Granted Powers: The spirits and secrets of the endless wastes are yours to command. At 12th level, you gain tremorsense 60 feet.ĭomain Spells: 1st- detect aberration, 2nd- stone call, 3rd- deeper darkness, 4th- echolocation, 5th- wall of stone, 6th- conjure black pudding, 7th- statue (looking like a stalagmite or stalactite), 8th- earthquake, 9th- imprisonment. Tremorsense (Ex): At 6th level, you gain tremorsense 30 feet. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This effect lasts 1 minute, or 1 hour if used on yourself. Granted Powers: The wonders and dark secrets of the deepest caves give you strength.Ĭavesight (Sp): You can grant darkvision 60 feet to a willing creature you touch. Alternatively, you may use this ability to negate magical fire effects as if using a targeted dispel magic at 12th level, this functions as targeted or area greater dispel magic instead of dispel magic.ĭomain Spells: 1st- frostbite, 2nd- aspect of the bear, 3rd- sleet storm, 4th- wall of ice, 5th- aspect of the wolf, 6th- freezing sphere, 7th- wind walk, 8th- polar ray, 9th- polar midnight. The DC to save against this ability is equal to 10 + 1/2 your druid level + your Charisma modifier.īanish Flame (Su): At 6th level, you may use your call cold ability to damage creatures with the fire subtype (as a cleric channeling negative energy) or to cause them to flee from you (as the Turn Undead feat). You can take other feats that add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. Granted Powers: You master the might of the endless, snow-covered wastes beneath the midnight sun, where icy polar winds blow.Ĭall Cold (Su): You can channel energy (as a cleric of your druid level) a number of times per day equal to 3 + your Charisma modifier, but only to heal creatures with the cold subtype or to command them (similar to using the Command Undead feat against undead). As a standard action, you can throw a weapon underwater without the normal penalties for throwing weapons if your target is in or under the water, the weapon also acts as a returning weapon (see page 471 of the Core Rulebook) for that attack.ĭomain Spells: 1st- hydraulic push, 2nd- slipstream, 3rd- water breathing, 4th- freedom of movement, 5th- black tentacles, 6th- freezing sphere, 7th- animal shapes (aquatic creatures only), 8th- seamantle, 9th- tsunami. Seastrike (Su): At 6th level, as a free action, you may use natural and manufactured weapons in water as if you had continuous freedom of movement. The DC to save against this ability is equal to 10 + 1/2 your druid level + your Charisma modifier. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. Sealord (Su): You can channel energy (as a cleric of your druid level) a number of times per day equal to 3 + your Charisma modifier, but only to heal creatures with the aquatic or water subtype or to command them (similar to using the Command Undead feat against undead). Granted Powers: You master the deeps of the sea, raging rivers, flowing falls, and relentless tides. Other nature-themed classes with access to domains may select an animal or terrain domain in place of a regular domain. If an animal or terrain domain ability calls for a saving throw, the DC of the save is equal to 10 + 1/2 the character's druid level + her Wisdom modifier. A druid who worships a deity (as opposed to nature in general) cannot select an animal or terrain domain that contradicts or is outside of the portfolio of her deity. Just like cleric domains, animal and terrain domains have granted powers and domain spells, and a druid who selects an animal or terrain domain gains a domain spell slot at each level. A druid with the nature's bond ability can choose an animal domain or terrain domain. Presented in the section below are new rules for animal and terrain domains-domains for druids whose focus is more specific than the Animal, Plant, Weather, or elemental domains. The following section details new animal and terrain domains for druids, vermin companions for druids who don't want a more traditional animal companion, and new druid archetypes. Whether tapping the fundamental magic of the elements or relying on the teeth and claws of wild creatures to accomplish their goals, druids are forces to be reckoned with, and those whose actions threaten the wild places these nature folk hold dear had best be prepared to suffer the consequences. Through their kinship with animals and the elements, they learn the most potent secrets the natural world has to offer, and can call upon great power in the form of both magical abilities like wild shape and a wide array of thematic spells. Druids are devotees of nature, protecting the bleakest deserts and most verdant forests.
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