Arboreal Totem Druid

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Borin Drakkmurl
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Joined: Wed Oct 28, 2015 1:07 am

Arboreal Totem Druid

Post by Borin Drakkmurl » Wed Jul 26, 2017 2:51 pm

Let me start by saying that I understand a lot of this might be impossible to script. But,a man can dream.

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Concept: A druid attuned to the plants and the more primal energies. Rather than evoquing animals to his aid, this druid turns to the ancient wisdom and power of the trees and the primal spirits.

Summon creature spells would instead summon magical, sentient plants, with the more powerful druid being able to, basicaly, create a new patch of forest.

The druid himself would be able to wildshape into plant life rather than beasts, with obvious pros and cons for this: greater attunement to druidic magic, but the druid can not move while on tree form.

Here is a breakdown of how, possibly, this could work. I admit a lot of this might be wildly imbalanced, one way or the other:



Level
5-7 STR: 20 DEX: 0 CON: 24 TOTAL AC: 12 TEMP HP: 100

8-9 STR: 22 DEX: 0 CON: 26 TOTAL AC: 14 TEMP HP: 150

10-11 STR: 24 DEX: 0 CON: 28 TOTAL AC: 16 TEMP HP: 200

12-13 STR: 26 DEX: 0 CON: 30 TOTAL AC: 18 TEMP HP: 250

14-15 STR: 28 DEX: 0 CON: 32 TOTAL AC: 20 TEMP HP: 300

16-17 STR: 30 DEX: 0 CON: 34 TOTAL AC: 22 TEMP HP: 350

18-19 STR: 32 DEX: 0 CON: 36 TOTAL AC: 24 TEMP HP: 400

20-21 STR: 34 DEX: 0 CON: 38 TOTAL AC: 26 TEMP HP: 450

22-23 STR: 36 DEX: 0 CON: 40 TOTAL AC: 28 TEMP HP: 500

24-25 STR: 38 DEX: 0 CON: 42 TOTAL AC: 30 TEMP HP: 600

26+ STR: 40 DEX: 0 CON: 44 TOTAL AC: 32 TEMP HP: 700

Arboreal Boons: +4Con; +2Wis; +2 Lore; +4Animal Empathy; +4Concentration; +4 Hide Pierce Dmg resistance.

Arboreal Weaknesses: Can not move while in tree shape; Vulnerable to fire and slash dmg.

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Animal Companion: Progressively stronger and larger Treant.

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Treeform(Wildshape): The druid can no longer cast spells unless he is in tree form. Summon Creature spells are the exception.

The visual would go from the potentialy hilarious, just a singular, small pine tree to, at the end, a cluster of trees, plus summoned ones.

While in tree form, and as he advances in level, the druid gains unlimited (but timed) uses of the following spells (On top of regular spell progression) :

0 - All.
1 - Entangle, Cure Light Wounds, Sleep
2- Barkskin, Lesser Restorarion
3- Cure Moderate Wounds, Spike Growth
4- Cure Serious Wounds, Dispel Magic,
5- Cure Critical Wounds, Vine Mine,
6- Greater Dispelling, Healing Circle
7- Aura of Vitality
8- Nature's Balance, Sun Burst
9- Mass Heal

Altered or disabled spells:

Shapechange - disabled
Elemental Swarm - Summons five high leveled pixies instead.

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Summon Changes

Summon Creature I - Sappling

One singular small tree.

AB: 0 | AC: 14 | HP: 100

Effects and abilities:

Light, green, 5m radius.
Entangle Spell
Cure moderate wounds
Sleep


Summon Creature II - Sappling II

Two small trees.

AB: 0 | AC: 16 | HP: 150

Effects and abilities:

Light, blue,5m radius.
Light, green, 5m radius.
Entangle Spell
Spike Growth
Sleep
Lesser dispel
Cure moderate wounds
Barkskin

Summon Creature III - Brambles

Three small trees.

AB: 0 | AC: 16 | HP: 200

Effects and abilities:

Light, blue, 5m radius
Light, green, 5m radius x2
Entangle
Spike griwth
Dispel Magic
Cure serious wounds
Barkskin
Hold monster

Summon Creature IV - Sentient Glade

Four medium trees.

AB: 0 | AC: 18 | HP: 250

Effects and abilities:

Light, blue, 10m radius
Light, green, 10m radius x2
Entangle
Spike growth
Dispel Magic
Cure serious wounds
Cure critical wounds
Barkskin
Hold monster
Monstrous Regeneration
Vine Mine


Summon Creature V - Ancient Woodland

Five medium trees.

AB: 0 | AC: 20 | HP: 300

Effects and abilities:

Light, blue, 10m radius x2
Light, green, 10m radius x2
Entangle
Spike growth
Greater Dispel
Cure serious wounds
Cure critical wounds
Barkskin
Hold monster
Monstrous Regeneration
Vine Mine
Healing Circle
Regenerate

Summon Creature VI - Feywood

Two large,four medium trees

AB: 0 | AC: 20| HP: 360

Effects and abilities:

Light, blue, 15m radius x2
Light, green, 15m radius x2
Entangle
Spike growth
Greater Dispel
Cure serious wounds
Cure critical wounds
Barkskin
Hold monster
Monstrous Regeneration
Vine Mine
Healing Circle
Regenerate
Aura of vitality
Creeping Doom
Heal
Summon: 2 Dryads

Summon Creature VII - Dryad Glade

Five large, two medium trees

AB: 0 | AC: 20 | HP: 420

Effects and abilities:

Light, blue, 15m radius x2
Light, green, 15m radius x3
Entangle
Spike growth
Greater Dispel
Cure serious wounds
Cure critical wounds
Barkskin
Hold monster
Monstrous Regeneration
Vine Mine
Healing Circle
Regenerate
Aura of vitality
Creeping Doom
Heal
Nature's Balance
Sun Beam
Sun Burst
Summon: 3 Dryads

Summon Creature VIII - Ancient Treewraith

Eight large trees.

AB: 0 | AC: 24 | HP: 500

Effects and abilities:

Light, blue, 15m radius x2
Light, green, 15m radius x3
Entangle
Spike growth
Greater Dispel
Cure serious wounds
Cure critical wounds
Barkskin
Hold monster
Monstrous Regeneration
Vine Mine
Healing Circle
Regenerate
Aura of vitality
Creeping Doom
Heal
Nature's Balance
Sun Beam
Sun Burst
Storm of Vengeance
Earthquake
Mass Heal
Summon: 3 Treants


Summon Creature IX - Ancient Grove

Nine large trees.

AB: 0 | AC: 25| HP: 600

Effects and abilities:

Light, blue, 20m radius x4
Light, green, 20m radius x4
Light, purple, 20m radiusx2
Entangle
Spike growth
Greater Dispel
Cure serious wounds
Cure critical wounds
Barkskin
Hold monster
Monstrous Regeneration
Vine Mine
Healing Circle
Regenerate
Aura of vitality
Creeping Doom
Heal
Nature's Balance
Sun Beam
Sun Burst
Storm of Vengeance
Earthquake
Mass Heal
Summon: Green Dragon
Past characters: Daedin Angthalion; Lurg Norgar; Urebriwyn; Ubaldo Ferraz; Erodash Uzdshak; Borin; Belchior Heliodoro; Orestes Fontebela

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