User:ThunderGod Cid/Shaman

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Author: ThunderGod Cid (talk)
Date Created: November 2, 2010
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Druid[edit]

The SRD Druid[edit]

It is strong. Like, really strong. The ability to mix Natural Spell and wild shape with full casting makes the druid an exceptionally beefy casting class capable of overwhelming opponents with herds of summons and virtually never being killed because being a dire bear offers so much survivability. As such, the best solution seems to be to divide the core druid into two different classes, each filling one of the niches previously held by the druid. One of these would be focused on wild shape, Natural Spell, and the myriad of possibilities to be found within shapeshifting, while the other remained the quintessential spontaneous divine caster with other desired goodies included. Except for animal companion, which becomes the sole purview of the Ranger.

This class is the latter of those two. Fortunately, more creative minds than ours have already done the leg work: the Tome Sorcerer provided an excellent template for making a thematic spellcasting base class, and this class follows that same model to make a druid that covers just about everything people desire in the class without going overboard.

Making a Druid[edit]

As a full caster, the druid is more than capable of holding his own in combat. Depending on the nature of her primal source, she gains abilities and spells to fit a certain branch of spellcasting, and a certain origin of her powers.

Abilities: Wisdom governs essentially everything that the druid needs to operate effectively, most notably her spellcasting.

Races: Any.

Alignment: Any.

Starting Gold: As druid.

Starting Age: As druid.

Table: The Druid

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Nature's Gift, Spells, Primal Source 5 3
2nd +1 +0 +0 +3 6 4
3rd +1 +1 +1 +3 Druidic Art 6 5
4th +2 +1 +1 +4 6 6 3
5th +2 +1 +1 +4 Druidic Art 6 6 4
6th +3 +2 +2 +5 6 6 5 3
7th +3 +2 +2 +5 Druidic Art 6 6 6 4
8th +4 +2 +2 +6 6 6 6 5 3
9th +4 +3 +3 +6 Druidic Art 6 6 6 6 4
10th +5 +3 +3 +7 6 6 6 6 5 3
11th +5 +3 +3 +7 Druidic Art 6 6 6 6 6 4
12th +6/+1 +4 +4 +8 6 6 6 6 6 5 3
13th +6/+1 +4 +4 +8 Druidic Art 6 6 6 6 6 6 4
14th +7/+2 +4 +4 +9 6 6 6 6 6 6 5 3
15th +7/+2 +5 +5 +9 Druidic Art 6 6 6 6 6 6 6 4
16th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 5 3
17th +8/+3 +5 +5 +10 Druidic Art 6 6 6 6 6 6 6 6 4
18th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +11 Druidic Art 6 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 6 6 6 6 6 6 6 6 6 6

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Profession (Wis), Spellcraft (Int). Druids also receive bonus class skills depending on their Primal Source.

Class Features[edit]

All of the following are class features of the druid.

Weapon and Armor Proficiency: A druid is proficient in the following weapons: the blowgun, club, dagger, dart, javelin, quarterstaff, shortspear, sickle, sling, and spear. The druid is also proficient in light armor and shields, but can only use those that are not made out of metal (padded, leather, or hide armor and wooden shields). If she wears a prohibited armor or shield, he may not cast druid spells while doing so.

Nature's Gift: The druid is in tune with the natural world, and the creatures of the world respond to her in kind. A druid gains Animal Affinity (the Tome version) as a bonus feat at 1st level, for which she is automatically considered to have the maximum ranks in the Handle Animal skill that would be appropriate for a character of her level.

Spells: A druid casts divine spells that are drawn from her chosen primal source, and every class level after first she may choose a single spell from the cleric or druid spell lists, which is added to her list of spells known. Unlike a cleric, a druid casts her divine spells spontaneously and does not need to prepare them in advance. As a divine caster, she does not incur spell failure penalties; she is, however, prohibited from casting spells while wearing inappropriate armor.

The druid’s spells are Wisdom-based. In order to cast a spell, she must have a minimum Wisdom score of 10 + the level of the spell being cast. All spell DC’s are equal to 10 + the spell’s level + the druid’s Wisdom modifier. While the druid only has a limited daily allotment of spells (visible on Table:The Druid), she may gain bonus spells per day based on her Wisdom modifier.

A druid has three spells per spell level known which are defined by her Primal Source. In addition, at every class level above first, a druid learns a new spell of her choice drawn from the druid spell list, which may be of any level up to the highest spell level she is able to cast.

Primal Source: Each druid derives her abilities from a particular wellspring of power, whether by tapping into that font directly or learning a form of magic from a mystical creature that is particularly in tune with the powers of nature. At 1st level, the druid picks a primal source from the list below and gains the associated skills, unique benefit, and additional spells (based on her caster level). See the eponymous section for more details on Primal Sources.

Druidic Art: At 3rd level and every odd-numbered class level thereafter, the druid gains access to a secret of mystical power that grants her a new ability or somehow increases the potency of her other abilities. When used below, the term "natural creature" is tentatively meant to include any creature not of the undead, aberration, or outsider types. Additional exclusions or disclusions are encouraged to be handled by the DM on a case-by-case basis.

  • A Thousand Faces (Ex): The druid can change her appearance at will as a swift action, taking the form of another LA +0 humanoid race and assuming their racial traits (in exchange for those of her base race or whatever form she was previously, whichever is applicable) so long as she maintains the change.
  • Extra Spell: An obvious rip from the Sorcerer, selecting this druidic art allows the druid to take Extra Spell as a bonus feat. Whenever he gains a new spell level, he may change which spell the feat grants. This can be taken multiple times.
  • Horizon Walker (Ex): Gain bonuses based on which terrain you are standing on.
  • Nature's Ally (Su): Gain a minion associated with your primal source with a CR up to your caster level -4.

Example Primal Sources[edit]

Arbiter of the Sun and Moon[edit]

You are a true force of balance; by understanding the relationship between the sun and the moon, you are able to mediate worldly disputes and develop a high level of control over both light and shadow.

Day & Night (Su): You can see perfectly in any form of darkness and cannot be blinded by any means. You may also radiate a 20 ft. area of light or darkness (either of which is non-magical and can be suppressed or changed at your whim as a free action).
Special Skills: Balance, Diplomacy, Spot

Cantrips

1st Level Spells

2nd Level Spells

3rd Level Spells

4th Level Spells

5th Level Spells

6th Level Spells

7th Level Spells

8th Level Spells

9th Level Spells

Blighter[edit]

Unlike many of your counterparts, your is parasitic rather than symbiotic. As your strength grows, so too must the nature that you draw from wither and die.

Walking Famine (Su): You are immune to poison and disease. Second, you radiate an aura out that replicates all the effects of the diminish plants spell out to a range of one quarter mile per level. This aura may be suppressed and resumed as a free action.
Special Skills: Escape Artist, Survival, Tumble

Cantrips

1st Level Spells

2nd Level Spells

3rd Level Spells

4th Level Spells

5th Level Spells

6th Level Spells

7th Level Spells

8th Level Spells

9th Level Spells

Frozen Heart[edit]

The preserving force of the world, ice traps all within it in the throes of time and allows you to do the same.

Cryopreservation (Ex): You do not age and cannot accrue bonuses or penalties for aging and cannot be magically aged.
Special Skills: Autohypnosis, Climb, Search

Cantrips

1st Level Spells

2nd Level Spells

3rd Level Spells

4th Level Spells

5th Level Spells

6th Level Spells

7th Level Spells

8th Level Spells

9th Level Spells

Gaia Power[edit]

The mighty power of the earth protects you and does your bidding.

If Walls Could Talk (Su): By not moving for 10 minutes while in contact with a stone surface, you gain the benefits of stone tell.
Special Skills: Climb, Knowledge (geography), Move Silently

Cantrips

1st Level Spells

2nd Level Spells

3rd Level Spells

4th Level Spells

5th Level Spells

6th Level Spells

7th Level Spells

8th Level Spells

9th Level Spells

Paramour of the Annis[edit]

You were taught the ways of accessing nature’s power by hags, and not just old hermit grannies. Hags.

Evil Eye (Su): You acquire a gaze attack that forces a creature to make a Fortitude save (DC 10 + ½ your class level + your Wisdom modifier) or be dazed for one round. This gaze has a range of 30 feet, targets a single creature, and is usable as a standard action. Secondly, you are treated as a hag for the purposes of joining a hag covey, benefiting from a heartstone, or gaining immunity to the abilities of hags.
Special Skills: Disguise, Knowledge (arcana), Swim

Cantrips

1st Level Spells

2nd Level Spells

3rd Level Spells

4th Level Spells

5th Level Spells

6th Level Spells

7th Level Spells

8th Level Spells

9th Level Spells

Seeker of Nirvana[edit]

Your life-long quest for perfect wisdom has honed your mind and body with incredible results.

Aspect of Shiva (Ex): Whenever a spell that has a positive effect on the target is cast (subject to the discretion of the DM) and you are within 30 feet, you may take an immediate action to gain the effects of that spell so long as you were not the spell's initial target (this does allow you to gain the effects of spells you cast yourself on allies). In addition, you qualify for the Extra Arms feat as though you are a fiend.
Special Skills: Concentration, Diplomacy, Heal

Cantrips

1st Level Spells

2nd Level Spells

3rd Level Spells

4th Level Spells

5th Level Spells

6th Level Spells

7th Level Spells

8th Level Spells

9th Level Spells

Tempestuous Soul[edit]

The rage of the mightiest storms boils in your blood, becoming almost contagious. Your approach signals danger even for those a considerable distance away.

Eye of the Storm (Su): You are immune to any and all effects of your own spells (including area effects) if they would normally harm or otherwise impede you.
Special Skills: Disable Device, Intimidate, Jump

Cantrips

1st Level Spells

2nd Level Spells

3rd Level Spells

4th Level Spells

5th Level Spells

6th Level Spells

7th Level Spells

8th Level Spells

9th Level Spells

Trial by Fire[edit]

Fire is the destructive force that starts the world over. Whenever man tries to stand above nature, it is the cleansing power of fire that casts him down and paves the way for the inevitable rebirth.

Dante's Inferno (Su): Victims of spells you cast that have the fire descriptor burn, taking damage equal to their Hit Dice at the beginning of each of their turns. These flames last for a number of rounds equal to your caster level (although if the target is hit with another fire effect the duration can be reset) or until the opponent takes a move action to put them out.
Special Skills: Heal, Sense Motive, Spot

Cantrips

1st Level Spells

2nd Level Spells

3rd Level Spells

4th Level Spells

5th Level Spells

6th Level Spells

7th Level Spells

8th Level Spells

9th Level Spells

Truenamer[edit]

Sticks and stones can break bones, but words kill.

Voice of Authority (Su): Any language-dependent effects produced by you work even on creatures that do not share a language with you.
Special Skills: Diplomacy, Perform (oratory), Sense Motive

Cantrips

1st Level Spells

2nd Level Spells

3rd Level Spells

4th Level Spells

5th Level Spells

6th Level Spells

7th Level Spells

8th Level Spells

9th Level Spells

Undertaker of the Vision Quest[edit]

You smoke so much hemp you could shit a rope.

Acid Queen (Su): Your altered stated of mind allows you to experience flashes of brilliance, allowing you to replicate the legend lore spell at will, with all the normal limitations.
Special Skills: Gather Information, Knowledge (local), Sense Motive

Cantrips

1st Level Spells

2nd Level Spells

3rd Level Spells

4th Level Spells

5th Level Spells

6th Level Spells

7th Level Spells

8th Level Spells

9th Level Spells

Voodoo Practitioner[edit]

Your power focuses inwardly on sympathetic forces, affecting more creatures than normal based on their similarity to a doll that you manipulate through the power of voodoo spirit magic.

Radiation Magic (Sp): Spells from this path affect up to double the number of targets they normally do as long as any additional targets are within normal range and of the same type as the original target (if your spell normally affects multiple targets, choose one to be treated as the original). In addition, any touch spells you cast (even those not granted by this path) may gain the benefits of the Reach Spell feat without a change in spell level or casting time.
Special Skills: Intimidate, Knowledge (religion), Survival

Cantrips

1st Level Spells

2nd Level Spells

3rd Level Spells

4th Level Spells

5th Level Spells

6th Level Spells

7th Level Spells

8th Level Spells

9th Level Spells