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rules:homebrew:heartbreaker:druid

Druid

Hitpoints per level: 5
Skillpoints per level: 4
Value of starting equipment: 30gp
Starting gold: 2d6

Weapon and Armor Proficiency:
Druids are proficient with the following weapons: Club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks of any form they assume with wild shape.
Druids are proficient with light armors, and is prohibited from using armors made from metal.

Class Features

Level BAB Fort Ref Will Class features Wild Shape
1st +0 +0 +0 +0 Wild Shape New Shape, Lesser Feral Force
2nd +1 +0 +0 +0 Nature's Boon Primal Power I
3rd +2 +1 +1 +1 Gift of the Land
4th +3 +1 +1 +1 Survival of the Fittest Primal Power II
5th +3 +1 +1 +1 Faster Wildshape (Standard action)
6th +4 +2 +2 +2 Nature's Boon Primal Power III
7th +5 +2 +2 +2 Natural_Adaptation New Shape
8th +6/+1 +2 +2 +2 Survival of the Fittest Primal Power IV
9th +6/+1 +3 +3 +3 Greater Feral Force
10th +7/+2 +3 +3 +3 Nature's Boon Primal Power V
11th +8/+3 +3 +3 +3 Faster Wildshape (Move action)
12th +9/+4 +4 +4 +4 Survival of the Fittest Primal Power VI
13th +9/+4 +4 +4 +4 New Shape
14th +10/+5 +4 +4 +4 Nature's Boon Primal Power VII
15th +11/+6/+1 +5 +5 +5 Natural_Adaptation
16th +12/+7/+2 +5 +5 +5 Survival of the Fittest Primal Power VIII
17th +12/+7/+2 +5 +5 +5 Faster Wildshape (Minor action)
18th +13/+8/+3 +6 +6 +6 Nature's Boon Primal Power IX
19th +14/+9/+4 +6 +6 +6 New Shape
20th +15/+10/+5 +6 +6 +6 Survival of the Fittest Primal Power X

Wild Shape

[Magical, Dispellable - 1st.]
As a Major+Move action the druid may assume one of their known forms.
It takes just as long to get out of a form as to assume a form.
While in this form a druid recieves their wisdom modifier as a Racial Bonus to AC.
While in this form a druid cannot use weapons and armors made for other races or other animals than their form.
While in this form a druid cannot speak, and should they have the capability to cast spells cannot complete verbal components.
A wounded druid may use a minute to change back into their normal form. If they spend a minute to be careful not to aggravate their wounds further they will not drop below 1 hitpoint as a result of losing their con bonus.

New Shape

[Enhancing - 1st, 7th, 13th, 19th]
You learn a new Wildshape Shape.

Primal Power

[Enhancing - 2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, 20th]
Primal power advances wildshape shapes as indicated on the form's table.

Faster Wild Shape

[Enhancing - 5th, 11th, 17th]
At 5th level you may assume a Wild Shape as a Major Action rather than a Major+Move.
At 11th level you may assume a Wild Shape as a Move Action rather than a Major Action.
At 17th level you may assume a Wild Shape as a Minor Action rather than a Move Action.

Feral Force

[Enhancing - 1st, 9th]
Feral Force allows you to use a form-specific special attack by spending your Focus.

Survival of the Fittest

[Extraordinary - 2nd, 6th, 10th, 14th, 18th]
You gain +2 Class Bonus to an Attribute that has not received this bonus before.

Nature's Boon

[Supernatural, Dispellable - 4th, 8th, 12th, 16th, 20th]
When you recieve Nature's Boon you select one of the following abilities below. You may select the same boon twice, their effects do not stack but you may then share one of them with someone else.
Boons is magical ability and can be dispelled. They come back at rest.

  • Deep Sleep - Heal twice as much per bedrest for self and creatures within 30'
  • Quikcrest - Rest twice as fast for self and creatures within 30'
  • Woodland Stride - Be unhindered by natural difficult terrain.
  • Thousand Faces - Mastery of bodily shape allows you to reshape your physical features to look like any humanoid race. +10 to Subterfuge.
  • Inured to Death - You do not lose physical attributes from aging. You are immune to natural diseases.
  • Low light vision - See twice as far in poor illumination.
  • Speak with animals - You can speak with animals. This does not bestow animals any higher intelligence. What is important to you may not be important to a mouse.
  • Camouflage - You can make stealth checks as if natural difficult terrain gave you cover.
  • Trance - You do not suffer a penalty to Perception for being asleep.
  • Animal Messenger - As a major action you may imbue a touched Tiny or Diminutive animal with the desire and instinctive knowledge to travel to another Named creature. This desrie and instinctive knowledge fades after 5 days; if the animal has not reached the creature by then it'll give up on its quest.
  • Pass without trace - The difficulty class to track you through natural terrain increases by 20.
  • Barkskin - +4 Magical bonus to AC.
  • Faerie Fire - As a Major Action you may outline a creature you can see in harmless fire. For 3 rounds this creature does not benefit from concealment or invisibility.
  • Wildfire step - You gain a +10' Magical Bonus to all of your speeds.
  • Plant Growth - Once per day as a Major action you may caused plants within 10' of you to grow as if a year had passed and then bloom with whatever fruit or seeds they are carrying.
  • Neutralize Toxins - You gain your level as Resistance Poison. eg. Res Poison 4.
  • Formlessness - You gain your level as Resistance Precision. eg. Res Precision 4.

Gift of the Land

[Enhancing - 3rd]
As a Major Action you may pass on a boon to a touched creature. You lose any benefits of the boon, they gain any benefits of the boon.
You may revoke this gift as minor action. They lose the benefit immediately. You regain the effect when next you rest.

Natural Adaptation

Each time the Druid gains Natural Adaptation they get +2 class bonus to a saving throw of their choice. The same saving throw cannot be selected twice.

Forms

Bear Form
PP Attacks Str Dex Con Wis
0 2 Slam or 1 bite +4 -2 +2 -2
1 +0
2 +0
3 +6
4 2 Slam and 1 bite +4
5 +2
6 +8
7 +2
8 2 Slam and 2 bite +6
9 +10
10 +4

Attacks: In Bear form you gain 2 slam attacks and one bite attack.
Bite attacks deal 1d8+str Piercing damage (20×2) and count as a two handed weapon for feats and features.
Slam attacks deal 1d4+str Bludgeoning damage (20×2).

Special Attack: Feed: While you are bloodied when you make a successful bite attack you may regain hitpoints equal your Wisdom modifier.

Feral Force I: You gain the Maul special attack. When you hit with two claw attacks in one round, you may spend your focus to make an additional free bite attack. This bite attack deals no damage, but Disables one of the target's arms or a legs of you choice.

Feral Force II: Blood Rage: You may spend your focus to deal double damage to bloodied enemies for 1 round.

Puma Form
PP Attacks Str Dex Con Wis
0 2 Claw or 1 bite +2 +4 -2 -2
1 +0
2 +0
3 +6
4 2 Claw and 1 bite +4
5 +2
6 +8
7 +2
8 2 Claw and 2 bite +6
9 +10
10 +2

Attacks: In Puma form you gain 2 claw attacks and one bite attack.
Bite attacks deal 1d8+str Piercing damage (20×2) and count as a two handed weapon for feats and features.
Claw attacks deal 1d4+str Slashing damage (20×2).

Special Quality: While in Puma Form you gain a +20' class bonus to your base land speed.

Feral Force I: Pounce: When you make a charge attack you may spend your focus to make a two claw attacks and a bite attack instead of a single attack.

Feral Force II: Rake: When you make a full attack you may spend your focus to make two additional claw attacks.

Turtle Form
PP Attacks Str Dex Con Wis
0 2 Slam or 1 bite -2 -2 +4 +2
1 +0
2 +0
3 +6
4 2 Slam and 1 bite +4
5 +2
6 +8
7 +2
8 2 Slam and 2 bite +6
9 +10
10 +4

Attacks: In Turtle form you gain 2 slam attacks and one bite attack
Bite attacks deal 1d8+str Piercing damage (20×2) and count as a two handed weapon for feats and features.
Slam attacks deal 1d4+str Bludgeoning damage (20×2).

Special Quality: At the end of a turn, if you moved no more than 15', you may gain Absorb All equal to your level + your Wisdom modifier, this lasts for 3 minutes.

Feral Force I: Turtle Shell: You may spend your focus to take half damage from every source for 1 round.

Feral Force II: ?

Eagle Form
PP Attacks Str Dex Con Wis
0 2 Claw or 1 peck -2 +2 -2 +4
1 +0
2 +0
3 +6
4 2 Claw and 1 peck +4
5 +2
6 +8
7 +2
8 2 Claw and 2 peck +6
9 +10
10 +4

Attacks: In Eagle form you gain 2 claw attacks, and one peck attack. Peck attacks deal 1d8+str piercing damage and count as a two handed weapon for feats and features. (20×2)
Claw attacks deal 1d4+str piercing damage. (20×2)

Special Quality: You gain a 30' fly speed (average manoeuvrability)

Feral Force I: Distract: When you make a successful peck attack you may spend your focus to give the target a Stackable Penalty to attacks equal to your Wisdom Modifier.

Feral Force II: Blinding Feathers: As a minor action you may spend your focus and force creatures adjacent to you to make a Reflex save or be blinded. The DC of the save is 10 + your level + your wisdom modifier.

Spider Form
PP Attacks Str Dex Con Wis
0 1 bite or 1 Spit -2 +4 -2 +2
1 +0
2 +0
3 +6
4 2 bite or 2 spit +4
5 +2
6 +8
7 +2
8 3 bite or 3 spit +6
9 +10
10 +4

Attacks: In Spider form you gain a melee bite attack and a ranged poison spittle attack.
Bite attacks deal 1d8+str Piercing damage (20×2) and count as a two handed weapon for feats and features.
Poison spittle attacks deal 1d8+wis Poison damage (20×2). Poison spittle has a range increment of 20 ft.

Special Quality: You gain a 20' climb speed and may climb natural webs unimpeded if they are large enough to support you.

Feral Force I: Web-Throw: As a Major Action you may spend your focus to create and throw a sticky ball of nets at a target within medium range (100 ft.). If the ranged attack hits the net deals 1d6+str Bludgeoning damage and lowers the target's speed by 20' for 3 rounds.


Feral Force II: ?


rules/homebrew/heartbreaker/druid.txt · Last modified: 2019/05/14 17:48 (external edit)