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| #1alien270Dec 07, 2008 12:13:43 | If you're anything like me, after seeing the Druid preview you want to actually make a Druid character now. Which doesn't quite work if you get above level 3 (or 2 if you're a non-subscriber who happened to copy and paste the preview before security went up). The solution? It's time to homebrew some powers! I'll post some of what I came up with last night, and contributions/critiques are of course welcome. Especially contributions, because I'm looking for good ideas without putting in the effort of game design (for which I have very little free time to devote to). Level 5 Daily Evocations Sleet Storm Druid Attack 5 Daily: Primal, Implement, Cold, Zone Standard Action Area burst 2 within 20 squares Target: Each creature in burst Attack: Wisdom vs Fortitude Hit: 1D10 + Wisdom cold damage Effect: Driving sleet fills the burst, blocking line of sight until the end of your next turn. Creatures that enter the storm or start their turn within the storm take 1D10 + Wisdom modifier cold damage. Sustain Minor: The storm persists. Soften Earth and Stone Druid Attack 5 Daily: Primal, Implement, Zone Standard Action Area burst 2 within 20 squares Target: Each creature in burst Attack: Wisdom vs. Reflex Hit: The target is immobilized (save ends) Effect: The ground within the zone turns to thick mud or quicksand until the end of the encounter or for 5 minutes. The zone is considered difficult terrain. Any creature ending its move in the zone is immobilized (save ends). Grasping Vines Druid Attack 5 Daily: Primal, Implement Standard Action Area burst 2 within 20 squares Target: Each enemy in burst Attack: Wisdom vs. Reflex Hit: The target is restrained and takes ongoing 5 damage (save ends both). Aftereffect: If the target doesn't move at least 3 squares away from where it was, it is subject to another attack. Miss: If the target does not end its next turn at least 3 squares away from where it was, it is subject to another attack. Stunning Pounce Druid Attack 5 Daily: Primal, Implement, Beast Form Standard Action Melee Touch Target: One creature Attack: Wisdom vs. Reflex Hit: 2D8 + Wisdom modifier and the target is stunned until the end of your next turn. Aftereffect: The target is dazed (save ends) Miss: Half damage and the target is dazed (save ends) Level 6 Utility Evocations Feet of the Gecko Druid Utility 6 Daily: Primal, Beast Form Free Action Personal Prerequisite: You must have wild shape. Effect: Until the end of the encounter or for the next 5 minutes, you can use wild shape to become a Tiny gecko, spider, or other animal capable of scaling vertical surfaces. You move with a climb speed equal to your normal speed. You cannot attack, pick anything up, or manipulate objects while in this form. Meld into Stone Druid Utility 6 Daily: Primal, Polymorph Minor Action Personal Effect: Your body becomes stone. You may either meld into existing stone, or if no stone is present you can become a Medium rock of any shape, including a statue that resembles you. You must still breathe while in this form and remain aware of your surroundings. You gain resist 20 to all damage. You may not take any standard actions or move actions while in this form. This power lasts until the end of your next turn. Sustain minor: You remain in this form. Goodberry Druid Utility 6 Daily: Primal, Healing, Conjuration Standard Action Effect: You produce 3 berries, which can be eaten by any creature. Eating a berry is a minor action. Once produced, berries last until the end of the encounter or 5 minutes if not eaten. Each berry heals half of the creature's healing surge value. Move Earth Druid Utility 6 Encounter: Primal, Implement, Conjuration Standard Action Area wall 4 within 10 squares Effect: Stone bursts forth from the ground, creating a wall which can be used as cover. The wall lasts until the end of the encounter. Wild Empathy Druid Utility 6 Encounter: Primal Minor Action Personal Effect: You gain a +5 bonus to your next Nature check to calm a natural wild animal or Fey beast. The DC is either moderate or hard based on your level (DM discretion based on animal's attitude toward you). If the check fails, you cannot make another attempt on the same animal that day (before taking an extended rest). If you succeed by 5 or more, the animal will follow one simple command provided the task poses no inherent risk. The animal need not understand your language. Tasks may include (but are not limited to) retrieving an object, carrying an object (such as the end of a rope) to an area otherwise inaccessible to you, or following a scent. |
| #2alien270Dec 07, 2008 14:47:10 | Here's the next set of powers, let me know what you think balance-wise. Level 7 Encounter Evocations Moonlight Slumber Druid Attack 7 Encounter: Primal, Implement, Illusion, Healing Standard Action Area burst 2 within 20 squares Target: Each enemy in burst Attack: Wisdom vs. Will Hit: The target falls unconscious (save ends). Aftereffect: The target is slowed until the end of its next turn. Additionally, choose an ally to heal 1D6 HP. Primal Guardian: Allies heal 1D6 HP + your Constitution modifier. Whirlwind Druid Attack 7 Encounter: Primal, Implement Standard Action Area burst 2 within 20 squares Target: Each creature in burst Attack: Wisdom vs. Reflex Hit: 2D8 + Wisdom modifier damage and you may slide the target 3 squares. The target is knocked prone. Pack Hunt Panic Druid Attack 7 Encounter: Primal, Implement, Beast Form, Fear Standard Action Close blast 5 Target: Each enemy in the blast Attack: Wisdom vs. Will Hit: The target moves its speed away from you. The fleeing target avoids unsafe squares and difficult terrain if it can. This movement provokes opportunity attacks. Effect: You and all allies in blast may take a free move action. Primal Predator: Add your Dexterity modifier to the move speed of you and your allies' free move action. |
| #3alien270Dec 07, 2008 23:44:16 | Wow, I am on a roll here with these Druid powers. What the heck, I have a free weekend, might as well go nuts, right? Level 9 Daily Evocations Summon Nature's Ally Druid Attack 9 Daily: Primal, Implement, Conjuration Standard Action Range 10 Effect: You conjure the form of a Medium animal in an unoccupied square within range and it attacks an adjacent enemy. As a move action, you can move the animal up to 10 squares. The animal lasts until the end of your next turn. Target: One creature adjacent to the animal. Attack: Wisdom vs. Reflex Hit: 1D10 + Wisdom modifier damage. Sustain Minor: When you sustain the animal, it attacks again. Spitting Cobra Strike Druid Attack 9 Daily: Primal, Implement, Poison Standard Action Close blast 5 Target: Each creature in blast Attack: Wisdom vs. Fortitude Hit: 2D8 + Wisdom modifier poison damage and the target is blinded and weakened (save ends both). Miss: Half damage and the target is blinded (save ends). Venus Flytrap Druid Attack 9 Daily: Primal, Implement, Conjuration, Poison Standard Action Range 10 Target: One creature Attack: Wisdom vs. Reflex Hit: 2D8 + Wisdom modifier damage and the target is restrained (save ends). The target takes ongoing 5 poison damage (save ends). Miss: Half damage and the target is immobilized (save ends). Sustain Minor: The target takes 2D6 damage. This power can only be sustained until the target passes their saving throw against being restrained. This power cannot be sustained on a miss. Cornered Frenzy Druid Attack 9 Daily: Primal, Implement, Beast Form Standard Action Close burst 1 Target: Each enemy in burst you can see Hit: 2D6 + Wisdom modifier damage and the target is dazed until the end of your next turn. Miss: Half damage. Effect: Choose one enemy in the burst to knock prone and then shift through its space 2 squares. Primal Predator: Shift a number of squares equal to your Dexterity modifier. |
| #4alien270Dec 08, 2008 0:34:22 | Rounding out Heroic Tier... Level 10 Utility Evocations Woodland Stride Druid Utility 10 Daily: Primal, Stance Minor Action Personal Effect: Your movement is not hindered by difficult terrain. Toxic Skin Druid Utility 10 Daily: Primal Minor Action Range 10 Target: You or one ally Effect: For the duration of the encounter any creature that successfully hits the target with a melee attack takes damage equal to your Constitution modifier. Natural Armor Druid Utility 10 Daily: Primal, Beast Form Minor Action Personal Effect: Until the end of the encounter or for 5 minutes you gain a +2 power bonus to AC and Fortitude. In addition, you gain resistance equal to ½ your level plus your Wisdom modifier to one of the following types of damage: acid, cold, fire, or poison. Aquatic Shape Druid Utility 10 Daily: Primal, Beast Form Free Action Personal Prerequisite: You must have Wild Shape Effect: Until the end of the encounter or for the next five minutes, you can use Wild Shape to assume the form of a Medium or Small aquatic animal such as a fish, sea lion, or otter. You move with a swim speed equal to your base speed. This power does not grant you the ability to breath underwater. However, you gain a +5 power bonus to Endurance checks to hold your breath, and you begin making checks after 10 rounds instead of 5 (the DC is still 10 + 1 per round). |
| #5alien270Dec 11, 2008 0:49:22 | I'm sure the darn PHB 2 will already be released long before I would ever get to these levels, but what the heck, it'll be fun to see how similar my concept is to the WotC concept. And I could always keep these powers around as extra options if they're deemed balanced. Anyways, this update will be short, but there may be more to come later. Level 13 Encounter Evocations Raging Wind Druid Attack 13 Encounter: Primal, Implement Standard Action Area Burst 2 within 20 squares Target: Each creature in burst Attack: Wisdom vs. Fortitude Hit: 2D8 + Wisdom modifier damage and push the target 3 squares. Effect: The target is slowed until the end of your next turn. Sandstorm Druid Attack 13 Encounter: Primal, Implement Standard Action Close Blast 5 Target: Each creature in blast Attack: Wisdom vs. Reflex Hit: 2D10 + Wisdom modifier damage and the target is blinded until the end of your next turn. Thin Ice Druid Attack 13 Encounter: Primal, Implement, Cold Standard Action Area burst 2 within 20 squares Target: Each creature in burst Attack: Wisdom vs. Reflex Hit: 2D6 + Wisdom modifier cold damage and the target is immobilized until the end of your next turn. The target takes 5 ongoing cold damage (save ends). Effect: The power's area is difficult terrain until the end of your next turn. Any creature that ends its turn in the area takes 5 ongoing cold damage (save ends). You can end this effect as a minor action. These powers are thematically pretty similar for this level...I may adjust the damage/effects of one and move it somewhere else later. |
| #6alien270Dec 11, 2008 23:36:18 | Level 15 Daily Evocations Brier Wall Druid Attack 15 Daily: Primal, Implement Standard Action Area wall 8 within 10 squares Effect: Thorny shrubs burst from the ground into a wall of contiguous squares, up to 8 squares long and 4 squares high. The wall lasts until the end of your next turn. The wall grants cover and concealment and blocks line of sight. It is considered very difficult terrain (moving through it costs 3 squares of movement), and any creatures that enter or start their turn in a square occupied by the wall take 3D8 + Wisdom modifier damage. Additionally, roll a secondary attack. Secondary Attack: Wisdom vs. Reflex Secondary Hit: The target is immobilized until the end of your next turn. Sustain Minor: The wall persists. Faerie Fountain Druid Attack 15 Daily: Primal, Implement, Radiant, Healing Standard Action Close burst 5 Target: Each enemy in burst. Attack: Wisdom vs. Will Hit: 4D6 + Wisdom modifier radiant damage and the target is blinded (save ends) Aftereffect: The target is dazed until the end of its next turn. Effect: Each ally in burst can spend a healing surge. Primal Guardian: Add your Constitution modifier to the amount of HP regained. Bloody Hunt Druid Attack 15 Daily: Primal, Implement, Beast Form Standard Action Melee touch Target: One, two, or three creatures Attack: Wisdom vs. Reflex, 3 attacks total Hit: 1D10 + Wisdom modifier damage per attack. A target that is hit by any number of attacks is weakened and takes 5 ongoing damage (save ends both). Effect: You may shift your speed in conjunction with this attack. An attack on a target can be made at any point during this movement. Primal Predator: You may shift your speed + Dexterity modifier. Drag your Prey Druid Attack 15 Daily: Primal, Implement, Beast Form Standard Action Melee touch Target: One creature Attack: Wisdom vs. Reflex Hit: 3D8 + Wisdom modifier damage and the target is knocked prone and stunned (save ends). You may move half your speed after the attack but you must pull the target along with you. Miss: Half damage and the target is knocked prone. So when I first started making these powers I was basing them very heavily on existing powers (mostly Wizard powers), therefore I'm not terribly concerned with balance issues for most of the lower level powers. But now I'm definitely winging it a lot more, so let me know if anything seems unbalanced. I'm taking the lack of commentary so far as a good thing? As a side note, I'd like to request some ideas for Primal Guardian type powers. I've definitely been leaning heavily toward Primal Predator, and that's mostly because I typically don't play leaders much. Also, suggestions for possible Paragon Paths would be appreciated. I'm sure that I'll start thinking about those at some point. |
| #7alien270Dec 13, 2008 22:35:00 | Level 16 Utility Evocations Winged Shape Druid Utility 16 Daily: Primal, Beast Form Free Action Personal Prerequisite: You must have the Wild Shape ability. Effect: Until the end of the encounter or for the next 5 minutes you can use Wild Shape to assume the form of a flying creature that is Medium or smaller. You gain a fly speed of 12 squares. The only attacks that you may use are are your beast form at-wills (and only if you are Medium or Small); you may attack at any point during a move action and do not provoke an attack of opportunity for leaving the square adjacent to your target. Oasis Druid Utility 16 Daily: Primal, Zone Standard Action Close burst 5 Effect: You create a zone which appears to be a paradise to your allies in the middle of the battlefield, rejuvenating them. The zone lasts until the end of the encounter or for the next 5 minutes. While in the zone you and your allies get a +2 power bonus to attack rolls and gain regeneration 5. Primal Guardian: You and your allies within the zone gain regeneration 5 + your Constitution modifier. I also added a 5th level power. |
| #8UndrhilDec 13, 2008 22:59:43 | Meld into Stone I suggest adding "You may not make any attacks while in this form." to this power, since I can see many people using this power and just sustaining it throughout the encounter, making standard attacks as usual. Also, might want to make sure they can't make any move actions. For Paragon Paths, I think you could have the path be the Druid focusing on one type of Beast Form, say a bear. The features could amplify their bearshape in some way and the powers would focus on the bear shape. You could make tons of those, basing each one on a new shape and changing up the powers a bit to work better with the chosen shape. |
| #9alien270Dec 14, 2008 17:56:34 | Thanks for catching that, I definitely don't want to turn Druids into near invincible living statues! I think the idea of Paragon Paths for specific forms (bear, wolf, cat, etc.) is a great idea! Maybe have them correspond to the same types as the Beastmaster Ranger's companion? That's a lot of PPs though. Oh well, more options are always good. :D |