![]() ![]() The Druid can cast up to 9th level spells.ĭruids are proficient with shields (except tower shields) but must use only wooden ones.Druids automatically know all spells on their spell list.ĭruids cast spells drawn from the Druid spell list.The Druid is a divine spellcaster, and thus can wear armor while casting spells.The Druid can gain additional spells through a Domain if they select a domain using their Nature Bond class feature.Wild Shape (Bear), Wild Shape (Medium Elemental) Wild Shape (Leopard), Wild Shape (Small Elemental) Spontaneous Summoning, Nature Bond, Alignment Restriction, Druid Proficiencies, Nature Sense Wild Shape (Smilodon), Wild Shape (Shambling Mound), Wild Shape (Large Elemental)Īt 1st level, a Druid forms a bond with nature. The first is a dose tie to the natural world, granting the Druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective Cleric level is equal to his druid level. A Druid that selects this option also receives additional domain spell slots, just like a Cleric. He must prepare the spell from his domain in this slot and this spell cannot be used to cast a spell spontaneously. The second option is to form a close bond with an animal companion. Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, his effective Druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion.A brutal berserker warrior that uses raw savagery and passion to hew down all that stands in their way, most associated with primal and barbaric lands beyond the reach of civilization. The barbarian is a non-magical Glass Cannon character, capable of hitting hard and fast, but not as adept at soaking up damage as its cousin, the Fighter. It emphasizes attack over defense and is better at evading or shrugging off effects, through straightforward hitpoint damage will drop it faster than the Fighter. Badass Normal: No magical powers, but can still compete against all of the mystical monsters and creatures.Some archetypes avert this and include magical buffs, though. Berserk Button: The Hateful Rager archetype loses some general access to Rage for the Favored Enemy ability, and abilities allowing the Hateful Rager to rage more easily/effectively by fighting their Favored Enemy.Barbarian Hero: The bog-standard Barbarian is assumed to be one of these, naturally.The Berserker: As is standard depiction for the Barbarian in roleplaying games.Zigzagged by the Urban Barbarian (specialized in fighting with barbarian abilities adapted for use in the city) and Armored Hulk (specializes in wearing armor whilst raging) archetypes.Emphasized by the True Primitive archetype, which represents a barbarian from the most primeval, savage cultures - Stone Age type cultures, indeed. The class revolves around its "berserker rage" class feature. ![]()
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