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Druid, Revised (3.5e Class)

2,353 bytes added, 22:59, 16 October 2015
two wild feats and a capstone
|special18=[[#Wild Shape|Wild Shape]] (Gargantuan) {{!!}} 6 {{!!}} 5 {{!!}} 5 {{!!}} 5 {{!!}} 5 {{!!}} 4 {{!!}} 4 {{!!}} 3 {{!!}} 3 {{!!}} 2
|special19= {{!!}} 6 {{!!}} 5 {{!!}} 5 {{!!}} 5 {{!!}} 5 {{!!}} 5 {{!!}} 4 {{!!}} 4 {{!!}} 3 {{!!}} 3
|special20= [[#Wild Shape|Wild Shape]] (Apotheosis) {{!!}} 6 {{!!}} 5 {{!!}} 5 {{!!}} 5 {{!!}} 5 {{!!}} 5 {{!!}} 4 {{!!}} 4 {{!!}} 4 {{!!}} 4
|skillpoints=4
|skills=Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (nature), Listen, Profession, Ride, Spellcraft, Spot, Survival, Swim
At 12th level, a druid becomes able to use wild shape to change into a [[SRD:Plant Type|plant]] creature with the same size restrictions as for animal forms. (A druid can’t use this ability to take the form of a plant that isn’t a creature.) At 16th level, a druid becomes able to use wild shape to change into an [[SRD:Elemental Type|elemental]] creature with the same size restrictions as for animal forms.
 
At 20th level, you also gain the supernatural and spell-like abilities of any form you take with wild shape. If these abilities have a time limit, such as 3/day, you regain use of these abilities at the start of each new day, rather than each time you shift into the form. You do not gain any spellcasting abilities of your new form, such as the [[SRD:Solar|solar's]] cleric spellcasting.
'''{{Anchor|<-extraordinary class feature->}} {{Ex}}:''' <-class feature game rule information->
A druid who ceases to revere nature, changes to an alignment two steps away from her starting alignment, or teaches the Druidic language to a nondruid loses all spells and druid abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she [[SRD:Atonement|atones]].
 
====Wild Shape Feats====
 
Druids can take a number of feats to enhance their Wild Shape capabilities.
 
{{3.5e Feat
|name=Path of the Ancients
|types=Wild
|summary=You can wild shape into [[SRD:Dragon Type|dragons]]
|prereqs=Druid level 12
|fluff=ROooooAaaaAAAaaRRRRrr!
|benefit=You can wild shape into [[SRD:Dragon Type|dragons]], following the same rules as you would normally use to wild shape into animals.
|special=As an exception to the normal limit on use of supernatural abilities, you cab use the breath weapon of any dragon form that you take. If this breath weapon has a limited number of uses, such as 3/day, this usage count resets normally each day rather than each time you change forms.
}}
 
{{3.5e Feat
|name=Path of the Wheel
|types=Wild
|summary=You can wild shape into certain [[SRD:Outsider Type|outsiders]]
|prereqs=Druid level 12
|fluff=Not content with being an embodiment of nature, you also embody certain Outer Planes.
|benefit=Choose one of the following. Once selected, this choice can not be changed even if you change alignments.
* Path of the Fields: You can wild shape into any outsider native to the Upper Planes (Celestia, Bytopia, Elysium, The Beastlands, and Arborea). You must be good-aligned to choose this path.
* Path of the Styx: You can wild shape into any outsider native to one of the Lower Planes (Baator, Gehenna, Hades, Carceri, The Abyss). You must be evil-aligned to choose this path.
* Path of the Cogs: You can wild shape into any outsider native to one of the Planes of Law (Baator, Acheron, Mechanus, Arcadia, Celestia). You must be law-aligned to choose this path.
* Path of the Wind: You can wild shape into any outsider native to one of the Planes of Chaos (The Abyss, Pandemonium, Limbo, that one I can't remember, Arborea). You must be chaos-aligned to choose this path.
|special=You ''cannot'' take this feat more than once. Once chosen, your path has been set.
}}
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