This druid focuses on the powers of nature and protecting the plant and environment over the animal kingdom. Humans and animals are grouped together in this druid's mind- all part of the big scheme- but the environment must be protected.
Nature Bond- The druid does not gain an animal companion. He can choose a domain as his nature bond. He cannot choose the animal domain.
Plant Empathy- The druid's wild empathy applies only to plant type creatures, including awakened plants, and not to animals or magical beasts. He may apply this to fey at a -4 penalty. Fey that are linked to a special natural phenomenon, like a lake or a tree (like dryads) ignore the -4 penalty.
Aspect of Nature- The druid does not gain wildshape. Instead, he may emulate an aspect of nature. At level 4 and at every 2 levels thereafter he can choose an ability below. Some have prerequisites.
Ally of Wind- The druid can see through weather concealment (such as fog, dense snow, smoke, heavy rain, etc) and is treated as if wind was one category calmer for whether he is pushed or checked by it.
Elemental Ally- The druid can use his plant empathy power to influence elementals.
Quick Like Lightning- The druid gains the monk's fast movement ability.
Swift as the Pouring Rain- The druid gains the unarmored AC of a monk of the same level, including wisdom to AC.
Force of the Great Typhoon- The druid gains the unarmed attack bonus of a monk of the same level, but does not gain flurry of blows or other monk abilities.
Strength of the Raging Fire- The druid can rage as a barbarian of the same level. He does not gain rage powers or other barbarian abilities.
Tranquil as the Forest- As a standard action the druid can put a sanctuary effect around him, but it only affects animals, magical beasts, elementals, and fey. The DC to break the effect is 10+1/2 druid level + druid's wisdom. It is broken if he attacks any of the above creatures, but not if he attacks other creatures, such as giants or humanoids.
Tree Shape- The druid can take the form of an inanimate tree, either living or dead, as the spell Tree Shape, at will. He must be 8th level or higher to choose this ability.
Tree Stride- The druid use tree stride to teleport via trees a number of times per day equal to 3+his wisdom modifier. He maust be of 10th level or higher to choose this ability.
Storm Walker-The druid can walk unhindered in any natural storm, including hail, heavy winds. His vision is not impared by precipitation, and his movement is not impared by winds. He must have ally of wind to take this ability.
Earth Walker- The druid can use the earth glide ability as an earth elemental for a number of minutes equal to his druid level. This need not be consecutive but must be used in 1 minute increments. The druid must be of 8th level to chose this ability.
Wind Walker- The druid gains the flight ability similar to the witch hex.
Elemental Resistance- The druid choses to gain Resistance 5 to one energy type: fire, acid, lightning, electricy, cold, or sonic. This ability can be chosen more than once- to have it apply to another energy type, or to improve it. The same energy type chosen twice gives resistance 10, and 3 times gives immunity.
World Walker- The druid benefits from continual endure elements, can breathe water as well as air, and is not hindered by the effects of water pressure from deep water.
Mysterious as the Moon- The druid's weapons (or natural attacks) can bypass damage reduction and regeneration as if they were silver. The druid gains DR 5/cold iron.
Empowered Plant Magic- Any spell that the druid casts which targets or emulates plants (such as barkskin or plant growth or entangle) he can choose to modify with enlarge spell, extend spell, or empower spell without increasing casting time or changing the slot. He may do this a number of times per day equal to 3+his wisdom modifier.
Nature's Champion- At 20th level, the druid can control weather per the spell at will, gains the fey type, and adds his charisma to his unarmored AC. He no longer needs to eat food, but may gain nourishment from spending 1 hour in direct sunlight. He gains the ability to control elementals. Treat this as if it were channel energy of his level but only works to control elementals (like the control undead feat).
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