Wisdom, Dexterity, Constitution
HP at first level
12 + Constitution Score
HP per level
6 + Constitution Modifier
+1 Fortitude, +1 Reflex, +1 Will
Cloth, Leather, Hide
Protectors of the wilds, Druids channel both beasts and spirits. Druids control battlefields through their wild shape and conjuration powers.
Source: Primal. Primal characters are connected to the spirit of Eberron. Druids use this connection to change shape and conjure allies.
Role: Controller. Druids are adept at both using their spells and wild shape to dictate the terms of engagement. Druids are more capable on the front lines than other controllers due to their wild shape power.
Trained Skills: Arcana. Choose an additional three from the following list
- (Dex) Acrobatics
- (Int) Arcana
- (Str) Athletics
- (Con) Endurance
- (Wis) Handle Animal
- (Wis) Insight
- (Wis) Medicine
- (Wis) Perception
- (Cha) Socialize
- (Dex) Stealth
- (Wis) Survival
Competencies: Knowledge of Creatures (Beast), Knowledge of The Planes (Lammania and Thelanis)
Druids draw their power from the wilds of the world, calling upon the power of primal spirits. Choose either Primal Predator or Primal Protector to represent which natural aspects your druid affiliates with. Each provides a permanent bonus and adds extra effects to certain encounter powers.
While you are not wearing heavy armor, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC.
While you are not wearing heavy armor, you gain a +5' bonus to your speed.
You are in tune with the natural world, which provides you boundless reserves of energy. Rather than a mix of short rest and long rest attack powers, every recharge attack communion refreshes on a short rest. To enhance those powers with encounter-long effects, you have access to a number of primal surges based on your level.
|9 or higher||3|
Whenever you use a recharge attack communion, before any of the power's effects you may choose to expend a primal surge. If you do, the communion has an extra effect. You may only empower a given communion once per day, as the spirit's favor is limited.
You may have up to four recharge attack powers. Starting at 7th level, whenever you gain a new recharge attack power, you must replace one you already had.
As a druid, you have the ability to channel the primal energy of beasts into your physical form and transform into a beast. You gain the wild shape power.
You change your form, morphing or unmorphing your clothing into fur
Druid Feature (Special: You can only use this power once per round)
Effect: You change from your humanoid form to beast form or vice versa. When you change from beast form back to your humanoid form, you shift 1 square. While you are in beast form, you can’t use weapon or implement attack powers that lack the beast form keyword, although you can sustain such powers.
You choose a specific form whenever you use wild shape to change into beast form. The beast form is your size, resembles a natural beast or a fey beast, and normally doesn’t change your game statistics or movement modes. Your equipment becomes part of your beast form, but you drop anything you are holding, except implements you can use. You continue to gain the benefits of the equipment you wear.
You can use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your beast form, it cannot be removed, and anything in a container that is part of your beast form is inaccessible.
Los eventos del calendario asociados a esta entidad se muestran aquí.
|Nombre||Fecha actual||Duración del evento||Comentario||Recurrente|
Aquí puedes añadir toda aquella información que no acaba de encajar en los campos por defecto de la entidad, o que quieres mantener en privado.
|Background and Lore||Joseph Meehan|
|Level 1 At-Will Powers||Joseph Meehan|
Choose three at first level, at least one must have the beast form keyword and at least one must not.
|Level 1 Recharge Communions||Joseph Meehan|
Choose two at first level
|Level 2 Utility Communions||Joseph Meehan|
Choose one at second level.
|Level 3 Encounter Communions||Joseph Meehan|
Choose one at third level
|Level 4 Feat||Joseph Meehan|
Choose a level 4 primal feat. Also, increase two stats of your choice by 1 (This can go above 20, but you can't give just one stat +2)
|Level 5 Daily Communions||Joseph Meehan|
Choose one at fifth level
|Level 6 Utility Communions||Joseph Meehan|
Choose one at sixth level.
|Morgrave's Miscellany||Joseph Meehan|
Druids draw primal magic from the world itself. The process isn’t like the spells of a wizard or the tools of an artificer, nor is it a divine petition to a higher power. Well, not exactly. Legend recounts how the great progenitor dragon Eberron enveloped the jealous evil of Khyber in the living prison that would become the world. If arcane magic comes from the tears of Siberys above, then Druidic magic is the blood and breath of Eberron herself, granting power to those who seek to defend her and the natural order from the threats beyond.
Most druids are swathed in tradition, usually initiated by a sect that teaches the secrets of this primal magic while also charging the aspirant with specific duties. While some sects are loosely aligned, each one has its own ideas as to the role their kind should play in the world.
The Druidic Language in Eberron
There’s no universal alliance between all druids. The Wardens of the Wood and the Greensingers recognize one another as peers, but these traditions evolved alongside one another in the Eldeen Reaches. The Wardens know little of the Mask Weavers of the Talenta Plains or the primordial traditions of the lizardfolk shamans of Q’barra.
When a druid learns Druidic, “the secret language of druids” it is a secret shared by all druids, regardless of sect or tradition. Scholars remain perplexed by the fact it has remained secret over the course of thousands of years. Even the most gifted linguists lament that its patterns and sounds seem discernable only to those gifted a deep-seeded primal understanding. Still it remains unlearnable and unteachable, even when deciphered by the use of diligent magics, each attempt to decode its patterns and sounds results in fruitless energy spent withered away.
In Eberron, the answer is that Druidic is an innate magical language, the meaning of which one feels primally from within or never grasps at all. It is the language of nature itself and is integrally tied to calling on nature to facilitate casting a druid’s spells. In casting entangle a druid requests vines to grow, while casting cure wounds pleads the organism’s blood and bone to heal, and as all druids understand Druidic because it’s the tool they all use, sages have coined this verbal component a “Druidic Invocation”, citing the similar praxis to bridge the gap between their conventional knowledge. In truth, one with the knowledge or ability to call on the wild would never try to name that which is rooted to the core of the world itself.
While there is no universal alliance between all druids, woodland folk know that someone who speaks Druidic is a fellow initiate delving into Eberron’s primal mysteries. That individual might not initially be welcomed as a friend but will certainly be given the chance to parley before a situation escalates to violence. This consideration isn’t without flaw from time to time, as the wellintentioned worshipers of a Sovereign tied to nature might occasionally be mistaken for foe.
Druids and Nature Clerics
Traditionally, the Sovereign Host is a civilized faith with shrines in the great cities of the Five Nations but a number of shrines to deities tied to nature can be found in the wilds. Balinor is the Sovereign of the Hunt, Arawai brings nature’s bounty, and the Devourer embodies its destructive power and the hunger that reclaims its waste. In Eberron, a priest of Balinor isn’t inherently required to follow one trail or the other, but the main differences between the two lay in how command of nature is granted, and the purpose for which they use it. While it’s common for the two paths to recognize one another, such respect isn’t always equal.
From a philosophical perspective, a druid is an envoy of nature with a connection to the environment itself, not a servant of a higher power. By contrast, the cleric serves a higher power and holds dominion over the natural world. While druids shun such metal armaments, nature clerics usually practice combat in manmade heavy metal armors until proficient. Yet, clerics lack the primal understanding required to communicate in Druidic and to assume Wild Shape, which is a reflection of the druid’s deep connection to the natural world.
Such differences lead to a deep disconnect between the typical druid and a nature worshiping cleric. The Warden of the Wood might see the priests of Balinor as an arrogant outsider, a city-dweller who believes that humanoids hold some sort of divine right over the planet, which is admittedly often the case. To the priestess of Arawai, nature is something that serves the people and her primary concern is ensuring a bountiful harvest, not driving farmers from their fields.
While this is the obvious contrast, it’s possible to create a character who uses one class while following the opposite path. Perhaps you want to play a priest of Balinor but you love the idea of hunting in the form of a wolf, or you want to be Ashbound but have no interest in ever assuming a Wild Shape. While there will be the occasional disconnect, like the Ashbound cleric can’t use Wild Shape, the Balinor druid can’t turn undead, look to juxtapose these ideas to best match the story and experience you’re looking for, using backgrounds like the acolyte or outlander to cultivate the option.
A barbarian needn’t be a savage, a bard needn’t warble sonnets and, in the same way, it’s possible to create a druid character without a bond to the natural world. As a matter of story or flavor, spells might reflect supernatural gifts as opposed to primal magic, whose effects remain unchanged but are described within your supernatural narrative. If this is a direction you and your DM agree to explore, consider exchanging the Druidic language for one that compliments that narrative instead. Here’s a few unnatural options.
The Changeling Menagerie
Naturally, a changeling can only assume humanoid forms, but one who devotes themselves to the art of shapeshifting might transcend this limitation. A gifted changeling who masters these transformations to assume a wide array of bestial and humanoid shapes is called a menagerie.
Thematically, such a character might strongly consider the Circle of the Moon to reflect this shapeshifting prowess through Wild Shape. Spells of a menagerie could also emulate the same talent for physical alterations through mystical manifestation. With a little creativity, spells like barkskin, darkvision, meld into stone, and even poison spray could all be described as a temporary metamorphosis. Perhaps a truly gifted changeling druid understands the composition of matter on a level that allows extending the transformation to others with cure wounds, enhance ability, or protection from energy, while still following the rules of spellcasting.
Shifters are found among all the Eldeen sects and make excellent rangers and druids. Legend among the Eldeen shifters speaks of the moon, Olarune, long ago blessing the wisest shifter warriors with power over the natural world and the gift of shapeshifting. Later legends impose that this gift was corrupted by demons, and this is the true origin of lycanthropy. Such shifters were thought hunted to extinction during the Purge, but perhaps the blessing of the moon can overcome the atrocities of the Silver Flame’s Lycanthropic Inquisition of 832 YK.
Another path that reflects expertise in shapeshifting, a shifter character would have a deep and primal connection to the natural world. It is reasonable for them to know Druidic and their influence of other beasts is easily conveyed through the animal friendship and conjure animals spells. As one of Olarune’s Champions, a druid is unlikely to be bound to any particular sect but might have a divine purpose. Does the moon-spirit want you to battle evil lycanthropes or find a way to defeat the spirit that corrupted her gift and share it with other shifters?
The Vadalis Monarch
An heir with the Mark of Handling has a connection to the natural world, one not earned by devotion, but as a birthright instead. A character with the Mark of Handling could describe their abilities and spells as empowered effects of an exceptionally powerful dragonmark. Not only does the mark allow influence over animals’ behavior common to the mark, but is an anomaly that grants the heir the form of those beasts. Such an evolution of the Mark of Handling might explain the charm person and hold person spells as granting unprecedented influence over humanoids, as well as animals.
Functionally, these powers follow the standards for spellcasting but facilitate a story arc that grants dominion over the wild. As an heir of a mighty house with a dragonmark that exceeds the most powerful Siberys mark recorded. Unbridled dominion over the wild kingdom lay before you as the Vadalis monarch, if you can survive your ascension.
- Key Abilities
- Wisdom, Dexterity, Constitution
- HP at first level
- 12 + Constitution Score
- HP per level
- Healing Surges
- 6 + Constitution Modifier
- Defense Bonus
- +1 Fortitude, +1 Reflex, +1 Will
- Class Features
- Armor Proficiencies
- Cloth, Leather, Hide
- Weapon Proficiencies
- Simple Melee
- Implement Proficiencies
Creado por Joseph Meehan hace 1 año. Última modificación por Joseph Meehan hace 4 semanas