Difference between revisions of "User:ThunderGod Cid/Shaman"

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(Primal Sources)
(Primal Sources)
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==Primal Sources==
 
==Primal Sources==
 
  
 
{{Power Path
 
{{Power Path
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*''[[Meteor Strike (3.5e Spell)|meteor strike]]''
 
*''[[Meteor Strike (3.5e Spell)|meteor strike]]''
 
*''[[SRD:True Resurrection|true resurrection]]''
 
*''[[SRD:True Resurrection|true resurrection]]''
 +
}}
 +
 +
{{Power Path
 +
|name=Undertaker of the Vision Quest
 +
|desc=You smoke so much hemp you could shit a rope.
 +
|special='''Acid Queen ([[Su]]):''' Your altered stated of mind allows you to experience flashes of brilliance, allowing you to replicate the ''[[SRD:Legend Lore|legend lore]]'' spell at will, with all the normal limitations.
 +
|skills=Gather Information, Knowledge (local), Sense Motive
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|sp0=*''[[SRD:Ghost Sound|ghost sound]]''
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*''[[SRD:Unseen Servant|unseen servant]]''
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*''[[SRD:Ventriloquism|ventriloquism]]''
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|sp1=*''[[SRD:Hypnotism|hypnotism]]''
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*''[[SRD:Permanency|permanency]]''
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*''[[SRD:Silent Image|silent image]]''
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|sp2=*''[[SRD:Blur|Blur]]''
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*''[[SRD:Minor Image|minor image]]''
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*''[[SRD:Mirror Image|mirror image]]''
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|sp3=*''[[SRD:Displacement|displacement]]''
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*''[[SRD:Major Image|major image]]''
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*''[[SRD:Rainbow Pattern|rainbow pattern]]''
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|sp4=*''[[SRD:Mirage Arcana|mirage arcana]]''
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*''[[SRD:Modify Memory|modify memory]]''
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*''[[SRD:Vision|vision]]''
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|sp5=*''[[SRD:Persistent Image|persistent image]]''
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*''[[SRD:Phantasmal Killer|phantasmal killer]]''
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*''[[SRD:Veil|Veil]]''
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|sp6=*''[[SRD:Programmed Image|programmed image]]''
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*''[[SRD:Project Image|project image]]''
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*''[[SRD:Screen|screen]]''
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|sp7=*''[[SRD:Irresistible Dance|irresistible dance]]''
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*''[[SRD:Scintillating Pattern|scintillating pattern]]''
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*''[[SRD:Weird|weird]]''
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|sp8=*''[[SRD:Brain Spider|brain spider]]''
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*''[[SRD:Maze|maze]]''
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*''[[SRD:Mind Blank|mind blank]]''
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|sp9=*''[[Foresight (3.5e Spell)|foresight]]''
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*''[[Phantasmagorical Image (3.5e Spell)|phantasmagorical image]]''
 +
*''[[Winds of Memory (3.5e Spell)|winds of memory]]''
 
}}
 
}}
  

Revision as of 02:15, 23 May 2012

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Author: ThunderGod Cid (talk)
Date Created: November 2, 2010
Status: WIP
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Druid

The quintessential spontaneous divine caster, with all other desired goodies included. 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

As a full spontaneous caster, the druid is highly capable and versatile in combat. Depending on the nature of his primal source, he gains abilities and spells to fit a certain branch of spellcasting, and a certain origin of his powers.

Abilities: Wisdom governs essentially everything that the druid needs to operate effectively, most notably his 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 Spells, Primal Source 5 3
2nd +1 +0 +0 +3 6 4
3rd +2 +1 +1 +3 Eschew Focus 6 5
4th +3 +1 +1 +4 6 6 3
5th +3 +1 +1 +4 Druidic Art 6 6 4
6th +4 +2 +2 +5 6 6 5 3
7th +5 +2 +2 +5 Druidic Art 6 6 6 4
8th +6/+1 +2 +2 +6 6 6 6 5 3
9th +6/+1 +3 +3 +6 Druidic Art 6 6 6 6 4
10th +7/+2 +3 +3 +7 6 6 6 6 5 3
11th +8/+3 +3 +3 +7 Druidic Art 6 6 6 6 6 4
12th +9/+4 +4 +4 +8 6 6 6 6 6 5 3
13th +10/+5 +4 +4 +8 Druidic Art 6 6 6 6 6 6 4
14th +10/+5 +4 +4 +9 6 6 6 6 6 6 5 3
15th +11/+6/+1 +5 +5 +9 Druidic Art 6 6 6 6 6 6 6 4
16th +12/+7/+2 +5 +5 +10 6 6 6 6 6 6 6 5 3
17th +13/+8/+3 +5 +5 +10 Druidic Art 6 6 6 6 6 6 6 6 4
18th +13/+8/+3 +6 +6 +11 6 6 6 6 6 6 6 6 5 3
19th +14/+9/+4 +6 +6 +11 Druidic Art 6 6 6 6 6 6 6 6 6 4
20th +15/+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

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 drui 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 he wears a prohibited armor or shield, he may not cast druid spells while doing so.

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

The druid’s spells are Wisdom-based. In order to cast a spell, he 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), he may gain bonus spells per day based on his Wisdom modifier.

Primal Source: Each druid derives his 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 shaman picks a primal source from the list below and gains the associated skills, unique benefit, and additional spells (based on his caster level). See the eponymous section for more details on Primal Sources.

Eschew Focus: A 3rd level druid may cast spells that require a divine focus even if he lacks a focus.

Druidic Art: At 5th level and every odd-numbered class level thereafter, the druid gains access to a secret of mystical power that grants him a new ability or somehow increases the potency of his 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.

  • Animal Companion: The druid gains a natural creature as a companion. By default, it has a Challenge Rating equal to his character level -2. Similarly to a cohort, it does not gain experience but increases in CR when the druid does, allowing him to switch the form of his companion when he gains a character level. Although it is not summoned in the traditional sense, this companion automatically gains the benefits of the Augment Summoning feat (if the druid has it) as though it were a summoned creature.
  • Convert of Civilization (Ex): The druid has come to the conclusion that the best way to save nature is to fight ‘society’ on its own terms. He is no longer barred from the wearing of metal armor (and may thus cast spells normally while wearing it), and gains proficiency with all medium armors and metal shields. A druid make take this shamanic art a second time to gain proficiency in heavy armor and all martial weapons.
  • Wild Shape (Sp): As a full-round action useable at will, the druid may assume the form of any natural creature that has a Challenge Rating equal to her caster level. This functions in the same fashion as the polymorph self spell, forcing the druid to forego her normal spellcasting, class features, and worn item benefits when in a new form.

<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information->

<span id="<-subclass feature->"><-subclass feature-></span> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Primal Sources

Arbiter of the Sun and Moon

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

Unlike many of your counterparts, your power comes from the withering and eventual destruction of living things, not their continued survival.

Walking Famine (Su): 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


Gaia Power

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.

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

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


Trial by Fire

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


Undertaker of the Vision Quest

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

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