Druid "Rework"

Suggestions relating to the Classes, Spells and General Mechanics of Arelith.


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Crookedblossom
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Druid "Rework"

Post by Crookedblossom »

I would like to propose what I think would be a fun and beneficial direction for the druid class. While I believe it is in need of some attention, I do not believe it requires a "from the ground up" rework. I apologize for the length of this post, but I want to drop it here for your consideration.

Totemic Forms
Remove the mechanical boons and malus from totem druid and just make them skin options. Perhaps keep base shapes and add variety stemming from those in a similar way to how you can change a familiar's skin with the -familiar menu. This way, you can consistently add new druid shapes and forms without worry for balancing their stats.

Spells Druid Should Have, But Doesn't
Something to bear in mind with this feedback is that while druid does excel in shapeshifting, there is always a desire to play one which is more caster-oriented. I believe many players would like the ability to attack and support with their team without having to be relegated solely to shifting, and I believe this can be done without overhauling the class or adding new features, or even without adding new spells.

Listed below are the spells that druid does not have access to currently, but are drawn from other classes such as cleric, shaman and elementalist invoker. They are (I believe) thematic to druid and would aid in facilitating a caster-based druid who favors spells instead of shapeshifting. And since druids cannot cast while shapeshifted, this would only serve to give them an additional playstyle.

The theme of these spells adheres to the elemental tags, or to thematic choices based on what the druid class is meant to do and how it interacts with the world.

This is by no means a definitive list and only serves as some examples of how the druid's tiny spell list could be expanded.

No new cantrips, these are fine.
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1st level spells
Ice Dagger
Spell Level(s): Cleric(Cold) 1, Elementalist 1, Hemomancer 1, Spellsword 1, Sorcerer 1, Wizard 1
Burning Hands (potentially)
Spell Level(s): Cleric(Fire) 1, Elementalist 1, Shaman 2, Spellsword 1, Sorcerer 1, Wizard 1

Reasoning: In various iterations of D&D, Druid has access to Ice Dagger or some form of ranged ice damage spell early on. Burning Hands, while not typically on their spell list, could help to foster the player from early levels to consider the elemental aspects of their class.
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2nd level spells
Elemental Weapon
Spell Level(s): Elementalist 2, Favored Soul 2, Shaman 2, Sorcerer 2, Spellsword 2, Wizard 2
Combust
Spell Level(s): Cleric(Destruction) 2, Elementalist 2, Hemomancer 2, Sorcerer 2, Spellsword 2, Warlock 3, Wizard 2
Cloud of Bewilderment
Spell Level(s): Bard 2, Cleric(Chaos) 6, Elementalist 2, Hemomancer 2, Shaman 2, Sorcerer 2, Spellsword 2, Wizard 2
Web
Spell Level(s): Bard 2, Cleric(Vermin) 9, Hemomancer 3, Sorcerer 2, Spellsword 2, Wizard 2
Remove Paralysis (potentially)
Spell Level(s): Bard 2, Cleric(Luck) 1, Cleric 2, Favored Soul 2, Hemomancer 2, Paladin 2

For these spells, I have chosen elemental-themed options. Various iterations give druid spells such as Web. Cloud of Bewilderment is tagged as Gas, though the noxious poison of the spell does fit thematically.
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3rd level spells
Flame Arrow
Spell Level(s): Elementalist 3, Hemomancer 3, Sorcerer 3, Spellsword 3, Wizard 3
Lightning Bolt
Spell Level(s): Cleric(Storm) 3, Elementalist 3, Hemomancer 3, Spellsword 3, Shaman 3, Sorcerer 3, Warlock 2, Wizard 3
Stinking Cloud
Spell Level(s): Cleric(Air) 3, Cleric(Water) 2, Hemomancer 4, Hexblade 3, Sorcerer 3, Warlock 4, Wizard 3
Negative Energy Protection
Spell Level(s): Cleric 3, Favored Soul 3, Hemomancer 4, Paladin 4, Shaman 3

Flame Arrow, Lightning Bolt and Stinking Cloud are all thematic options for druid and D&D gives druid Stinking Cloud outright. For Negative Energy Protection, druid is the only divine caster that does not get it and there should be no problem in allowing druids to offer this as support for themeslves and their team.
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4th level spells
Dismissal
Spell Level(s): Bard 4, Cleric 4, Favored Soul 4, Hemomancer 6, Shaman 5, Sorcerer 5, Spellsword 4, Warlock 5, Wizard 5
Predator
Spell Level(s): Bard 4, Cleric 4, Favored Soul 4, Hemomancer 4, Hexblade 4, Ranger 4, Sorcerer 4, Spellsword 4, Warlock 4, Wizard 4, Shaman 4
Flame Shield
Spell Level(s): Cleric(Fire, Forge) 5, Cleric(Sun) 6, Elementalist 4, Favored Soul 4, Shaman 4, Sorcerer 4, Spellsword 4, Warlock 5, Wizard 4
Frost Shield
Spell Level(s): Cleric(Cold, Water) 5, Elementalist 4, Favored Soul 4, Shaman 4, Sorcerer 4, Spellsword 4, Warlock 5, Wizard 4

Lesser Spell Breach
Spell Level(s): Cleric(Magic) 4, Elementalist 4, Hemomancer 4, Shaman 5, Sorcerer 4, Spellsword 4, Warlock 5, Wizard 4

Dismissal allows druid the capability to combat planar outsiders in keeping with the theme of the class. For Predator, all other divine casters have this spell and it is in keeping with druid's theme. Flame Shield and Frost Shield, while thematic, I understand could prove too much for their already high HP and DR. But I wanted to suggest them nonetheless. Besides, of these, druid does get a frost shield equivalent in D&D.
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5th level spells
Firebrand
Spell Level(s): Cleric(Fire) 6, Elementalist 5, Shaman 5, Sorcerer 5, Spellsword 5, Wizard 5
Haste/Slow
Spell Level(s): Bard 3, Cleric 5, Cleric(Travel) 4, Elementalist 4, Favored Soul 5, Hemomancer 4, Hexblade 4, Shaman 4, Sorcerer 3, Spellsword 3, Warlock 4, Wizard 3
Illusory Fall
Spell Level(s): Bard 5, Cleric 5, Favored Soul 5, Shaman 5, Sorcerer 5, Spellsword 5, Wizard 5
Lightning Shield
Spell Level(s): Cleric(Air) 8, Cleric(Storm) 7, Elementalist 5, Favored Soul 5, Shaman 5, Sorcerer 5, Spellsword 5, Wizard 5
Ball Lightning
Spell Level(s): Cleric(Storm) 5, Elementalist 5, Shaman 5, Sorcerer 5, Spellsword 5, Wizard 5
Dark Undertow
Spell Level(s): Warlock 5

Firebrand and Ball Lightning are in keeping with the elemental theme for druid. Haste (and perhaps Slow) should be considered because currently, all casters whether divine or arcane, have access to this spell. Druid is the only one that doesn't and I believe this would be a very positive QoL thing for them. Illusory Fall, given the other casters receiving it, could provide some thematic casting for druid. Dark Undertow, while I understand is a Warlock spell, was recently added to the cleric/shaman trident. This would be a very thematic and fun spell for druid.
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6th level spells
Acid Fog
Spell Level(s): Cleric(Water, Ooze) 7, Hemomancer 6, Sorcerer 6, Spellsword 6, Wizard 6
Chain Lightning
Spell Level(s): Cleric(Storm) 6, Elementalist 6, Favored Soul 6, Shaman 6, Sorcerer 6, Spellsword 6, Warlock 6, Wizard 6
Banishment
Spell Level(s): Cleric 6, Cleric(Magic) 9, Favored Soul 6, Paladin 4, Shaman 6, Sorcerer 7, Spellsword 8, Warlock 7, Wizard 7
Vitriolic Sphere
Spell Level(s): Elementalist 7, Hemomancer 7, Shaman 6, Sorcerer 6, Spellsword 6, Wizard 6, Cleric(Ooze) 6
Flesh to Stone
Spell Level(s): Bard 6, Hemomancer 6, Shaman 6, Sorcerer 6, Spellsword 6, Wizard 6
Stone to Flesh
Spell Level(s): Bard 5, Cleric(Luck) 6, Hemomancer 6, Shaman 6, Sorcerer 6, Spellsword 6, Wizard 6

Acid Fog, Chain Lightning and Vitriolic Sphere keep with the elemental theme of spells, especially since acid tends to be associated with earth and in various iterations of D&D, Druid has access to various acid-based spells. Flesh to Stone/Stone to Flesh harken to similar spells in tabletop, where Druid can transform creatures to statues of salt - known as Salt to Flesh. For Banishment, the idea is to provide druid with capability to combat planar outsiders in keeping with the theme of the class.
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7th level spells
None to recommend
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8th level spells
Incendiary Cloud
Spell Level(s): Elementalist 8, Sorcerer 8, Spellsword 8, Wizard 8, Cleric(Fire) 8
Great Thunderclap
Spell Level(s): Cleric(Air, Forge) 7, Elementalist 8, Hemomancer 8, Shaman 8, Sorcerer 7, Spellsword 7, Wizard 7
Illusory Pit
Spell Level(s): Cleric 8, Favored Soul 8, Shaman 8, Sorcerer 8, Wizard 8

Incendiary Cloud and Great Thunderclap offer elemental-based spells for this circle that druid does not already have access to. For Illusory Pit, all other divine casters capable of reaching 8th circle spells have access to it and I believe it could offer thematic fun for druid as well.
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9th level spells
Iceberg
Spell Level(s): Cleric(Cold) 9, Elementalist 9, Hemomancer 9, Sorcerer 9, Wizard 9
Meteor Swarm
Spell Level(s): Cleric(Destruction) 9, Elementalist 9, Spellsword 8, Sorcerer 9, Warlock 8, Wizard 9
Extrusion
Spell Level(s): Cleric 9, Favored Soul 9, Hemomancer 9, Shaman 9, Sorcerer 9, Wizard 9

Iceberg stays in line with the theme of elemental spells for druid. I have suggested Meteor Swarm to harken to tabletop druid's spells called Cometfall and Cometstrike, which I believe share similar themes. For Extrusion, all other divine casters capable of reaching 9th circle have access to it.

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Additional considerations:
Please also consider adding the mass zoo spells as an option for druid and perhaps even cleric, as neither have access to these. Given the classes' propensity to invest in Transmutation specs, these would be a wonderful addition to the later level experience.

Unnecessary But Warranted Flavor

If you feel that druid still needs something specific flavor-wise, perhaps having them "attune" to certain biomes/terrains like they can do in 2e would be a possibility - granting them minimal boons to things such as tracking, or slight movement speed. Biomes in 2e (AD&D Druid's Handbook) extend to forest, arctic, desert, jungle, mountain, plains, swamp and gray (underdark/cave) which are all represented on the module of Arelith. I think this is unnecessary in comparison to the previous suggestions, but I also think it is thematic and would be fun. It is much more in line with FR and D&D druids to reference their terrains, rather than their selected "totem animal."

In essence, my suggestion in a tldr format is: remove totems as a mechanical option and give druid access to more spells to facilitate a caster playstyle.The bulk of my suggestion is to offer druids a means of play outside of shapeshifting, without having to redo the class from bottom to top. Regardless of if my suggestion is the way to go about this or no, I still hope to see this considered.

Thank you for all you do!

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