary target is dazed until the end of your next turn.
Effect: You shift 2 squares and then make a secondary attack.
Primal Predator: The number of squares you shift equals your Dexterity modifier.
Secondary Target: One creature other than the primary target
Secondary Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier damage, and the secondary target is dazed until the end of your next turn.


Tundra Wind
Druid Attack 3
A roaring wind batters your foes, encrusting them with ice and knocking them to the ground.
Encounter: Cold, Implement, Primal
Standard Action
Close blast 3
Target: Each creature in blast
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier cold damage, and you knock the target prone.
Primal Guardian: You also push the target a number of squares equal to your Constitution modifier.
 
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