The Druid, Levels 1-3

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1 of 7 12/1/2008 1:19 AM "I am the seeker. I am the stalker. I am the storm." CLASS TRAITS Role: Controller. Your beast form gives you access to powers that provide control at close range, while your humanoid form allows you to hinder your opponents from a distance. Depending on your choice of class features and powers, you might lean toward either leader or striker as a secondary role. Power Source: Primal. You have gained your powers through a careful study of and communion with the natural world. Key Abilities: Wisdom, Dexterity, Constitution Armor Proficiencies: Cloth, leather, hide Weapon Proficiencies: Simple melee, simple ranged Implements: Staffs, totems Bonus to Defense: +1 Reflex, +1 Will Hit Points at 1st Level: 12 + Constitution score Hit Points per Level Gained: 5 Healing Surges per Day: 7 + Constitution modifier Trained Skills: Nature. From the class skills list below, choose three more trained skills at 1st level. Class Skills: Arcana (Int), Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Nature (Wis), Perception (Wis) Class Features: Primal Aspect, Ritual Casting, wild shape Secretive and enigmatic, druids call the wilderness their home. They are capable of running with a wolf pack, speaking with the most ancient trees, and watching thunderstorms from atop the clouds themselves. They regard challenges as tests, both of their fitness and of their connection with the wild places of the world. And though many druids project an outward calm, they have the cunning of the beast and the fury of the storm. Whether you were born to the wilds or retreated from civilization, whether you chose your path or answered a call that whispered in your heart, you share a bond with the primal spirits of nature. You are neither their servant nor their master, but winds, trees, and beasts heed your words, for they recognize you as kin. Call to the spirits, and they will entangle your foes or smite your enemies with the storm. Unleash your own spirit, and you will become the Primal Beast, uncaged and untamed. Druid Class Features Druids have the following class features. Primal Aspect Druidic lore speaks of the Primal Beast, the first spirit of the world's noble predators. A formless thing of shadows, fur, feathers, and claws, this creature appears in many druids' visions, and they speak of channeling the Primal Beast when using their wild shape and beast form powers. As a druid, you choose which aspect of the Primal Beast you most strongly manifest with your powers. Choose one of these options. Your choice provides bonuses to certain druid powers, as detailed in those powers. Primal Guardian: 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. Primal Predator: While you are not wearing heavy armor, you gain a +1 bonus to your speed. Ritual Casting You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You own a ritual book, and it contains two rituals of your choice that you have mastered: Animal Messenger (Player's Handbook, page 300) and another 1st-level ritual.

2 of 7 12/1/2008 1:19 AM Once per day, you can use Animal Messenger without expending components. Wild Shape As a druid, you have the ability to channel the primal energy of beasts into your physical form and transform into a beast. You have an at-will power, wild shape, that allows you to assume the form of a beast, and many druid powers have the beast form keyword (page xx) and therefore can be used only while you are in beast form. The wild shape power lets you assume a form of your size that resembles a natural or a fey beast, usually a four-legged mammalian predator such as a bear, a boar, a panther, a wolf, or a wolverine. Your beast form might also be an indistinct shape of shadowy fur and claws, an incarnation of the Primal Beast of which all earthly beasts are fractured images. You choose a specific form whenever you use wild shape, and that form has no effect on your game statistics. Your choice of Primal Aspect might suggest a specific form you prefer to assume, and certain beast form powers specify changes to your form when you use them. You might also resemble a more exotic beast when you're in beast form: a reptile such as a rage drake or a crocodile, or a fantastic beast such as an owlbear or a bulette. Implements Druids employ staffs and totems as a means of focusing their primal energy. When you wield a magic staff or a magic totem, you can add its enhancement bonus to the attack rolls and the damage rolls of druid powers and druid paragon path powers that have the implement keyword. Without an implement, you can still use these powers. Creating a Druid Druids rely on Wisdom, Dexterity, and Constitution for their powers. You can choose any powers you like, but many druids choose powers that complement their choice of Primal Aspect. Guardian Druid As a guardian druid, you are a protector of the land and those who rely on it. Yours is the magic of earth, forest, and sky, the enduring aspects of nature that outlive any mortal tyrant. Your powers incline you toward leader as a secondary role. Wisdom should be your highest ability score, since your attack powers rely on it, but make Constitution your second-best score to heighten your endurance and your guardian powers. Suggested Class Feature: Primal Guardian Suggested Feat: Primal Instinct Suggested Skills: Arcana, Heal, Insight, Nature Suggested At-Will Powers:call of the beast, chill wind, grasping claws Suggested Encounter Power:frost flash Suggested Daily Power:fires of life Predator Druid As a predator druid, you hunt down and destroy those who despoil the natural world. Yours is the magic of the bared fang, the stalking wolf pack, and the blood-red moon. Your powers make striker your secondary role, with a focus on dealing significant damage along with your control effects. Make Wisdom your highest ability score to get the most out of your attacks, followed by Dexterity to enhance your predator powers. Suggested Class Feature: Primal Predator Suggested Feat: Primal Fury Suggested Skills: Arcana, Athletics, Nature, Perception Suggested At-Will Powers:flame seed, pounce, savage rend Suggested Encounter Power:darting bite Suggested Daily Power:savage frenzy Druid Powers Your powers are evocations that call on primal spirits to alter your physical form and hamper your enemies. You call up roots and vines from the ground, summon lightning from the sky, engulf your enemies in fire, or transform yourself into a fierce predator whose howl can shake your foes with fear. At-Will Attack Powers: You begin with three at-will attack powers. Throughout your career, at least one of those powers, and no more than two, must have the beast form keyword. Class Features

3 of 7 12/1/2008 1:19 AM Each druid has the power wild shape. Wild Shape Druid Feature You assume an aspect of the Primal Beast or return to your humanoid form. At-Will: Polymorph, Primal Minor Action (Special) Personal 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 can shift 1 square. While you are in beast form, you can't use attack, utility, or feat 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. 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. Special: You can use this power once per round. Level 1 At-Will Evocations Call of the Beast Druid Attack 1 You draw forth the savagery that dwells in every creature, compelling your enemies to fight without forethought or plan. At-Will: Charm, Implement, Primal, Psychic Attack: Wisdom vs. Will Hit: The target can't gain combat advantage until the end of your next turn. In addition, on its next turn the target takes psychic damage equal to 5 + your Wisdom modifier when it makes any attack that doesn't include your ally nearest to it as a target. Level 21: 10 + Wisdom modifier psychic damage. Chill Wind Druid Attack 1 A howling gust of icy wind savages your enemies, scattering them. At-Will: Cold, Implement, Primal Attack: Wisdom vs. Fortitude Hit: 1d6 cold damage, and you slide the target 1 square. Level 21: 2d6 cold damage. Flame Seed Druid Attack 1 You hurl a seed infused with primal energy at your foes. When it strikes the ground, the seed explodes in a fiery burst. At-Will: Fire, Implement, Primal, Zone Hit: 1d6 fire damage, and the squares adjacent to the target become a fiery zone that lasts until the end of your next turn. Any enemy that enters the zone or starts its turn there takes fire damage equal to your Wisdom modifier. Level 21: 2d6 fire damage.

4 of 7 12/1/2008 1:19 AM Grasping Claws Druid Attack 1 You rend and tear your foe with your claws, leaving it unable to escape your next assault. At-Will: Beast Form, Implement, Primal Hit: 1d8 + Wisdom modifier damage, and the target is slowed until the end of your next turn. Special: This power can be used as a melee basic attack. Pounce Druid Attack 1 You leap at your foe, catching it off guard. At-Will: Beast Form, Implement, Primal Hit: 1d8 + Wisdom modifier damage. The target grants combat advantage to the next creature that attacks it before the end of your next turn. Special: When charging, you can use this power in place of a melee basic attack. Savage Rend Druid Attack 1 You rake your foe with your claws, setting it up for the kill. At-Will: Beast Form, Implement, Primal Hit: 1d8 + Wisdom modifier damage, and you slide the target 1 square. Special: This power can be used as a melee basic attack. Storm Spike Druid Attack 1 A bolt of lightning spears your foe and charges the air around it. If your enemy doesn't move away, a second spark will erupt around it. At-Will: Implement, Lightning, Primal Hit: 1d8 + Wisdom modifier lightning damage. If the target doesn't move at least 2 squares on its next turn, it takes lightning damage equal to your Wisdom modifier. Thorn Whip Druid Attack 1 Barbed vines whip out from the wood of your staff or totem to lash and ensnare your prey. At-Will: Implement, Primal Attack: Wisdom vs. Fortitude Hit: 1d8 + Wisdom modifier damage, and you pull the target 2 squares. Level 1 Encounter Evocations

5 of 7 12/1/2008 1:19 AM Cull the Herd Druid Attack 1 Your feral glare rends your foe's mind with a sense of doom and drags that foe toward your claws. Encounter: Beast Form, Charm, Implement, Primal, Psychic Ranged 5 Attack: Wisdom vs. Will Hit: 2d8 + Wisdom modifier psychic damage, and you pull the target 3 squares. Darting Bite Druid Attack 1 With quickness and cunning, you bite your enemies and dodge to avoid a counterattack. Encounter: Beast Form, Implement, Primal Target: One or two creatures Hit: 1d10 + Wisdom modifier damage. If at least one of the attacks hits, you can shift 2 squares. Primal Predator: The number of squares you can shift equals your Dexterity modifier. Frost Flash Druid Attack 1 You blast your enemy with cold that leaves it frozen in place. Encounter: Cold, Implement, Primal Attack: Wisdom vs. Fortitude Hit: 1d6 + Wisdom modifier cold damage, and the target is immobilized until the end of your next turn. Primal Guardian: The attack deals extra damage equal to your Constitution modifier. Twisting Vines Druid Attack 1 Vines and roots erupt from the ground around nearby creatures. Encounter: Implement, Primal Hit: 1d8 + Wisdom modifier damage, and each square adjacent to the target becomes difficult terrain until the end of your next turn. Level 1 Daily Evocations Faerie Fire Druid Attack 1 A burst of colorful light envelops your foes, distracting and slowing them. As each creature breaks free of the effect, the light flares one last time, searing the flesh and dazzling the eyes. Daily: Implement, Primal, Radiant Attack: Wisdom vs. Will Hit: The target is slowed and grants combat advantage (save ends both). Aftereffect: 3d6 + Wisdom modifier radiant damage, and the target grants combat advantage until the end of your next turn. Miss: 1d6 + Wisdom modifier radiant damage, and the target grants combat advantage until the end of your next turn. Fires of Life Druid Attack 1 Searing flame engulfs your foes and burns them for a time. As each creature extinguishes the flames that

6 of 7 12/1/2008 1:19 AM burn it, healing fire leaps to one of your allies. Daily: Fire, Healing, Implement, Primal Target: Each enemy in burst Hit: 1d6 + Wisdom modifier fire damage, and ongoing 5 fire damage (save ends). If the target drops to 0 hit points before it saves against the ongoing damage, one creature of your choice within 5 squares of the target regains hit points equal to 5 + your Constitution modifier. Aftereffect: One creature of your choice within 5 squares of the target regains hit points equal to your Constitution modifier. Miss: Half damage. Savage Frenzy Druid Attack 1 In a blur of claw and fang, you strike out at nearby enemies. Daily: Beast Form, Implement, Primal Close Burst 1 Target: Each enemy in burst you can see Hit: 1d6 + Wisdom modifier damage, and the target is dazed and slowed (save ends both). Miss: Half damage, and the target is slowed until the end of your next turn. Wind Prison Druid Attack 1 Gusting winds batter your foe, and when the foe moves, the winds blast outward and knock your enemies to the ground. Daily: Implement, Primal Hit: 2d10 + Wisdom modifier damage. Effect: The target grants combat advantage until it moves or until the end of the encounter. When the target first moves before the end of the encounter, each enemy within 5 squares of the target is knocked prone. Level 2 Utility Evocations Barkskin Druid Utility 2 A protective layer of tree bark covers your body and armor. Encounter: Primal Minor Action Ranged 5 Target: You or one ally Effect: Until the end of your next turn, the target gains a power bonus to AC equal to your Constitution modifier. Fleet Pursuit Druid Utility 2 Your limbs propel you forward with the speed of a cheetah. Daily: Beast Form, Primal Minor Action Personal Effect: Until the end of the encounter, you gain a power bonus to your speed while you are in beast form equal to your Dexterity modifier. Obscuring MistDruid Utility 2 A thick fog coalesces from nowhere, hiding your allies. Daily: Primal, Zone

7 of 7 12/1/2008 1:19 AM Effect: The burst creates a zone of lightly obscured squares that lasts until the end of your next turn. Sustain Minor: The zone persists, and you can increase its size by 1 to a maximum of burst 5. Skittering Sneak Druid Utility 2 You can adopt the form of a mouse, a large spider, or another animal that wouldn't draw a second glance from most observers. Daily: Primal Free Action Personal Prerequisite: You must have the wild shape power. Effect: Until the end of the encounter, you can use wild shape to assume the form of a Tiny natural beast or fey beast, such as a mouse, a house cat, or a large spider. In this form, you gain a +5 bonus to Stealth checks. You can't attack, pick up anything, or manipulate objects. 1995-2008 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.