Disaster Druid (3.5e Class)

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Disaster Druid[edit]

The truth of nature is torment, suffering and decay. But only the wisest see this—which is to say, only Leshrac.
—Leshrac, Centurion Disaster Druid


Making a Disaster Druid[edit]

Abilities: Wis and Con are the primary Ability scores for most Disaster Druids.

Alignment: Non-Lawful and Non-Good.

Starting Gold: 4d6x10 gp.

Table: Disaster Druid

Hit Die: d6/d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Imbalance 2 0
2nd +1 +0 +0 +3 Split Earth 3 1
3rd +1 +1 +1 +3 Diabolic Edict 4 2 0
4th +2 +1 +1 +4 Lightning Storm 5 3 1
5th +2 +1 +1 +4 Imbalance II 6 4 2 0
6th +3 +2 +2 +5 Pulse Nova 6 4 3 1
7th +3 +2 +2 +5 Split Earth II 6 4 4 2 0
8th +4 +2 +2 +6 Diabolic Edict II 6 4 4 3 1
9th +4 +3 +3 +6 Lightning Storm II 6 4 4 4 2 0
10th +5 +3 +3 +7 Imbalance III 6 4 4 4 3 1
11th +5 +3 +3 +7 Pulse Nova II 6 4 4 4 4 2 0
12th +6/+1 +4 +4 +8 Split Earth III 6 4 4 4 4 3 1
13th +6/+1 +4 +4 +8 Diabolic Edict III 6 4 4 4 4 4 2 0
14th +7/+2 +4 +4 +9 Lightning Storm III 6 4 4 4 4 4 3 1
15th +7/+2 +5 +5 +9 Imbalance IV 6 4 4 4 4 4 4 2 0
16th +8/+3 +5 +5 +10 Pulse Nova III 6 4 4 4 4 4 4 3 1
17th +8/+3 +5 +5 +10 Split Earth IV 6 4 4 4 4 4 4 4 2 0
18th +9/+4 +6 +6 +11 Diabolic Edict IV 6 4 4 4 4 4 4 4 3 1
19th +9/+4 +6 +6 +11 Lightning Storm IV 6 4 4 4 4 4 4 4 4 2
20th +10/+5 +6 +6 +12 Imbalance V 6 4 4 4 4 4 4 4 4 3

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge(All taken separately) (Int), Listen (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Magic Device (Cha). |}

Class Features[edit]

All of the following are class features of the Antimage.

Weapon and Armor Proficiency: Disaster Druids are proficient with all simple weapons and light armor, but not with shields. Disaster Druids, like other druids, may not use metal arms and armor.

Spells: Disaster Druids cast their spells spontaneously, with no need to prepare specific spells beforehand. Their spells come from the SRD:Druid Spell List. Their DC's are Wis based and they gain additional spells per day with high Wis. At Level 1, a Disaster Druid knows all level 0 spells from the Druid spell list and 2 level 1 spells. The Disaster Druid learns 2 new spells every level of any level they can cast.

Imbalance: The Disaster Druid gains class features at levels 1, 5, 10, 15 and 20. At each Imbalance level, they may choose one of the two options presented for that level. This decision cannot be reversed without magic capable of retraining feats.

Con Path I: HD becomes D8, Fort Saves become Good (matching Will), +1 Con

Wis Path I: HD becomes D6, Gain Weather Cleric Domain OR Destruction Cleric Domain, +1 Wis

Con Path II: Gain Natural Armor equal to Conmod, +1 Con

Wis Path II: Gain +1 Bonus Spell of each Spell Level you can cast, including levels at which the Disaster Druid can cast (0) spells per day but not (-) spells per day, +1 Wis

Con Path III: Split Earth and Lightning Storm no longer provoke attacks of opportunity, +1 Con

Wis Path III: +4 Max Lightning Storm targets, +1 Wis

Con Path IV: Automatically heal for 10% of all damage dealt with Disaster Druid spell-like class abilities (NOT including falling damage from Split Earth). +1 Con

Wis Path IV: Pulse Nova +2d8 damage. +1 Wis

Con Path V: Double explosions per round from Diabolic Edict. +1 Con

Wis Path V: Creatures that fail both the Ref and Fort Saves vs Lightning Storm are Paralyzed for 1d3 rounds, rather than slowed for 1. +1 Wis

Split Earth (Sp): At 2nd level the Disaster Druid learns an incantation that, as a full-round action that DOES provoke attacks of opportunity, causes the earth the open up and swallow his enemies. The Disaster Druid designates a 10-ft diameter circle in the earth within 60 ft that then opens up, forcing all non-flying creatures within the bounds of the circle to roll a Reflex Save DC 11 + Wismod or fall 30 ft into the hole, taking appropriate falling damage. A successful save allows the creature to roll away as the hole opens up, unaffected. The walls of the hole are jagged and naturally easy to climb, allowing those who fall in to climb back out at a rate of 2x(Climb Check - 8) ft as a move action OR 5x(Climb Check - 8) ft as a full-round action. This spell-like ability has a cooldown of 1d4 +1 rounds and can be used a maximum of 1 + Wismod times per day. After 10 rounds the section that was dropped into the earth returns to its normal height, sealing the hole.

Split Earth II: 15-ft diameter circle, 60 ft deep, Ref Save DC 14 + Wismod + 5 if creature is in the center square (as it has a greater distance to the edge)

Split Earth III: 20-ft diameter circle, 90 ft deep, Ref Save DC 16 + Wismod + 5 if creature is in one of the four center squares

Split Earth IV: 25-ft diameter circle, 120 ft deep, Ref Save DC 19 + Wismod + 5 if creature is 1 square from the edge, + 10 if creature is 2 squares from the edge (in the center)

Diabolic Edict (Sp): At 3rd level the Disaster Druid learns an incantation that, as a standard action that does NOT provoke attacks of opportunity, causes the Disaster Druid to begin acting as a conduit for destructive energies from the elemental plane of fire. 1d6 +1 small magical explosions per round deal 1d3 fire damage to 1 random enemy each (each explosion rolls separately to see which target they go to) within 50 ft of the Disaster Druid for 1d6 +1 rounds. Fort Save DC 12 + Wismod for half damage, each creature affected rolls only one Save per round and applies it to all explosions that target them that round. After making the initial move action to activate Diabolic Edict, the Disaster Druid may continue to act normally and the explosions will not be interrupted. Even if the Disaster Druid dies, the explosions will continue to occur within 50 ft of the place of their death until its duration has finished. Additionally, the spell treats invisible or simply unseen enemies as valid targets, causing the Disaster Druid to be alerted to their location so long as he can hear or see the area of the explosion. This Fire damage is considered Magical for the purposes of overcoming damage reduction. This spell-like ability has a cooldown of 2d6 rounds and can be used 1 + Wismod times per day.

Diabolic Edict II: 2d3 damage each, Fort Save DC 15 + Wismod

Diabolic Edict III: 2d4 damage each, Fort Save DC 17 + Wismod

Diabolic Edict IV: 3d4 damage each, Fort Save DC 20 + Wismod

Lightning Storm (Sp): At 4th level the Disaster Druid learns to channel a volatile storm from the elemental plane of lightning as a standard action that DOES provoke attacks of opportunity. The Disaster Druid chooses one target creature within 60 ft to strike with the bolt, then up to 3 additional random enemy targets that are all within at least 50 ft of the previously struck creature and within sight of the Disaster Druid are also struck. The initial bolt deals 2d6 electric damage, and additional bolts deal 1d6 electric damage each. Ref Save DC 13 + Wismod for half damage. Creatures that take at least 1 point of damage from lightning storm bolts roll a Fort Save DC 13 + Wismod or be slowed to one quarter their speed in all movement categories for 1 round. This spell-like ability can be used 1 + Wismod times per day. Cannot be cast 2 rounds in a row.

Lightning Storm II: 6 max targets, 1st bolt 3d6 electric damage, extra bolts 2d6 electric damage, Ref and Fort Save DC's 16 + Wismod.

Lightning Storm III: 8 max targets, 1st bolt 4d6 electric damage, extra bolts 3d6 electric damage, Ref and Fort Save DC's 18 + Wismod

Lightning Storm IV: 10 max targets, 1st bolt 5d6 electric damage, extra bolts 4d6 electric damage, Ref and Fort Save DC's 21 + Wismod

Pulse Nova (Sp): At 6th level the Disaster Druid learns to call down a destructive magical assault on all nearby enemies. As a free action that does NOT provoke attacks of opportunity, the Disaster Druid's becomes a channel for this destructive pulse, causing all enemies within 50 ft to take 3d8 + Wismod magical damage per round on the Disaster Druid's turn as a magical pulse rends their bodies and spirits. Will Save DC 14 + Wismod for half damage. Similar to Diabolic Edict, this Spell-Like ability continues to channel even when the Disaster Druid is not concentrating on it or is paralyzed, stunned, or otherwise disabled and the Disaster Druid does not have to be aware of enemies within range for Pulse Nova to affect them. Unlike Diabolic Edict however, Pulse Nova ends automatically in the event of death and does not have a maximum duration. It must instead be deactivated at will as a free action that does NOT provoke attacks of opportunity. Pulse Nova may be active for 1 + Wismod rounds per day.

Pulse Nova II: 4d8 + Wismod damage per round. Will Save DC 18 + Wismod.

Pulse Nova III: 5d8 + Wismod damage per round. Will Save DC 22 + Wismod.


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