“I am the seeker. I am the stalker. I am the storm.”
Player’s Handbook 2 & Primal Power — Combined
AW at-will · ENC encounter · DLY daily |
Name column: name · power type & source (PHB2 Player’s Handbook 2, PrP Primal Power) · action & range · keywords · target |
Fields: Req requirement · Trig trigger · Tgt target · Atk attack · Hit/Miss/Eff · 1°/2° primary/secondary · Sust sustain · After aftereffect · Spec special · Wpn weapon rider · Prereq prerequisite · Std/Minor/OA/Imm Intr/Opp summoned creature’s actions · Instinct its instinctive effect |
Shorthand: Str/Dex/Con/Wis/Int/Cha = ability mod · EONT/SONT = end/start of your next turn · sq = square(s) · CA combat advantage · OA opp. attack · MBA/RBA melee/ranged basic attack · HP hit points · tgt target · [W] weapon dice
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.
“I am the voice of the wilderness, and when I speak, the world shudders.”
The primal spirits that inhabit the world are at your command. The very substance of nature responds to your call, allowing you to use it as a weapon and a tool. Your own spirit is a part of the primal world, and your body is but a reflection of your spirit, shifting freely from your mundane humanoid form to any of thousands of bestial shapes, reflecting the glorious variety of nature. You are a druid, mysterious and elusive, wise beyond common mortal knowing.
Your body is a conduit for primal magic, and with that power, you might transform into a wolf or a panther and glide unseen among the trees. You could sculpt your body into a shifting mass of fur, feathers, claws, or scales. Or your form can become a swarm of hundreds of small creatures, which move as a shifting, shapeless mass over the ground.
Druids have the following class features.
Some druids favor being in beast form, while others prefer being in humanoid form. However, just as druids seek balance in the world between divine and primordial forces, druids pursue balance within their own minds and bodies. 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. By this means, you have access to useful attacks in either beast form or humanoid form.
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 Swarm is a Primal Aspect option from Primal Power.
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 and another 1st-level ritual. Once per day, you can use Animal Messenger without expending components.
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 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. You choose a specific form whenever you use wild shape, and that form has no effect on your game statistics or movement modes.
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.
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.
This chapter presents one new build for the druid, the swarm druid. You can choose the Primal Swarm class feature and select related powers to create a druid character who has a distinctive flavor, becoming an insect swarm when you adopt your beast form.
In addition to this new build, this chapter also includes a suite of summoning powers for the druid. Whichever build you choose for your character, you can use summoning powers to enhance your other capabilities.
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
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
You are a champion of nature, a leader of spirits, and a summoner of feral beasts. You place your trust in the magic of the hunting tiger, the stalking wolf, and the shrieking hawk. The creatures you summon obey your every command, yet if you fail to guide them, they act according to their instincts.
Only the most powerful of your evocations can summon creatures to fight at your side, so you must be careful to pick the right moment to summon them. They fight with courage and tenacity regardless of the foe.
The creatures that heed your call are companions, not mere pawns. You are their caretaker and guide. If you allow them to run rampant, the blame for any foolish decisions they make rests on you alone. With the power to command the spirits and give them physical form comes the responsibility to use that power with wisdom and foresight.
The summoner druid is not a full build, but a druid of any Primal Aspect who chooses mostly summoning powers for his or her daily attack powers. As a summoner, you should choose powers and feats that allow you to function better when fighting alongside a creature you summoned. However, keep in mind that summoning powers are daily powers, so you can’t rely on them too heavily at low levels.
Primal Guardian: You are a druid who dabbles in the leader role, and you can use summoned creatures to hold back enemies and provide relief to beleaguered allies.
Primal Predator: A summoning power allows you to build your own pack, granting you an instant ally for flanking and distracting your enemies.
Primal Swarm: You can use summoned creatures to hem in your enemies, making it easier to catch those enemies in your close attacks.
Suggested Feat: Strong-Willed Summoning*
Suggested Skills: Arcana, Diplomacy, Insight, Nature
Suggested At-Will Powers: call of the beast, fire hawk*, savage rend
Suggested Encounter Power: call forth the spirit pack*
Suggested Daily Power: summon pack wolf*
**New option presented in Primal Power.*
Druids call on forces associated with primal magic, such as beasts, plants, storms, and the earth. Swarm druids prefer to call on a particular primal force: insect swarms. Such druids see great strength in the unity of purpose and combined might of a colony of ants or a nest of hornets.
Most druids assume the forms of creatures such as bears, panthers, and rams, but a swarm druid splinters into hundreds of insects, all driven toward a single purpose by the druid’s mind. The druid is at once all the creatures in the swarm and none of them. Enemies might stomp at the swarm, crushing a beetle here and swatting a wasp there, but to the druid the loss of an individual in the swarm means nothing. It is the swarm as a whole—a dauntless tide of chitin and stingers—that matters.
Swarm druids are most often found in tropical climates. They typically dwell in jungles, where they have witnessed the power of an ant colony on the march. Druids of the Underdark also tend toward this discipline. In web-shrouded caves, drow and troglodyte swarm druids commune with spiders, mushroom forests, and creatures that have never seen the light of day.
As a swarm druid, you focus on close attacks and other multitarget attacks that can be used while you are in beast form. Many of your powers (as well as the Primal Swarm class feature) cause you to take less damage or to avoid attacks entirely, allowing you to hold your own when you stay in melee range. It’s a good idea to focus on feats, powers, and other options that boost your ability in close-quarters fighting. Many of your beast form powers are close bursts or blasts. Look for feats that improve such powers.
Make Wisdom your highest ability score to bolster all your druid attacks, followed by Constitution to enhance your Primal Swarm powers.
Suggested Class Feature: Primal Swarm*
Suggested Feat: Toughness
Suggested Skills: Arcana, Endurance, Nature, Perception
Suggested At-Will Powers: wasping claws, swarming locusts*, thorn whip
Suggested Encounter Power: scattered form*
Suggested Daily Power: fog of insects*
**New option presented in Primal Power.*
As you choose druid powers, you have two factors to consider. One is how the powers fit into your character concept — whether you imagine your character as more of a guardian or more of a predator. The other is how much time you envision spending in beast form. This factor is independent of your choice of build; both guardian druids and predator druids can choose powers that are mostly used in beast form or mostly used in humanoid form.
The easiest strategy is to choose the power at each level that appeals to you most. If you need more guidance, choose beast form powers for about half of your powers. At 1st level, choose one or two beast form at-will attack powers, then choose either a beast form encounter power or a beast form daily power. As you advance in levels, continue trying to balance your power selections between beast form powers and other powers. Remember that you can use retraining to change your power selections if you find your choices unsatisfying.
A solitary traveler bedecked in claws and feathers walks a lonely road, just ahead of roiling storm clouds. At a crossroads, a robed woman stands before a mangled tree, asking the plant for directions. Atop a high mountain, a weathered ascetic stares out at the sky, reading portents. Druids live in concert with nature, enduring both the blistering sun and the paralyzing cold with quiet persistence. Despite their apparent isolation, they count all of the world’s plants and animals among their friends, so few druids see themselves as hermits or recluses. As a druid, you view the wild as a living, breathing entity—one that is with you wherever you go.
In the ancient days when the first druids achieved mastery over primal magic, some of the mightiest magicians chose to remain in beast form at all times. After all, why return to the life of the tribe when one could run in the night with a pack of wolves, prowl the savannah as a fearless lion, or roam the forests as a bear? These druids had unlocked many deep secrets, and they thought that by remaining in beast form forever they would learn more.
In time, the error of their reasoning became apparent—but too late to benefit those who made the mistake. The druids who chose to live only as beasts were gradually subsumed into the lives of the beasts they had joined. As their souls merged with those of the beasts, their minds grew dim, so that they forgot that they had not always been beasts. The deep secrets they discovered became locked inside their animalistic minds.
The druids who came after these ancient ones learned from the error of their predecessors. They realized that a druid must stand at the center of all living things, seeing in each natural form the purpose it serves in the order of the world. A druid takes the shape of a beast not to become an animal, but to learn to see the world from a dual perspective—that of an animal and that of a person.
Some ancestor spirits say that those original, ancient druids still wander the world as immortal beasts. Can such druids be returned to their humanoid forms? If so, would they give up their secrets? Perhaps one day you will find out.
As with characters of other primal classes, your powers derive from your relationship with the primal spirits. However, your most important relationship is with the Primal Beast, the mysterious and savage entity that enables your wild shape power.
When you’re fighting in your humanoid form, your evocations often direct and manipulate the spirits. But you don’t normally communicate with the spirits in battle or summon them with conjurations. You summon beasts, not spirits. Your connection with nature during battle is more visceral—like bones crunching between your fangs or like lightning rippling out of your soul as you become the storm. The Primal Beast inhabits your flesh and shapes you into an echo of one of its many forms.
Outside combat, though, you might have much broader contact with a range of primal spirits, particularly in your use of ritual magic. Removed from the frenzy of combat, you are the most adept ritual caster in the spirit way.
The ability to shapeshift is a power that itches to be used, making it hard for some druids to remain in one form for long. Is wild shape a power you reserve for combat, when you need to unleash the Primal Beast on your foes? Or is changing shape a form of communication, like the expression on your face? Some druids use wild shape as a form of conversational punctuation, especially when they are agitated—taking on a beast form to snarl a curse before finishing the thought in a humanoid voice.
Do you speak in beast form? Some druids choose not to, perhaps because they believe that the purpose of their beast form is to experience animal life in its purest context, and humanoid speech is antithetical to that goal. Others use wild shape multiple times in the course of a single spoken sentence, keeping a constant flow of words while punctuating their thoughts with growls and roars that their humanoid voices can’t properly produce.
What beast form do you prefer? Guardian druids lean toward the form of a large, hardy animal such as a bear, a boar, a wolverine, a rage drake, or a bulette. Predator druids often choose the form of a pack predator or a stalker such as a panther, a lion, a wolf, a tiger, or a displacer beast. Swarm druids have their own unique swarm forms, composed of countless tiny insects, rodents, or drakes. Many druids choose forms that defy these trends, however, commonly adopting the form of a stag, a ram, a horse, a bison, or a behemoth. Many more adopt a different form each time they change shape.
It’s often possible to tell, looking at a druid in beast form, that the creature is no ordinary beast. Some druids always adopt forms that have obvious magical distinctions from normal beasts, such as patterned fur or glowing eyes. Others take on forms that don’t resemble any normal animal, indistinct shapes of fur and claws, feathers, or scales. Sometimes, though, it’s subtle cues that reveal a druid in beast form—an obvious intelligence and attentiveness in the beast’s demeanor or something unusual in the way it moves.
Druids see the need for balance in all things, and that attitude extends to different forms of magic. Arcane, divine, and psionic magic all have their place in the world. Like all things, though, any form of magic becomes a threat when it grows too strong.
Arcane magic has the potential to upset the balance of the natural world. The quest for immortality seizes many wizards, some of whom take up the dark path of undeath to prolong their existence. Druids can accept that the influence of the Shadowfell sometimes spawns undead. However, they believe that rituals that create undead are intolerable attacks on nature. Such lore and its users must be destroyed.
Divine magic is a useful tool for protecting a community, but it comes at the price of obedience to a power that exists beyond the world. The gods are powerful and wise, but they have designs upon the world that at times put them in conflict with the primal spirits. To the druids, divine power is like a dire wolf taken at birth and trained to hunt. It might be a useful ally, but at some point its true, predatory nature will arise.
Psionic magic confuses druids. It has only recently appeared among creatures of the world, making its proper role in the natural order unclear. Its prevalence among aberrant creatures causes some druids to see psionic magic as a herald of the Far Realm’s corrupting influence. Others view psionic magic as a powerful tool against the threat of the Far Realm.
Most druids arise in families or communities that hold the primal spirits in esteem and follow the spirit way. As children, these druids seem aware of the spirits around them in the world, and they display the power of the Primal Beast within them. It’s rarely a surprise when such a child takes on the adventuring life and manifests the full powers of a druid.
It’s not unheard of for druid powers to arise spontaneously, for someone who has no familiarity with the primal spirits to suddenly change shape or call on druid evocations. This sort of event occurs most often in situations of great stress, moments when people want to flee or fight, and suddenly find that they can fight faster or with greater savagery than they had imagined possible. Their bodies transform without conscious will or effort, and the Primal Beast is unleashed.
Still other druids approach the primal spirits through less traditional routes. Some members of sects of Melora, for example, train their devotees to commune with the primal spirits, and occasionally druids arise among these sects, no less devoted to the goddess for all the primal power flowing through their bodies.
Most people, even among primal tribes, associate the form of the coiled serpent with evil druids, including the Circle of Serpentis. The circle is a sinister group that reveres Zehir above all primal spirits, some say. The members of the circle (mostly yuan-ti) use their coiled serpent forms to strike secretly in the name of their dark god. Although their lairs lie deep in the wilderness, they sometimes infiltrate cities and borderland settlements.
If you are or were associated with the Circle of Serpentis, you might be a former member of the circle who now seeks redemption by foiling the circle’s plans or a power-hungry character who becomes an ally of the circle despite its evil.
As druids grow older, they are more and more likely to seek out other druids from near or distant lands with whom they create small informal groups that they refer to as circles, groves, or rings. A druid circle typically has between three and seven members. The members do not always share ideals, goals, or even alignments. Balance is the druid’s life lesson, and as druids mature, they are increasingly aware that listening only to viewpoints similar to their own can push them out of balance.
Sometimes a circle has members of vastly varying power levels. Given the small number of truly powerful druids in the world, it is possible that some druids go their entire lives without being a member of a circle, while others are members of two or three, sometimes even at the same time.
Most circles do not meet often. If members gather once a year on a particular solstice or equinox, that’s considered a busy schedule. Once every two or three years is just as likely, though members of the same circle might contact each other individually more often than that.
Druids often spend time, gold, and effort cultivating specialized magical gardens, but few people who are not good friends with a druid ever see a druid’s gardens.
Druids’ gardens partake of the class’s dual nature. Transforming into animal form, a druid travels deep into forests, into caves, or perhaps high into the branches of a great tree. In a distant glen, in a cavern with flowing water, or on the wide, sun-dappled branch of a great tree, the druid tends a garden that nondruids might not even recognize as such. The art is in growing powerful herbs, ancient species of creatures, and glorious plants that fit seamlessly into their environment.
The highest art of a druid’s garden comes when after centuries, the plants and creatures that the druid nurtured within the garden have spread naturally and noninvasively to form part of the natural heritage of an area. No matter how powerful a druid is in combat or as an epic hero, there is no guarantee that the druid’s garden will find a place within the world. Nondruids don’t usually understand how and why such gardens are so important to druids, but they sometimes see the consequences, such as moments when two druids who should be enemies spend time discussing tricks of gardening that seem irrelevant to everyone else.
The primal spirits’ relationship to the planes that echo the natural world is a complex one. The Feywild and the Shadowfell aren’t part of the world, but both of them parallel the traits of the world, and so they are not entirely cut off from the power of the primal spirits. Shamans say that the primal spirits flow where they like, but that they are not nearly as powerful in either the Feywild or the Shadowfell, where other powers reign.
Druids say that when they enter these other planes, their presence helps the primal spirits flow alongside and out from their steps. Exploring or living in the Feywild or the Shadowfell, they say, makes one a kind of emissary, increasing the likelihood that people in those planes will benefit from primal power.
Druid summoning powers use the same rules as other powers that have the summoning keyword, as explained in Player’s Handbook 2 (page 111). However, all the summoning powers in this chapter include an instinctive effect, an action the summoned creature takes in lieu of any other command. This feature reflects the fact that your summoning powers give physical form to beast spirits—spirits that are independent and not much different from the living beasts of the world.
Be careful with the instinctive effects of the creatures you summon! Sometimes an instinctive effect is useful and helpful, letting the summoned creature attack without costing you any actions. Sometimes, though, the summoned creature might attack you or your allies. Remember that when an instinctive effect refers to “the nearest creature,” that doesn’t mean just enemies.
During the bleakest days of the Dawn War, the overwhelming power of the gods and the primordials scarred, churned, and scorched the world. Great holes opened in the surface of the world, swallowing entire forests and mountain ranges, until the primal spirits finally drove the combatants back to the planes.
To this day, primal heroes search out those long-forgotten lands swallowed deep within the earth. Guided by spirits who half remember the battles but have no memory of what was lost, a few druids in each generation find themselves drawn to search for forests of gleaming crystals and former mountain peaks buried beneath earth that rests uneasily over former places of primal power.
Where such sites have fallen into the Underdark, they have nearly always been broken apart and digested by that realm’s alien nature. But in many places—too many to ignore—pockets of the lost dawn still exist as bubbles of earth and hidden springs, separated from the Underdark below by gradually eroding rock.
Druids don’t speak with the spirits as naturally as shamans do. Some druids choose a different mode of understanding the will of the spirits, a form of observation of nature that blends into a nomadic lifestyle that takes them across the world.
By observing the movements of storms, clouds, winds, birds and other flying creatures, druids who think of themselves as sky speakers believe that they can trace the earliest motions of the primal spirits—movements that lead to ancient places of primal power and hunting ranges in the clouds that have been preserved since before the Dawn War.
Sky speakers erect shrines atop the highest peaks. One sky speaker seldom has any difficulty recognizing another, because no one else pays so much attention to the world above, even while in the form of a creature that has four paws upon the earth.
When a druid summons a creature into the world, that creature is an independent entity, a shard of primal magic given form. In extremely rare cases—so rare that some druids never witness such an event—a summoned creature carries a shard of a great spirit. After such a summoned creature has survived the battle into which it was summoned, the creature speaks briefly with the voice of the elder spirits, or it snarls and motions for the druid to follow it.
The good news is that such a summoned creature will speak words of prophecy or lead the druid to a previously unseen path. The bad news is that such remarkable events happen only when the primal spirits are gathering their power to oppose a force that threatens the world. The prophecy points to danger, and the path leads to peril. But that is the stuff of which a hero’s life is made.
Although their ability scores don’t necessarily make them the best druids, half-elf and half-orc heroes are sometimes drawn to the druid class. A half-elf who hasn’t figured out how to balance her human and elven obligations can escape them both by shifting into beast form. A half-orc who has difficulty being accepted in civilized human or savage orc society can become a shapeshifter and gain acceptance with a primal tribe far from his original home. In a sense, half-elves and half-orcs who make this choice are taking a path set out for them by razorclaw shifters, who are descended from lycanthropes and drawn to the druid class for its ability to merge the separate pieces of their body and psyche.
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. They are listed below by the level at which you gain access to them.
This section expands the power options for all druids, as well as presenting powers tailored for swarm druids and for druids who want to summon creatures.
| AW | Wild ShapeDruid Feature · PHB2Minor (Special) PersPolymorph, Primal | You assume an aspect of the Primal Beast or return to your humanoid form. Eff You change from your humanoid form to beast form or vice versa. When you change from beast form back to your humanoid form, you shift 1 sq. 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 or movement modes. 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. Spec You can use this power once per round. |
| AW | Call of the BeastDruid Attack 1 · PHB2Std Area burst 1 within 10 squaresCharm, Implement, Primal, PsychicTgt Each creature in burst | You draw forth the savagery that dwells in every creature, compelling your enemies to fight without forethought or plan. Atk Wis vs Will · Hit Tgt can’t gain CA until EONT. In addition, on its next turn tgt takes psychic dmg equal to 5 + Wis when it makes any attack that doesn’t include your ally nearest to it as a target. Level 21 10 + Wis psychic dmg. |
| AW | Chill WindDruid Attack 1 · PHB2Std Area burst 1 within 10 squaresCold, Implement, PrimalTgt Each creature in burst | A howling gust of icy wind savages your enemies, scattering them. Atk Wis vs Fortitude · Hit 1d6 cold dmg, and you slide tgt 1 sq. Level 21 2d6 cold dmg. |
| AW | Fire HawkDruid Attack 1 · PrPStd Ranged 10Fire, Implement, PrimalTgt One creature | A hawk of flame swoops on your foe, burning it. The hawk hovers for a moment, ready to swoop in for another attack should that foe’s defenses falter. Atk Wis vs Reflex · Hit 1d8 + Wis fire dmg. Until SONT, you can make the following secondary attack against tgt. Opp Ranged 10 · Trig Tgt takes any action that can provoke OAs 2° Atk Wis vs Reflex · Hit 1d8 + Wis fire dmg. · Level 21 2d8 + Wis fire dmg. |
| AW | Flame SeedDruid Attack 1 · PHB2Std Ranged 10Fire, Implement, Primal, ZoneTgt One creature | You hurl a seed infused with primal energy at your foes. When it strikes the ground, the seed explodes in a fiery burst. Atk Wis vs Reflex · Hit 1d6 fire dmg, and the sq adjacent to tgt become a fiery zone that lasts until EONT. Any enemy that enters the zone or starts its turn there takes fire dmg = Wis. Level 21 2d6 fire dmg. |
| AW | Grasping ClawsDruid Attack 1 · PHB2Std Melee touchBeast Form, Implement, PrimalTgt One creature | You rend and tear your foe with your claws, leaving it unable to escape your next assault. Atk Wis vs Reflex · Hit 1d8 + Wis dmg, and tgt is slowed until EONT. Level 21 2d8 + Wis dmg. · Spec This power can be used as a MBA. |
| AW | PounceDruid Attack 1 · PHB2Std Melee touchBeast Form, Implement, PrimalTgt One creature | You leap at your foe, catching it off guard. Atk Wis vs Reflex · Hit 1d8 + Wis dmg. Tgt grants CA to the next creature that attacks it before EONT. Level 21 2d8 + Wis dmg. · Spec When charging, you can use this power in place of a MBA. |
| AW | Savage RendDruid Attack 1 · PHB2Std Melee touchBeast Form, Implement, PrimalTgt One creature | You rake your foe with your claws, setting it up for the kill. Atk Wis vs Reflex · Hit 1d8 + Wis dmg, and you slide tgt 1 sq. Level 21 2d8 + Wis dmg. · Spec This power can be used as a MBA. |
| AW | Storm SpikeDruid Attack 1 · PHB2Std Ranged 10Implement, Lightning, PrimalTgt One creature | 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. Atk Wis vs Reflex · Hit 1d8 + Wis lightning dmg. If tgt doesn’t move at least 2 sq on its next turn, it takes lightning dmg = Wis. Level 21 2d8 + Wis dmg. |
| AW | Swarming LocustsDruid Attack 1 · PrPStd Close blast 3Beast Form, Implement, Primal, ZoneTgt Each creature in blast | Insects launch from you to vex your enemies. Atk Wis vs Reflex · Hit 1d8 + Wis dmg. Eff The blast creates a zone of swarming locusts that lasts until EONT. While within the zone, enemies grant CA. Level 21 2d8 + Wis dmg. |
| AW | Thorn WhipDruid Attack 1 · PHB2Std Ranged 10Implement, PrimalTgt One creature | Barbed vines whip out from the wood of your staff or totem to lash and ensnare your prey. Atk Wis vs Fortitude · Hit 1d8 + Wis dmg, and you pull tgt 2 sq. Level 21 2d8 + Wis dmg. |
| ENC | Call Forth the Spirit PackDruid Attack 1 · PrPStd Close burst 5Implement, PrimalTgt One or two creatures in burst | Spectral wolves leap forth to knock your enemies down. Atk Wis vs Reflex · Hit 1d6 + Wis dmg, and tgt is knocked prone. If tgt is marked by one of your allies, tgt takes 1d6 extra dmg. |
| ENC | Close to the KillDruid Attack 1 · PrPStd Melee 1Beast Form, Implement, PrimalTgt One enemy | This close to the kill, your instincts take over. Atk Wis vs Reflex · Hit 1d12 + Wis dmg. If tgt is bloodied or reduced to 0 HP by this attack, you gain temp HP equal to one-half your level. Primal Guardian Add Con to the temp HP. |
| ENC | Cull the HerdDruid Attack 1 · PHB2Std Ranged 5Beast Form, Charm, Implement, Primal, PsychicTgt One creature | Your feral glare rends your foe’s mind with a sense of doom and drags that foe toward your claws. Atk Wis vs Will · Hit 2d8 + Wis psychic dmg, and you pull tgt 3 sq. |
| ENC | Darting BiteDruid Attack 1 · PHB2Std Melee touchBeast Form, Implement, PrimalTgt One or two creatures | With quickness and cunning, you bite your enemies and dodge to avoid a counterattack. Atk Wis vs Reflex · Hit 1d10 + Wis dmg. If at least one of the attacks hits, you can shift 2 sq. Primal Predator The number of sq you can shift equals Dex. |
| ENC | Frost FlashDruid Attack 1 · PHB2Std Ranged 10Cold, Implement, PrimalTgt One creature | You blast your enemy with cold that leaves it frozen in place. Atk Wis vs Fortitude · Hit 1d6 + Wis cold dmg, and tgt is immobilized until EONT. Primal Guardian The attack deals extra dmg = Con. |
| ENC | Scattered FormDruid Attack 1 · PrPStd Close burst 1Beast Form, Implement, PrimalTgt Each creature in burst | Your form scatters into a horde of insects to attack nearby creatures. Atk Wis vs Reflex · Hit 2d6 + Wis dmg. You take half dmg from the next melee or ranged attack that damages you before EONT. Primal Swarm You take half dmg from all melee attacks and ranged attacks until EONT. |
| ENC | Stinging CloudDruid Attack 1 · PrPStd Area burst 1 within 5 squaresImplement, Poison, Primal, ZoneTgt Each creature in burst | You call forth a cloud of insects to sting and poison your foes. Atk Wis vs Reflex · Hit 1d10 + Wis poison dmg. Eff The burst creates a zone of stinging insects that lasts until EONT. Any creature that ends its turn within the zone takes 5 poison dmg. Primal Swarm Add Con to the poison dmg. |
| ENC | Thorn SprayDruid Attack 1 · PrPStd Close blast 5Implement, PrimalTgt Each creature in blast | You release a blast of thorns that puncture your foes. Atk Wis vs Fortitude · Hit 1d6 + Wis dmg, and tgt takes a –2 penalty to all defenses until EONT. Primal Predator The penalty to all defenses equals 1 + Dex. |
| ENC | Twisting VinesDruid Attack 1 · PHB2Std Area burst 1 within 10 squaresImplement, PrimalTgt Each creature in burst | Vines and roots erupt from the ground around nearby creatures. Atk Wis vs Reflex · Hit 1d8 + Wis dmg, and each sq adjacent to tgt becomes difficult terrain until EONT. |
| DLY | Earth RootsDruid Attack 1 · PrPStd Area burst 1 within 10 squaresImplement, Primal, ZoneTgt Each creature in burst | Roots erupt at your command, lashing and grasping at your enemies. Atk Wis vs Fortitude · Hit 1d8 + Wis dmg. Eff The burst creates a zone of writhing roots that lasts until EONT. Any enemy that starts its turn within the zone is slowed until the end of its next turn. Sust Minor The zone persists, and you can slide one enemy within 2 sq of the zone 2 sq to a sq within it. |
| DLY | Faerie FireDruid Attack 1 · PHB2Std Area burst 1 within 10 squaresImplement, Primal, RadiantTgt Each creature in burst | 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. Atk Wis vs Will · Hit Tgt is slowed and grants CA (save ends both). After 3d6 + Wis radiant dmg, and tgt grants CA until EONT. · Miss 1d6 + Wis radiant dmg, and tgt grants CA until EONT. |
| DLY | Fires of LifeDruid Attack 1 · PHB2Std Area burst 1 within 10 squaresFire, Healing, Implement, PrimalTgt Each enemy in burst | Searing flame engulfs your foes and burns them for a time. As each creature extinguishes the flames that burn it, healing fire leaps to one of your allies. Atk Wis vs Reflex · Hit 1d6 + Wis fire dmg, and ongoing 5 fire dmg (save ends). If tgt drops to 0 HP before it saves against the ongoing dmg, one creature of your choice within 5 sq of tgt regains HP equal to 5 + Con. After One creature of your choice within 5 sq of tgt regains HP = Con. · Miss Half dmg. |
| DLY | Fog of InsectsDruid Attack 1 · PrPStd Close burst 3Implement, PrimalTgt Each creature in burst | A swarm of insects surges from you, stinging creatures all around before swirling about you protectively. Atk Wis vs Fortitude · Hit 1d10 + Wis dmg. Eff You gain a +1 pwr bonus to all defenses until the end of the encounter. Miss Half dmg. |
| DLY | Lightning ArcDruid Attack 1 · PrPStd Ranged 10Implement, Lightning, Primal | Twin bolts of lightning strike your foes and knock over creatures near them. 1° Tgt One or two creatures · 1° Atk Wis vs Reflex · Hit 1d10 + Wis lightning dmg, and the primary target is dazed until EONT. · Miss Half dmg. Eff Make a secondary attack that is an area burst 1, one burst centered on each primary target. 2° Tgt Each creature in burst · 2° Atk Wis vs Fortitude · Hit The secondary target is knocked prone. |
| DLY | Savage FrenzyDruid Attack 1 · PHB2Std Close burst 1Beast Form, Implement, PrimalTgt Each enemy in burst you can see | In a blur of claw and fang, you strike out at nearby enemies. Atk Wis vs Reflex · Hit 1d6 + Wis dmg, and tgt is dazed and slowed (save ends both). Miss Half dmg, and tgt is slowed until EONT. |
| DLY | Summon Fierce BoarDruid Attack 1 · PrPStd Ranged 5Implement, Primal, Summoning | With a piercing squeal, a spirit takes form as a ferocious boar and slams its tusks into your enemies. Eff You summon a Medium boar in an unoccupied sq within range. The boar has speed 6. You can give the boar the following special command. On the turn you summon the boar, you give that command as part of using this power. When the boar is reduced to 0 HP, you can give the command as an immediate interrupt. Std Melee 1; targets one creature; Wis vs Reflex; 1d8 + Wis dmg, and tgt is pushed 1 sq. · Instinct If you haven’t given the boar any commands by the end of your turn, it charges the nearest bloodied creature it can charge, using its attack as a MBA. If it can’t do that, it attacks an adjacent enemy if it can. Otherwise, it moves its speed to a sq adjacent to an enemy. |
| DLY | Summon Giant ToadDruid Attack 1 · PrPStd Ranged 5Implement, Primal, Summoning | You summon a spirit in the shape of a great toad that flicks its tongue to pluck a meal from among your enemies. Eff You summon a Medium giant toad in an unoccupied sq within range. The toad has speed 5 and swim 6, and it gains a +10 bonus to Athletics checks to jump. You can give the toad the following special command. On the turn you summon the toad, you give that command as part of using this power. Std Melee 3; targets one creature; Wis vs Reflex; 1d8 + Wis dmg, and tgt is pulled 2 sq. · Instinct If you haven’t given the toad any commands by the end of your turn, it attacks the same creature that it attacked during your previous turn. If it can’t do that, it attacks an enemy within 3 sq of it if it can. Otherwise, it moves its speed to a sq within 3 sq of the nearest enemy. |
| DLY | Summon Pack WolfDruid Attack 1 · PrPStd Ranged 5Implement, Primal, Summoning | You reach out into the spirit world and find an ancient wolf spirit, made solid by your magic for these few minutes of the hunt. Eff You summon a Medium wolf in an unoccupied sq within range. The wolf has speed 6. You can give the wolf the following special command. On the turn you summon the wolf, you give that command as part of using this power. Std Melee 1; targets one creature; Wis vs Reflex; 1d6 + Wis dmg, and if the wolf has CA against tgt, tgt is knocked prone. · Instinct If you haven’t given the wolf any commands by the end of your turn, it attacks an adjacent prone creature. If it can’t do that, it attacks an adjacent enemy if it can. Otherwise, it moves its speed to a sq adjacent to an enemy. |
| DLY | Wind PrisonDruid Attack 1 · PHB2Std Ranged 10Implement, PrimalTgt One creature | Gusting winds batter your foe, and when the foe moves, the winds blast outward and knock your enemies to the ground. Atk Wis vs Reflex · Hit 2d10 + Wis dmg. Eff Tgt grants CA until it moves or until the end of the encounter. When tgt first moves before the end of the encounter, each enemy within 5 sq of tgt is knocked prone. |
| ENC | BarkskinDruid Utility 2 · PHB2Minor Ranged 5PrimalTgt You or one ally | A protective layer of tree bark covers your body and armor. Eff Until EONT, tgt gains a pwr bonus to AC = Con. |
| ENC | Ferocious TransformationDruid Utility 2 · PrPImm React PersPrimal | In response to an enemy’s attack, you transform into a beast and pounce. Trig An enemy hits you while you aren’t in beast form · Eff You use wild shape to change into beast form and then shift 1 sq. You gain CA against the triggering enemy until EONT. |
| DLY | Fleet PursuitDruid Utility 2 · PHB2Minor PersBeast Form, Primal | Your limbs propel you forward with the speed of a cheetah. Eff Until the end of the encounter, you gain a pwr bonus to your speed while you are in beast form = Dex. |
| DLY | Obscuring MistDruid Utility 2 · PHB2Std Area burst 1 within 10 squaresPrimal, Zone | A thick fog coalesces from nowhere, hiding your allies. Eff The burst creates a zone of lightly obscured sq that lasts until EONT. Sust Minor The zone persists, and you can increase its size by 1 to a maximum of burst 5. |
| ENC | Resist EnergyDruid Utility 2 · PrPImm Intr Close burst 1PrimalTgt You and each ally in burst | Magical energy washes around you, but your primal magic protects you and your allies. Trig You take cold, fire, lightning, or thunder dmg · Eff Each target gains resist 5 to the triggering dmg type until EONT. |
| DLY | Skittering SneakDruid Utility 2 · PHB2Free PersPrimal | You can adopt the form of a mouse, a large spider, or another animal that wouldn’t draw a second glance from most observers. Eff 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. Until this power ends, you can use wild shape to change among this form, another beast form, and your humanoid form. Prereq You must have the wild shape power. |
| ENC | Sudden BiteDruid Utility 2 · PrPOpp PersPrimal | When your foe drops its guard, you change into a beast to strike. Trig An enemy provokes an OA from you · Eff You use wild shape to change into beast form. You then make the OA. |
| ENC | Verdant BountyDruid Utility 2 · PrPMinor Area burst 2 within 10 squaresPrimal, Zone | Plants erupt to hide your allies. Eff The burst creates a plant-filled zone that lasts until EONT. The zone is heavily obscured, and you and your allies gain a +5 bonus to Stealth checks while within the zone. |
| ENC | Warding WindDruid Utility 2 · PrPImm Intr PersPrimal | Winds howl around you, shielding you from harm and hurling your attacker away. Trig You are hit by a melee attack · Eff You gain a +1 pwr bonus to all defenses until EONT. If the triggering attack misses you, you slide the attacker 2 sq. |
| ENC | Battering ClawsDruid Attack 3 · PHB2Std Melee touchBeast Form, Implement, PrimalTgt One or two creatures | You fall upon your foes like a thunderbolt, hurling them aside with a series of ferocious attacks. Atk Wis vs Reflex · Hit 1d8 + Wis dmg, and you slide tgt 2 sq. |
| ENC | Call LightningDruid Attack 3 · PHB2Std Area burst 1 within 10 squaresImplement, Lightning, Primal, Thunder, ZoneTgt Each creature in burst | Bolts of lightning spear your foes as thunder rumbles around them, distracting them and threatening to blast them if they move away. Atk Wis vs Reflex · Hit 1d8 + Wis lightning dmg. Eff The burst creates a zone of rumbling thunder that lasts until EONT. While within the zone, any enemy takes a –2 penalty to attack rolls, and any enemy that leaves the zone takes 5 thunder dmg. |
| ENC | Feral HarrierDruid Attack 3 · PrPStd Melee touchBeast Form, Implement, PrimalTgt One creature | You launch yourself at your prey to tear it limb from limb. Eff Before the attack, you shift 3 sq. · Atk Wis vs Reflex · Hit 1d8 + Wis dmg. · Primal Predator After the attack, you shift 3 sq. |
| ENC | Flowing SwarmDruid Attack 3 · PrPStd Close blast 3Beast Form, Implement, PrimalTgt Each creature in blast | You disperse into a cloud of insects, swarm over your enemies, and then coalesce in a different place. Atk Wis vs Fortitude · Hit 1d6 + Wis dmg. Eff If you hit at least one target, you shift 4 sq to a sq in the blast or adjacent to it. Primal Swarm During the shift, you can move through enemies’ spaces. If you move through the space of a target hit by the attack, that target takes dmg = Con. |
| ENC | Ironbreaker’s ClawsDruid Attack 3 · PrPStd Area burst 1 within 10 squaresImplement, PrimalTgt Each creature in burst | The spirit of a great wolverine pounces on all your foes. As it draws blood, it lends you its ferocity. Atk Wis vs Reflex · Hit 1d6 + Wis dmg. Until EONT, any enemy that hits or misses you while you are in beast form takes 5 dmg. |
| ENC | Predator’s FlurryDruid Attack 3 · PHB2Std Melee touchBeast Form, Implement, Primal | You dart across the battlefield, attacking your foes as you slip through their ranks. 1° Tgt One creature · 1° Atk Wis vs Reflex · Hit 1d6 + Wis dmg, and the primary target is dazed until EONT. Eff You shift 2 sq and then make a secondary attack. · Primal Predator The number of sq you shift equals Dex. 2° Tgt One creature other than the primary target · 2° Atk Wis vs Reflex · Hit 1d6 + Wis dmg, and the secondary target is dazed until EONT. |
| ENC | Roar of the Unbowed BeastDruid Attack 3 · PrPStd Close blast 3Beast Form, Implement, Primal, ThunderTgt Each creature in blast | You sound a thunderous challenge to your foes. The thunder echoes around them, causing them to reel if they don’t stand and fight. Atk Wis vs Will · Hit 1d8 + Wis thunder dmg, and you mark tgt until EONT. Until the mark ends, if tgt makes an attack on its turn that doesn’t include you as a target, you can slide it 3 sq as a free action at the end of its turn. Primal Guardian The number of sq you slide tgt equals 2 + Con. |
| ENC | Thorn CastleDruid Attack 3 · PrPStd Area burst 1 within 10 squaresImplement, Primal, ZoneTgt Each creature in burst | You cause thorny vines to weave around your foes, twining into them and forming a defensive barrier. Atk Wis vs Fortitude · Hit 1d6 + Wis dmg, and tgt is slowed until EONT. Eff The burst creates a thorny zone that lasts until EONT. The zone grants cover to creatures within it and creatures attacked through it. Any creature that enters the zone takes 5 dmg. |
| ENC | Tundra WindDruid Attack 3 · PHB2Std Close blast 3Cold, Implement, PrimalTgt Each creature in blast | A roaring wind batters your foes, encrusting them with ice and knocking them to the ground. Atk Wis vs Fortitude · Hit 2d6 + Wis cold dmg, and you knock tgt prone. Primal Guardian You also push tgt a number of sq = Con. |
| DLY | Clinging DronesDruid Attack 5 · PrPStd Close blast 5Beast Form, Implement, PrimalTgt Each creature in blast | Immense insects cling to anyone who gets near you, making it difficult for them to move carefully. Atk Wis vs Fortitude · Hit 1d8 + Wis dmg, and tgt is slowed and can’t shift (save ends both). Eff Until the end of the encounter, enemies can’t shift while adjacent to you. Miss Half dmg. |
| DLY | Hobbling RendDruid Attack 5 · PHB2Std Melee touchBeast Form, Implement, PrimalTgt One or two creatures | You rip into your foes’ legs, leaving them hobbled and bleeding. Atk Wis vs Reflex · Hit 2d8 + Wis dmg, and tgt is slowed (save ends). Miss Half dmg, and tgt is slowed until EONT. |
| DLY | Primal WolverineDruid Attack 5 · PHB2Std Melee touchBeast Form, Implement, PrimalTgt One creature | You transform into a dire wolverine, snapping and biting at any foe foolish enough to attack you. Your fierce attack on a nearby foe rips muscle and tendon, slowing its movement. Atk Wis vs Reflex · Hit 1d8 + Wis dmg, and ongoing 5 dmg (save ends). Eff Until the end of the encounter, while you are in beast form and are able to take actions, any enemy that makes a melee attack against you takes dmg = Con. Miss Half dmg. |
| DLY | Roar of TerrorDruid Attack 5 · PHB2Std Close blast 5Beast Form, Fear, Implement, Primal, PsychicTgt Each creature in blast | Your roar is the voice of the Great Bear, striking terror into every heart. Atk Wis vs Will · Hit 2d6 + Wis psychic dmg, and tgt is dazed (save ends). Miss Half dmg, and tgt is dazed until EONT. |
| DLY | Summon Fire BeetleDruid Attack 5 · PrPStd Ranged 5Fire, Implement, Primal, Summoning | You hurl a fiery spark to the ground, where it blossoms into a fire-spewing beetle. Eff You summon a Small fire beetle in an unoccupied sq within range. The beetle has speed 6 and resist 5 fire. You can give the beetle the following special command. On the turn you summon the beetle, you give that command as part of using this power. Std Close blast 3; targets each creature in blast; Wis vs Reflex; 1d8 + Wis fire dmg. · Instinct If you haven’t given the beetle any commands by the end of your turn, it makes its attack against at least one enemy, targeting as many enemies as possible. If it can’t target any enemies, it moves its speed to a sq adjacent to an enemy. |
| DLY | Summon Guard DrakeDruid Attack 5 · PrPStd Ranged 5Implement, Primal, Summoning | You utter an age-old evocation that summons a drake to defend you or your friend. Eff You summon a Small guard drake in an unoccupied sq within range. Choose yourself or an ally as the character the drake guards. The drake has speed 6. You can give the drake the following special commands. On the turn you summon the drake, you give the first command as part of using this power. Std Melee 1; targets one creature; Wis vs Reflex; 1d8 + Wis dmg, and tgt is marked by the drake until EONT. · Imm Intr Triggered when an enemy adjacent to the drake makes an attack roll against the character guarded by the drake; melee 1; targets the triggering enemy; Wis vs Reflex; 1d8 + Wis dmg, and tgt takes a penalty to the interrupted attack roll = Wis. · Instinct If you haven’t given the drake any commands by the end of your turn, it moves its speed to a sq adjacent to the character it guards. If it ends adjacent to any enemies, those enemies are marked by the drake until EONT. |
| DLY | Summon Shadow ApeDruid Attack 5 · PrPStd Ranged 5Implement, Primal, Summoning | Darkness gathers around your implement as you summon a ferocious, shadowy ape. Eff You summon a Medium shadow ape in an unoccupied sq within range. The ape has speed 6 and climb 4. You can give the ape the following special command. On the turn you summon the ape, you give that command as part of using this power. Std Melee 1; targets one creature; Wis vs Reflex; 1d8 + Wis dmg, and all creatures have concealment from tgt until EONT. · Instinct If you haven’t given the ape any commands by the end of your turn, it attacks an adjacent enemy if it can. Otherwise, it moves its speed to a sq adjacent to an enemy. |
| DLY | Summon Stalking PantherDruid Attack 5 · PrPStd Ranged 5Implement, Primal, Summoning | With a growl, a panther coalesces where you point, and it pounces on your enemy. Eff You summon a Medium panther in an unoccupied sq within range. The panther has speed 7. You can give the panther the following special command. On the turn you summon the panther, you give that command as part of using this power. Std The panther shifts 3 sq and then attacks: melee 1; targets one creature; Wis vs Reflex; 1d10 + Wis dmg. · Instinct If you haven’t given the panther any commands by the end of your turn, it charges the nearest enemy that has no creatures within 2 sq of it, using its attack (without the shift) as a MBA. If it can’t do that, it attacks an adjacent enemy if it can. Otherwise, it moves its speed to a sq adjacent to an enemy. |
| DLY | Vine SerpentsDruid Attack 5 · PrPStd Area burst 1 within 10 squaresImplement, Primal, ZoneTgt Each creature in burst | You call forth serpentine vines to entangle your foes. The vines strike at any creature within their grasp that drops its guard. Atk Wis vs Fortitude · Hit 2d6 + Wis dmg, and tgt is restrained (save ends). Eff The burst creates a viny zone that lasts until the end of the encounter. Any creature within the zone that leaves it or attacks a creature outside it takes 5 + Wis dmg. Miss Half dmg, and tgt is immobilized until EONT. |
| DLY | Wall of ThornsDruid Attack 5 · PHB2Std Area wall 8 within 10 squaresConjuration, Implement, Primal | A thicket of briars confounds and traps your enemies. Eff You conjure a wall of thorny, writhing vines. The wall can be up to 4 sq high and must be on a solid surface, and it lasts until EONT. The wall provides cover. A creature’s line of sight through a wall sq is blocked unless the creature is adjacent to that sq. Entering a wall sq costs 3 extra sq of movement. If a creature enters the wall’s space or starts its turn there, that creature takes 1d10 + Wis dmg and ongoing 5 dmg (save ends). Sust Minor The wall persists. |
| DLY | Black HarbingerDruid Utility 6 · PHB2Free PersPrimal | You can turn into a raven and take wing, no longer earthbound. Eff Until the end of the encounter, you can use wild shape to assume the form of a Tiny raven. In this form, you gain a fly speed equal to your speed, and your walking speed becomes 2. You can’t attack, pick up anything, or manipulate objects. Until this power ends, you can use wild shape to change among this form, another beast form, and your humanoid form. Prereq You must have the wild shape power. |
| ENC | Camouflage CloakDruid Utility 6 · PHB2Minor Ranged 5PrimalTgt You or one ally | Your target takes on the appearance of the surrounding terrain, fading from view. Eff Tgt becomes invisible until he or she moves or until EONT. |
| DLY | Chant of SustenanceDruid Utility 6 · PHB2Minor Close burst 10PrimalTgt Each of your zones in burst | You intone a brief petition to primal spirits, who funnel power on your behalf to sustain effects you have created. Eff You move each target 5 sq. If any of those targets will end at the end of your current turn, you can make those targets last until EONT. |
| ENC | Creeping VinesDruid Utility 6 · PrPMinor Area wall 10 within 10 squaresPrimal, Zone | Vines creep along a vertical surface, creating handholds and footholds for you and your allies. Eff The wall creates a zone of creeping vines that lasts until EONT. Each sq of the zone must be adjacent to a vertical surface. While within the zone, you and your allies can climb that vertical surface with a climb speed of 5. |
| DLY | Rebuking ThornsDruid Utility 6 · PrPMinor PersPrimal | You utter an evocation of protection, which launches thorns at your attackers. Eff Until the end of the encounter, when any enemy hits you with a melee attack, that enemy takes dmg equal to your Con or Dex. |
| ENC | Rodent’s AgilityDruid Utility 6 · PrPMove PersPrimal | In the blink of an eye, you transform into a mouse, dart away from your foe, and then transform back. Eff You move 5 sq. This movement doesn’t provoke OAs, and you can move through enemies’ spaces during it. Prereq You must have the wild shape power. |
| DLY | Stalker’s EyesDruid Utility 6 · PHB2Minor PersPrimal | Your eyesight, hearing, and sense of smell grow as strong as those of a predator. Eff You gain low-light vision and a +4 bonus to Perception checks until the end of the encounter. |
| ENC | Swarm DispersalDruid Utility 6 · PrPImm Intr PersPrimal | Your body bursts into a swarm and scatters, making an attack ineffective against you. Trig You take dmg from a melee or a ranged attack · Eff You gain resist 10 to all dmg until EONT. Prereq You must have the wild shape power. |
| ENC | Blood-Spray BiteDruid Attack 7 · PrPStd Melee touchBeast Form, Fear, Implement, PrimalTgt One creature | As you tear into your foe, the hideous wounds you inflict cause your other foes to back away in terror. Atk Wis vs Fortitude · Hit 2d10 + Wis dmg, and you push each enemy adjacent to you, other than tgt, 2 sq. Primal Predator The push instead affects each enemy, other than tgt, within a number of sq of you = Dex. |
| ENC | Feast of FuryDruid Attack 7 · PHB2Std Melee touchBeast Form, Implement, Primal | You are a flurry of fangs and claws, carving a bloody swath through your foes. 1° Tgt One creature · 1° Atk Wis vs Reflex · Hit 2d8 + Wis dmg. Eff Make a secondary attack. 2° Tgt One creature other than the primary target · 2° Atk Wis vs Reflex · Hit 1d10 + Wis dmg. The secondary attack deals 5 extra dmg if the primary attack hit. |
| ENC | Latch OnDruid Attack 7 · PHB2Std Melee touchBeast Form, Implement, PrimalTgt One creature | You sink your teeth and claws into your prey, preventing it from escaping. Atk Wis vs Reflex · Hit 2d10 + Wis dmg, and you grab tgt. Primal Predator Tgt takes a penalty to checks to escape the grab = Dex. |
| ENC | Plague of LocustsDruid Attack 7 · PrPStd Ranged 5Implement, Poison, PrimalTgt One, two, or three creatures | With a gesture, you cause locusts to descend on your foes. Atk Wis vs Fortitude · Hit 1d6 + Wis poison dmg, and tgt grants CA until EONT. Primal Swarm The attack deals extra poison dmg = Con. |
| ENC | Poison StingDruid Attack 7 · PrPStd Close burst 2Beast Form, Implement, Poison, PrimalTgt Each creature in burst | The insects of your swarm form gain poisonous stingers and use them against creatures all around. Atk Wis vs Fortitude · Hit 1d10 + Wis poison dmg. The next time tgt moves before SONT, it takes 1d10 poison dmg. Primal Swarm Add Con to the poison dmg tgt takes when it moves. |
| ENC | Swirling WindsDruid Attack 7 · PHB2Std Ranged 10Implement, PrimalTgt One creature | A cone of turbulent air forms around your foe, battering it and blowing other creatures toward you. Atk Wis vs Reflex · Hit 1d10 + Wis dmg, and you pull each creature within 3 sq of tgt 1 sq. Primal Guardian If you pull one or more creatures that are adjacent to tgt, tgt takes extra dmg = Con. |
| ENC | TremorDruid Attack 7 · PHB2Std Ranged 10Implement, PrimalTgt One creature | The ground shakes under your enemies’ feet. Atk Wis vs Fortitude · Hit 2d8 + Wis dmg, and you knock tgt and each enemy adjacent to it prone. |
| ENC | Wind of BladesDruid Attack 7 · PrPStd Area burst 1 within 10 squaresCharm, Implement, PrimalTgt Each creature in burst | You call on a wind that has blown over countless battlefields. It batters your foes, infecting them with battle madness. Atk Wis vs Will · Hit 1d6 + Wis dmg. The next time tgt makes an attack roll before EONT, it deals 5 dmg to each of your enemies adjacent to it. Primal Guardian Add Con to the dmg tgt deals. |
| DLY | Death’s BountyDruid Attack 9 · PrPStd Ranged 10Cold, Implement, Necrotic, Primal, ZoneTgt One creature | You strike at your enemy with the fury of winter’s hunger, and the place of that enemy’s death becomes a patch of greenery. Atk Wis vs Fortitude · Hit 2d10 + Wis cold and necrotic dmg. Eff When tgt drops to 0 HP, a zone of greenery appears in a burst 2 centered on tgt. The zone lasts until the end of the encounter. The zone is difficult terrain, and any creature that ends its turn there is immobilized until it escapes (the zone uses your defenses when the creature tries to escape). Miss Half dmg. |
| DLY | EntangleDruid Attack 9 · PHB2Std Area burst 2 within 10 squaresImplement, Primal, ZoneTgt Each creature in burst | Roots and vines reach up from the earth to clutch at any creature nearby. As the plants slow enemies, your fangs and claws gain savage power against those foes. Atk Wis vs Reflex · Hit 1d6 + Wis dmg, and tgt is immobilized (save ends). Eff The burst creates a zone of grasping roots and vines that lasts until the end of the encounter. Any enemy that starts its turn within the zone is slowed until EONT. While you are in beast form, your melee attacks against enemies within the zone can score critical hits on rolls of 18–20. |
| DLY | Feral MaulingDruid Attack 9 · PHB2Std Melee touchBeast Form, Implement, PrimalTgt One creature | Your savage assault leaves your enemy too weak to make effective attacks. Atk Wis vs Reflex · Hit 2d10 + Wis dmg, and tgt takes a –2 penalty to attack rolls (save ends). Miss Half dmg, and tgt takes a –2 penalty to attack rolls until EONT. |
| DLY | Flurry of StingersDruid Attack 9 · PrPStd Close burst 2Beast Form, Implement, Poison, PrimalTgt Each creature in burst | Vicious, stinging insects dart around you, stinging anyone who comes near. Atk Wis vs Fortitude · Hit 2d10 + Wis poison dmg. Eff Until the end of the encounter, any enemy that enters a sq adjacent to you or starts its turn there takes poison dmg = Con. Miss Half dmg. |
| DLY | Primal WolfDruid Attack 9 · PHB2Std Melee touchBeast Form, Implement, PrimalTgt One creature | You transform into a dire wolf, knocking your enemy prone and savagely tearing into any others where they lie. Atk Wis vs Reflex · Hit 2d8 + Wis dmg. You knock tgt prone, and it can’t stand up (save ends). Eff Until the end of the encounter, you gain a +2 bonus to attack rolls against prone targets. In addition, whenever you hit an enemy with a melee attack while you are in beast form, you can knock that enemy prone. Miss Half dmg, and you knock tgt prone. |
| DLY | Summon CrocodileDruid Attack 9 · PrPStd Ranged 5Implement, Primal, Summoning | Champing its jaws, a great crocodile appears at your command. Eff You summon a Large crocodile in an unoccupied space within range. The crocodile has speed 6 and swim 8. You can give the crocodile the following special command. On the turn you summon the crocodile, you give that command as part of using this power. Std Melee 1; targets one creature; Wis vs Reflex; 1d8 + Wis dmg, and the crocodile grabs tgt. Tgt takes a –3 penalty to escape checks against the crocodile. · Instinct If you haven’t given the crocodile any commands by the end of your turn, it sustains the grab and attacks the creature it’s grabbing. If it can’t do that, it attacks an adjacent enemy if it can. Otherwise, it moves its speed to a sq adjacent to an enemy. |
| DLY | Summon Great EagleDruid Attack 9 · PrPStd Ranged 5Implement, Primal, Summoning | You call to the sky, and a mighty eagle swoops at your foes. Eff You summon a Medium eagle in an unoccupied sq within range. The eagle has fly 8 (hover), and it has a +4 bonus to AC against OAs. You can give the eagle the following special command. On the turn you summon the eagle, you give that command as part of using this power. Std The eagle moves its speed and attacks at one point during that movement: melee 1; targets one creature; Wis vs Reflex; 2d6 + Wis dmg, and tgt grants CA until EONT. · Instinct If you haven’t given the eagle any commands by the end of your turn, it attacks an adjacent enemy if it can. Otherwise, it moves its speed to a sq adjacent to an enemy, and that enemy grants CA until EONT. |
| DLY | Summon Proud BearDruid Attack 9 · PrPStd Ranged 5Implement, Primal, Summoning | You stomp as you summon your bear ally, which appears and looks for something big to maul. Eff You summon a Large bear in an unoccupied space within range. The bear has speed 6 and a +4 bonus to attack rolls against creatures its own size or larger. You can give the bear the following special command. On the turn you summon the bear, you give that command as part of using this power. Std Melee 2; targets one creature; Wis vs Fortitude; 2d6 + Wis dmg. · Instinct If you haven’t given the bear any commands by the end of your turn, it attacks an adjacent enemy if it can. Otherwise, it moves its speed to a sq adjacent to an enemy. |
| DLY | SunbeamDruid Attack 9 · PHB2Std Area burst 1 within 10 squaresImplement, Primal, RadiantTgt Each enemy in burst | Brilliant rays of light dazzle your enemies’ eyes. Atk Wis vs Will · Hit Tgt is blinded (save ends). After 1d10 + Wis radiant dmg. · Miss 1d10 + Wis radiant dmg. |
| DLY | Animal ClanDruid Utility 10 · PrPMinor PersPrimal | You form a deep bond with your summoned animals, drawing out their thirst for battle. Eff Once per round until the end of the encounter, you can use a minor action to command one of your summoned creatures to use its instinctive effect. |
| DLY | Animal ShapesDruid Utility 10 · PrPStd Close burst 5Polymorph, PrimalTgt You and each ally in burst | You transform yourself and your allies into mice, beetles, or other seemingly innocuous animals. Eff Until EONT, the targets assume the forms of Tiny creatures, such as mice, cats, beetles, or spiders. While in these forms, the targets can’t attack, pick up anything, or manipulate objects. The targets gain a +5 pwr bonus to Stealth checks and a +2 pwr bonus to AC and Reflex. Each target can end this effect on himself or herself as a minor action. Sust Minor The effect persists on yourself and any target within 5 sq of you. |
| DLY | Armor of the WildDruid Utility 10 · PHB2Minor PersBeast Form, Primal | Your hide hardens into armored plates. Your enemies can hurt you, but not as badly as they would like. Eff Until the end of the encounter, while you are in beast form, you gain resistance to all dmg = Con. |
| DLY | Cleansing RainDruid Utility 10 · PrPMinor Close burst 3Primal, Zone | A gentle rain falls over the area around you, soothing burning wounds. Eff The burst creates a rainy zone that lasts until the end of the encounter. While within the zone, you and any allies gain resist 10 fire and resist 10 acid and a +2 pwr bonus to saving throws against ongoing fire dmg and ongoing acid dmg. |
| ENC | Feywild SojournDruid Utility 10 · PHB2Move PersPrimal, Teleportation | You take a jaunt to the Feywild, returning to the world when you have healed and changed form. Eff You teleport to a safe place in the Feywild. While you are there, you can’t take any actions other than using your second wind and wild shape. At EONT or as a move action before then, you reappear in an unoccupied space within 10 sq of the space you left. |
| DLY | GoodberryDruid Utility 10 · PrPMinor PersHealing, Primal | You infuse several berries with primal power. Those who consume them receive a brief resurgence of energy. Eff You create four good berries that last until the end of your next extended rest if they aren’t consumed. A creature can use a minor action to consume a good berry either to regain 5 HP, to make a saving throw, or to gain 5 temp HP. |
| ENC | Roots of RescueDruid Utility 10 · PHB2Imm Intr Ranged 10PrimalTgt The character affected by the forced movement | Roots erupt from the ground and hold your ally in place. Trig You or an ally within 10 sq of you is pulled, pushed, or slid · Eff Tgt is unaffected by the forced movement. |
| ENC | Swarm SwapDruid Utility 10 · PrPImm Intr Melee 1Beast Form, PrimalTgt One creature | As an attack sweeps toward you, you burst into a swarm that swoops over an enemy, reforming into your space. Trig You are targeted by an area or a close attack · Eff You swap places with tgt. |
| DLY | Winter StormDruid Utility 10 · PHB2Std Area burst 2 within 10 squaresPrimal, Zone | Ice covers the ground, and biting wind makes your foes more vulnerable to your cold attacks. Eff The burst creates a zone of difficult terrain that lasts until EONT. While within the zone, any enemy gains vulnerable 5 cold. You can end the zone as a minor action. Sust Minor The zone persists, and you can increase its size by 1 to a maximum of burst 5. |
| ENC | Claws of RetributionDruid Attack 13 · PHB2Std Melee touchBeast Form, Implement, PrimalTgt One creature | Wet with your enemy’s blood, your claws lash out at any foe adjacent to you that dares to attack. Atk Wis vs Reflex · Hit 2d6 + Wis dmg. Until EONT, you can make a MBA as an opportunity action against any enemy adjacent to you that hits or misses with an attack. Primal Predator You gain a bonus to the attack rolls of the MBAs = Dex. |
| ENC | Expose WeaknessDruid Attack 13 · PHB2Std Melee touchBeast Form, Implement, PrimalTgt One creature | You expose a hole in your prey’s defenses, creating an opening for another strike. Atk Wis vs Reflex · Hit 2d8 + Wis dmg. The next attack against tgt before EONT is made against tgt’s lowest defense. Primal Guardian If the next attack hits tgt, the attack deals extra dmg = Con. |
| ENC | Floating DeathDruid Attack 13 · PrPStd Close burst 1Beast Form, Implement, Primal | After swarming over your foes, you move to another group of enemies and attack them as well. 1° Tgt Each creature in burst · 1° Atk Wis vs Reflex · Hit 2d6 + Wis dmg. Eff You shift your speed. If you end this movement at least 4 sq from where you started, you can make a secondary attack. 2° Tgt Each creature in burst · 2° Atk Wis vs Reflex · Hit 2d6 + Wis dmg. · Primal Swarm If you hit at least one target with the primary attack, the secondary attack deals extra dmg = Con. |
| ENC | Oak SkewerDruid Attack 13 · PrPStd Ranged 10Implement, PrimalTgt One creature | You conjure a massive splinter of oak and skewer your foe with it. Atk Wis vs Fortitude · Hit 2d6 + Wis dmg, and you push tgt 3 sq. If tgt ends this movement adjacent to a solid obstacle (such as a wall), tgt is immobilized until EONT. Primal Guardian Add Con to the number of sq you push tgt. |
| ENC | Rending ClawsDruid Attack 13 · PrPStd Melee touchBeast Form, Implement, PrimalTgt One creature | A slash with your claws reveals your foe’s weaknesses. Atk Wis vs Reflex · Hit 2d8 + Wis dmg, and tgt gains vulnerable 5 to all dmg until EONT. Primal Predator The vulnerability equals 3 + Dex. |
| ENC | Thunder CrashDruid Attack 13 · PHB2Std Ranged 5Implement, PrimalTgt One creature | A crash of thunder leaves your target stunned. Atk Wis vs Fortitude · Hit Tgt is stunned until EONT. |
| ENC | Tidal SurgeDruid Attack 13 · PHB2Std Close blast 5Implement, PrimalTgt Each creature in blast | A wave of water rises up, moving creatures where you want them. Atk Wis vs Fortitude · Hit 2d6 + Wis dmg, and you slide tgt 3 sq. |
| ENC | Twin-Horned BoltDruid Attack 13 · PrPStd Ranged 10Implement, PrimalTgt One creature | A spectral bull appears before you and knocks your foes to the ground. Atk Wis vs Fortitude · Hit 2d8 + Wis dmg, and tgt is knocked prone. If any enemies provide cover against this attack, they are also knocked prone. |
| DLY | Baleful PolymorphDruid Attack 15 · PHB2Std Ranged 10Implement, Polymorph, PrimalTgt One creature | Transformed into a harmless animal, your enemy can do nothing but struggle against its useless new form. Atk Wis vs Will · Hit Tgt is stunned and assumes the form of a harmless, Tiny natural beast or fey beast such as a newt, a turtle, or a mouse (save ends both). As a minor action, you can end the effect, which makes tgt subject to the aftereffect. After 1d10 + Wis dmg. · Miss 1d10 + Wis dmg, and tgt is dazed (save ends). |
| DLY | Call Lightning StormDruid Attack 15 · PHB2Std Area burst 1 within 10 squaresImplement, Lightning, Primal, ZoneTgt Each creature in burst | Lightning strikes from dark clouds overhead. Atk Wis vs Reflex · Hit 2d6 + Wis lightning dmg. Eff The burst creates a zone of wind and lightning that lasts until EONT. Any creature that enters the zone or starts its turn there is slowed until EONT. As a move action, you can move the zone 5 sq. Sust Minor The zone persists, and each creature within it takes 5 lightning dmg. |
| DLY | Devouring FliesDruid Attack 15 · PrPStd Area burst 2 within 10 squaresHealing, Implement, Primal, ZoneTgt Each creature in burst | You conjure a horde of ravenous horseflies, which bite your foes and transfer vitality to you. Atk Wis vs Fortitude · Hit 2d6 + Wis dmg. Eff The burst creates a zone of horseflies that lasts until the end of the encounter. When any enemy starts its turn within the zone, you or an ally of your choice within 5 sq of you regains 6 HP. Miss Half dmg. |
| DLY | Devouring IceDruid Attack 15 · PHB2Std Ranged 10Cold, Implement, Primal, ReliableTgt One creature | A coating of ice forms over your enemy, rooting it to the ground and freezing its flesh. The ice cuts the enemy when it breaks free. Atk Wis vs Fortitude · Hit Tgt is immobilized and takes ongoing 5 cold dmg (save ends both). After 2d10 + Wis cold dmg. |
| DLY | Revitalizing PounceDruid Attack 15 · PHB2Std Melee touchBeast Form, Implement, PrimalTgt One creature | As you leap at your prey, you are energized by the hunt. Atk Wis vs Reflex · Hit 3d8 + Wis dmg, and you remove from yourself every effect that a save can end. Miss Half dmg, and you make a saving throw against each effect that a save can end. |
| DLY | Slashing ClawsDruid Attack 15 · PHB2Std Melee touchBeast Form, Implement, PrimalTgt One creature | Your claws leave bleeding wounds that refuse to close. Atk Wis vs Fortitude · Hit 2d10 + Wis dmg, and ongoing 10 dmg (save ends). After Ongoing 5 dmg (save ends). · Miss Half dmg, and ongoing 5 dmg (save ends). |
| DLY | Summon Lightning DrakeDruid Attack 15 · PrPStd Ranged 5Implement, Lightning, Primal, Summoning | Lightning crackles as you summon a drake to do your bidding. Eff You summon a Medium lightning drake in an unoccupied sq within range. The drake has speed 6 and resist 10 lightning. You can give the drake the following special commands. On the turn you summon the drake, you give the first command as part of using this power. Std Ranged 10; targets one creature; Wis vs Reflex; 1d8 + Wis lightning dmg. · Std Area burst 1 within 10 sq; targets each creature in burst; Wis vs Reflex; 2d6 + Wis lightning dmg. · Instinct If you haven’t given the drake any commands by the end of your turn, it shifts 1 sq and uses its area burst attack, targeting as many creatures as possible (including you and your allies). |
| DLY | Summon Razorclaw BatDruid Attack 15 · PrPStd Ranged 5Implement, Primal, Summoning | Stealthy and deadly, a razorclaw bat responds to your summons and dives on your foe. Eff You summon a Medium razorclaw bat in an unoccupied sq within range. The bat has fly 7 (hover) and blindsight 5. The bat gains a +5 bonus to Stealth checks, and it deals 1d10 extra dmg to a target when it has CA against that target. You can give the bat the following special commands. On the turn you summon the bat, you give the first command as part of using this power. Std The bat shifts 5 sq and attacks: melee 1; targets one creature; Wis vs Reflex; 2d6 + Wis dmg. · Std Close burst 2; targets each creature in burst; the targets lose all concealment against you and your allies until EONT. · Instinct If you haven’t given the bat any commands by the end of your turn, it attacks an adjacent enemy if it can. Otherwise, it moves twice its speed to a sq outside every enemy’s line of sight. It then makes a Stealth check with no penalty for movement. |
| DLY | Summon Savage TigerDruid Attack 15 · PrPStd Ranged 5Implement, Primal, Summoning | Speaking an ancient oath, you summon a great tiger to its feast. Eff You summon a Large tiger in an unoccupied space within range. The tiger has speed 7. You can give the tiger the following special command. On the turn you summon the tiger, you give that command as part of using this power. Std Melee 1; targets one creature; Wis vs Reflex; 2d8 + Wis dmg. · Instinct If you haven’t given the tiger any commands by the end of your turn, it charges the nearest bloodied creature it can charge, using its attack as a MBA. If it can’t do that, it attacks an adjacent enemy if it can. Otherwise, it moves its speed to a sq adjacent to an enemy. |
| DLY | Wrath of the Storm ChaserDruid Attack 15 · PrPStd Ranged 10Implement, Lightning, PrimalTgt One creature | Wind and lightning lash around your foe. Later, when you transform into a beast, the wind blows that foe around the battlefield. Atk Wis vs Reflex · Hit 4d8 + Wis lightning dmg, and you slide tgt 3 sq. Eff Until the end of the encounter, whenever you use wild shape to change into beast form, you slide tgt 2 sq. Miss Half dmg. |
| ENC | Darting ViperDruid Utility 16 · PrPMove PersPrimal | You transform into a viper and slip away from your foes. You then return to your normal form but retain some aspects of the viper for a moment. Eff You shift your speed. During this movement, you ignore difficult terrain and can shift through enemies’ spaces. You then gain a +4 pwr bonus to speed and can move through enemies’ spaces until EONT. Prereq You must have the wild shape power. |
| DLY | Dryad’s TreesDruid Utility 16 · PrPMinor Close burst 20Conjuration, Primal, Teleportation | Two ancient trees spring up. You and your allies can move from one tree to the other with a single step. Eff You conjure two trees in two unoccupied sq in the burst. Each tree occupies 1 sq and must be on a solid surface. The trees last until the end of the encounter. When adjacent to either tree, you and your allies can each use a move action to teleport to a sq adjacent to the other tree. |
| ENC | Elusive WindDruid Utility 16 · PrPMinor PersPrimal | You catch the wind and soar away to safety. Eff If you are marked, that condition ends on you. You then fly 8 sq. This movement doesn’t provoke OAs, and if you don’t land at the end of the movement, you descend to the ground without taking falling dmg. In addition, until EONT, you can shift 1 sq as a free action whenever you are hit. |
| DLY | Feral RecoveryDruid Utility 16 · PrPMinor Close burst 2PrimalTgt You and each ally in burst | You call on the feral heart that lurks within all creatures to allow yourself and your friends to shake off an effect. Eff Each target can make a saving throw against an effect that a save can end, with a +5 pwr bonus to the saving throw if the effect has the charm, the fear, or the illusion keyword. |
| DLY | Howl of the WildDruid Utility 16 · PHB2Minor Close burst 5Beast Form, Healing, PrimalTgt You and each ally in burst | Your eerie howl channels primal power into your allies. Eff You spend a healing surge, and each target regains 2d6 HP. Level 21 Each target regains 3d6 HP. · Level 26 Each target regains 4d6 HP. |
| DLY | Insect PlagueDruid Utility 16 · PHB2Free PersPrimal | You turn into a swarm of scurrying insects, held together by the power of your consciousness. Eff Until the end of the encounter, you can use wild shape to assume the form of a cloud of insects. In this form, you gain a fly speed equal to your speed, and you can hover. You also become insubstantial. When you squeeze, you can move at full speed instead of half speed and can fit through any opening large enough to accommodate even a single insect. You can’t attack, pick up anything, or manipulate objects. Until this power ends, you can use wild shape to change among this form, another beast form, and your humanoid form. Prereq You must have the wild shape power. |
| ENC | Phantom BeastDruid Utility 16 · PrPMinor PersBeast Form, Primal | You briefly adopt the form of a beast spirit, allowing you to pass through barriers. Eff Until EONT, you gain phasing while you are in beast form. |
| DLY | Primal RestorationDruid Utility 16 · PHB2Std Close burst 2Healing, PrimalTgt You and each ally in burst | A green glow surrounds your nearby allies, purging them of various afflictions. Eff Each target can spend a healing surge either to regain HP or to remove one effect that a save can end. |
| DLY | Wall of StoneDruid Utility 16 · PHB2Std Area wall 12 within 10 squaresConjuration, Primal | A granite wall emerges from the ground as you direct. Eff You conjure a wall of rough stone. The wall can be up to 6 sq high and must be on a solid surface. The wall is a solid obstacle. Each sq of the wall has 100 HP and crumbles into difficult terrain if it is destroyed. The whole wall crumbles into difficult terrain at the end of the encounter. |
| ENC | Cloud of SparrowsDruid Attack 17 · PrPStd Close burst 2Implement, Primal, TeleportationTgt Each enemy in burst | Sparrows swirl around you, a storm of tiny talons and beaks that rends your foes and then whisks you away. Atk Wis vs Fortitude · Hit 3d6 + Wis dmg. Eff You teleport 5 sq, and you gain concealment until SONT. |
| ENC | Devouring SwarmDruid Attack 17 · PrPStd Close blast 5Beast Form, Implement, PrimalTgt Each creature in blast | You dispatch pieces of your swarm form to drain blood from your foes to give yourself resilience. Atk Wis vs Fortitude · Hit 3d8 + Wis dmg. Eff If you hit at least one target, you gain 10 temp HP. Primal Swarm Add Con to the temp HP. |
| ENC | Hungry for the KillDruid Attack 17 · PrPStd Melee touchBeast Form, Healing, Implement, PrimalTgt One creature | As you shake your enemy’s life loose, you avoid a doom waiting for you. Eff Before the attack, you shift 2 sq. · Primal Predator The number of sq you shift equals Dex. · Atk Wis vs Reflex · Hit 2d12 + Wis dmg. If either you or tgt is bloodied or at 0 HP or fewer, you can spend a healing surge, make a saving throw, or both. |
| ENC | Inexorable SmashDruid Attack 17 · PrPStd Melee touchBeast Form, Implement, PrimalTgt One creature | You bash your foe, staggering it for a moment. Atk Wis vs Fortitude · Hit 1d10 + Wis dmg, and you slide tgt 1 sq. Tgt is dazed until EONT. Primal Guardian The number of sq you slide tgt equals Con. |
| ENC | Lightning CascadeDruid Attack 17 · PHB2Std Ranged 10Implement, Lightning, Primal | Lightning shoots from your fingertips to electrify one enemy and then a second. 1° Tgt One creature · 1° Atk Wis vs Reflex · Hit 2d8 + Wis lightning dmg, and the primary target is slowed until EONT. Eff Make a secondary attack that is an area burst 5 centered on the primary target. 2° Tgt One creature other than the primary target in burst · 2° Atk Wis vs Reflex · Hit 1d8 + Wis lightning dmg to the primary and secondary targets, and the secondary target is slowed until EONT. |
| ENC | Scavenger’s PrizeDruid Attack 17 · PHB2Std Melee touchBeast Form, Implement, PrimalTgt One creature | Your foe is trapped in your grasp as you drag it off. Atk Wis vs Fortitude · Hit 3d10 + Wis dmg, and you grab tgt. Primal Predator You can also shift a number of sq = Dex and pull tgt with you. |
| ENC | Shifting RakeDruid Attack 17 · PHB2Std Melee touchBeast Form, Implement, PrimalTgt One creature | You easily duck under your foe’s defenses to deliver a crippling attack. Eff Before and after the attack, you shift 2 sq. · Atk Wis vs Reflex · Hit 2d10 + Wis dmg, and tgt cannot shift until EONT. |
| ENC | Torrential StormDruid Attack 17 · PrPStd Close blast 5Implement, Lightning, Primal, ZoneTgt Each creature in blast | Dark clouds gather at your command. Lightning and rain fall to damage your foes and keep them away from you. Atk Wis vs Fortitude · Hit 3d6 + Wis lightning dmg, and you slide tgt 3 sq. Eff The blast creates a stormy zone that lasts until EONT. A creature hit by this attack that enters the zone on its turn takes 10 lightning dmg. |
| ENC | WindstormDruid Attack 17 · PHB2Std Area burst 1 within 10 squaresImplement, PrimalTgt Each creature in burst | A brief but mighty cyclone batters creatures and carries them away. Atk Wis vs Fortitude · Hit 3d6 + Wis dmg, and you slide tgt 2 sq. Primal Guardian The number of sq you slide tgt equals 1 + Con. |
| DLY | Entangling ThornsDruid Attack 19 · PHB2Std Area burst 2 within 10 squaresImplement, PrimalTgt Each creature in burst | Thorny vines burst from the ground to entangle creatures. Ripping free of the thorns causes even greater pain. Atk Wis vs Reflex · Hit Tgt is immobilized and takes ongoing 5 dmg (save ends both). After 2d6 + Wis dmg. · Miss 1d6 + Wis dmg, and tgt is immobilized until EONT. |
| DLY | Lunge and VanishDruid Attack 19 · PHB2Std Melee touchBeast Form, Implement, PrimalTgt One creature | You disappear after mauling your enemy. Atk Wis vs Reflex · Hit 4d10 + Wis dmg. Eff You become invisible and then shift 5 sq. You remain invisible until EONT. |
| DLY | Primal BearDruid Attack 19 · PHB2Std Melee touchBeast Form, Healing, Implement, PrimalTgt One creature | You transform into a dire bear, grabbing your foes and squeezing the life from their bodies. Atk Wis vs Fortitude · Hit 3d10 + Wis dmg, and you grab tgt. Until the grab ends, tgt takes 10 dmg at the start of your turn. Eff Until the end of the encounter, while you are in beast form, you gain a +2 bonus to AC and Fortitude. Miss Half dmg, and you grab tgt. |
| DLY | Pummeling HailDruid Attack 19 · PrPStd Area burst 1 within 10 squaresCold, Implement, PrimalTgt Each creature in burst | Chunks of ice fall from the sky, battering your foes. Atk Wis vs Fortitude · Hit 5d6 + Wis cold dmg. Eff The burst creates a zone of hail that lasts until EONT. Any creature that enters the zone or starts its turn there takes 5 + Con cold dmg. Primal Swarm You aren’t affected by the zone while you are in beast form. · Sust Minor The zone persists. |
| DLY | Summon Guardian BriarDruid Attack 19 · PrPStd Ranged 5Implement, Primal, Summoning | You summon spirits that coalesce into a mighty creature of thorns and brambles that protects you and your friends. Eff You summon a Large guardian briar in an unoccupied space within range. The guardian briar has speed 5 and ignores difficult terrain. You and your allies gain a +1 pwr bonus to AC while within 2 sq of the guardian briar. You can give the guardian briar the following special command. On the turn you summon the guardian briar, you give that command as part of using this power. Std Melee 1; targets one creature; Wis vs Reflex; 1d8 + Wis dmg. · Instinct If you haven’t given the guardian briar any commands by the end of your turn, it attacks an enemy within 2 sq of it if it can. Otherwise, it moves its speed to a sq where it is within 2 sq of as many allies as possible. |
| DLY | Summon Swamp BehemothDruid Attack 19 · PrPStd Ranged 5Implement, Primal, Summoning | A primeval swamp spirit assumes solid form at your summons and thrashes over the battlefield. Eff You summon a Large behemoth in an unoccupied space within range. The behemoth has speed 8 and ignores difficult terrain. You can give the behemoth the following special commands. On the turn you summon the behemoth, you give the first command as part of using this power. Std Melee 1; targets one creature; Wis vs Reflex; 1d8 + Wis dmg. · Std The behemoth moves its speed. During this movement, it can move through enemies’ spaces. When it enters an enemy’s space, it attacks that enemy: Wis vs Reflex; 1d8 + Wis dmg. It can’t attack a creature in this way more than once per round. · Instinct If you haven’t given the behemoth any commands by the end of your turn, it uses its second attack against as many enemies as possible. |
| DLY | Summon Thunder BisonDruid Attack 19 · PrPStd Ranged 5Implement, Primal, Summoning | Thunder rumbles in the distance, drawing closer and closer until a bison trundles out of the spirit world to appear by your side. Eff You summon a Large bison in an unoccupied space within range. The bison has speed 7 and a +1 bonus to AC. You can give the bison the following special command. On the turn you summon the bison, you give that command as part of using this power. Std Melee 1; targets one creature; Wis vs Reflex; 1d10 + Wis thunder dmg. · Instinct If you haven’t given the bison any commands by the end of your turn, it attacks an adjacent enemy if it can. Otherwise, it moves its speed to a sq adjacent to an enemy. |
| DLY | TremorsDruid Attack 19 · PrPStd Area burst 1 within 10 squaresImplement, Primal, Zone | You command the earth, causing tremors to topple your foes. 1° Tgt Each creature in burst · 1° Atk Wis vs Reflex · Hit 4d6 + Wis dmg, and the primary target is knocked prone. · Miss Half dmg. Eff The burst creates a quaking zone that lasts until the end of the encounter. The zone is difficult terrain. While the zone persists, you can make the following secondary attack as a minor action once per round. 2° Tgt Each creature within the zone · 2° Atk Wis vs Reflex · Hit 1d10 dmg, and the secondary target is knocked prone. |
| DLY | Winter HailstormDruid Attack 19 · PHB2Std Area burst 2 within 20 squaresCold, Implement, Primal, ZoneTgt Each creature in burst | A blizzard appears, growing to encompass an ever-wider area. Atk Wis vs Fortitude · Hit 4d6 + Wis cold dmg. Eff The burst creates a zone of wind and hail that lasts until EONT. Any creature that enters the zone or starts its turn there is slowed until EONT and takes 5 cold dmg. You can end the zone as a minor action. Miss Half dmg. · Sust Minor The zone persists, and you can increase its size by 1 to a maximum of burst 5. |
| DLY | Fey CirclesDruid Utility 22 · PrPMinor Close burst 20Conjuration, Primal, Teleportation | Toadstool rings appear at your command, carrying with them the magic to whisk a creature from one ring to the next. Eff You conjure eight fey circles in eight unoccupied sq in the burst. You and your allies can use the fey circles to teleport. When a character enters a fey circle’s sq, he or she can teleport to another fey circle’s sq, as long as the destination sq is unoccupied. Then both fey circles disappear. The fey circles last until the end of the encounter if they aren’t used. |
| DLY | Phantom BeastDruid Utility 22 · PHB2Minor PersBeast Form, Primal | Your beast form takes on properties of the primal spirits that hunt like ghosts through the world. Eff Until the end of the encounter, whenever you use wild shape to change into beast form, you become insubstantial and gain phasing until the end of your turn. |
| DLY | Protective WhirlwindDruid Utility 22 · PrPStd Close burst 3Primal, Zone | Howling wind swirls around you, strong enough to deflect attacks. Eff The burst creates a windy zone that lasts until EONT. Area attacks and ranged attacks against creatures within the zone take a –4 penalty to the attack rolls against them. In addition, the zone is difficult terrain. When a creature other than you ends its movement within the zone, you can slide that creature 3 sq as a free action. Sust Minor The zone persists. |
| DLY | Sky TalonDruid Utility 22 · PHB2Free PersPrimal | You can take the form of a majestic eagle, soaring above the fray and swooping down to claw at your foes. Eff Until the end of the encounter, you can use wild shape to assume the form of an eagle that is your size. In this form, you gain a fly speed equal to 2 + your speed, and you can hover. You can’t use daily attack powers or manipulate objects. Until this power ends, you can use wild shape to change among this form, another beast form, and your humanoid form. Prereq You must have the wild shape power. |
| ENC | StonebonesDruid Utility 22 · PrPMinor PersPrimal | Drawing strength from the earth, your body becomes nearly impervious to damage and immovable. Eff Until SONT, you gain resist 15 to all dmg, and when you are pulled, pushed, or slid, you can make a saving throw. If you save, you ignore the forced movement. |
| DLY | Tortoise ShellDruid Utility 22 · PrPMinor Close burst 5PrimalTgt You or one ally in burst | Your or your friend’s skin hardens into a tortoise shell, perfect for deflecting enemy attacks. Eff Tgt gains a +4 pwr bonus to all defenses until EONT. If tgt moves, the pwr bonus decreases to +2. Sust Minor The effect persists. · Spec When you are hit by a melee attack, you can use this power on yourself as an immediate interrupt. |
| DLY | Tree of LifeDruid Utility 22 · PrPMinor Ranged 10Conjuration, Healing, Primal | You draw on primal energy to cause vines and plants to sprout for a moment, creating a useful tool for you and your allies. Eff You conjure a life-giving tree in an unoccupied sq within range. The tree must be on a solid surface, and it lasts until the end of the encounter. The tree occupies 1 sq and provides cover. You and your allies gain regeneration 5 while within 2 sq of the tree. |
| DLY | Unseen BeastDruid Utility 22 · PHB2Minor PersPrimal | You vanish and then emerge where your enemies least expect it. Eff Until the end of the encounter, whenever you use wild shape to change into beast form, you become invisible until the end of your turn. |
| DLY | Unyielding RootsDruid Utility 22 · PHB2Std Close burst 5Healing, PrimalTgt You and each ally in burst | Your allies sprout roots from their legs and feet, which draw healing power from the earth and plant them firmly in place. Eff Until EONT, each target can negate being pulled, pushed, or slid. In addition, if a target is bloodied at the start of his or her turn, he or she regains HP = Con. Sust Minor The effect persists. |
| ENC | Blinding SwarmDruid Attack 23 · PrPStd Close blast 3Beast Form, Implement, PrimalTgt Each creature in blast | You become a cloud of insects that obscures your enemies’ vision. Atk Wis vs Will · Hit 2d8 + Wis dmg, and tgt is blinded until EONT. Primal Swarm If the attack hits at least once, you shift to a sq in the blast or adjacent to it. |
| ENC | Fearsome FangsDruid Attack 23 · PrPStd Melee touchBeast Form, Implement, PrimalTgt One creature | Lunging to savage your enemy with a vicious bite, you create an opportunity for allies to aid you or flee to safety. Eff Before the attack, each ally adjacent to tgt can shift 1 sq as a free action. · Atk Wis vs Reflex · Hit 4d8 + Wis dmg, and you slide tgt 1 sq. Tgt grants CA until EONT. · Primal Guardian The number of sq you slide tgt equals Wis. |
| ENC | Grasping EarthDruid Attack 23 · PHB2Std Area burst 2 within 20 squaresImplement, PrimalTgt Each creature in burst | The earth itself grabs at your enemies, holding them in place for your claws to tear at them. Atk Wis vs Will · Hit 2d6 + Wis dmg, and tgt is immobilized until EONT. Primal Predator Until EONT, while you are in beast form you gain a bonus to attack rolls against tgt = Dex. |
| ENC | Primal RoarDruid Attack 23 · PHB2Std Close blast 5Beast Form, Implement, Primal, PsychicTgt Each enemy in blast | Your earthshaking roar blasts your enemies’ ears and minds, sending them sprawling. Atk Wis vs Will · Hit 2d8 + Wis psychic dmg, and tgt is knocked prone and deafened until EONT. |
| ENC | Rain of Fire NeedlesDruid Attack 23 · PrPStd Area burst 2 within 20 squaresFire, Implement, Primal, ZoneTgt Each creature in burst | Your evocation causes pine needles to rain down and explode shortly after impact. Atk Wis vs Reflex · Hit 1d8 + Wis dmg. Eff The burst creates a zone of pine needles that lasts until EONT. At SONT, each creature within the zone takes 2d8 + Wis fire dmg. |
| ENC | Razor SnareDruid Attack 23 · PrPStd Area burst 2 within 20 squaresImplement, PrimalTgt Each enemy in burst | Razor vines erupt where you point and snake around your enemies. The vines tighten if those enemies dare move. Atk Wis vs Fortitude · Hit 2d6 + Wis dmg. If tgt moves before EONT, it takes 2d6 dmg. Primal Predator Tgt also grants CA until EONT. |
| ENC | StormburstDruid Attack 23 · PHB2Std Area burst 2 within 20 squaresImplement, Lightning, PrimalTgt Each creature in burst | A thundercloud appears overhead, and lightning crackles down onto the heads of your enemies. Atk Wis vs Reflex · Hit 2d6 + Wis lightning dmg, and tgt is slowed until EONT. Eff Until EONT, any creature that enters the area of the burst or starts its turn there takes 5 lightning dmg. |
| ENC | Strength of the HuntDruid Attack 23 · PHB2Std Melee touchBeast Form, Healing, Implement, PrimalTgt One creature | You slash at your foe, drawing strength and health from the same primal spirits that empower your attack. Atk Wis vs Reflex · Hit 3d10 + Wis dmg, and you can spend a healing surge. Primal Guardian An ally within 5 sq of you can also spend a healing surge. |
| DLY | Avian CloudDruid Attack 25 · PrPStd Area burst 2 within 20 squaresImplement, Primal, ZoneTgt Each enemy in burst | You create a cloud of angry birds that scratch at the eyes of your foes. Atk Wis vs Fortitude · Hit 2d6 + Wis dmg, and tgt is blinded (save ends). Eff The burst creates a zone of birds that lasts until the end of the encounter. Creatures outside the zone have total concealment against creatures within the zone. Any enemy that starts its turn within the zone takes 10 + Wis dmg. Miss Half dmg, and tgt is blinded until EONT. |
| DLY | Creeping DoomDruid Attack 25 · PrPStd Close burst 1Implement, Primal, ZoneTgt Each creature within the zone or adjacent to it | At your command, hissing and stinging vermin spill forth to consume your enemies. Eff The burst creates a zone of vermin that lasts until EONT. Any creature that starts its turn within the zone takes 10 dmg and grants CA until the start of its next turn. As a move action, you can move the zone 3 sq. When the zone appears, make the following attack. As a standard action, you can repeat the attack. · Atk Wis vs Reflex · Hit 2d8 + Wis dmg, and tgt is dazed until EONT. Sust Minor The zone persists, and you can increase its size by 1 to a maximum of burst 5. |
| DLY | Ferocious MaulDruid Attack 25 · PHB2Std Melee touchBeast Form, Implement, PrimalTgt One creature | In a flurry of bestial savagery, you tear into your foe, knocking it prone, sapping its strength, and tossing it away. 1° Atk Wis vs Reflex · Hit You knock tgt prone. Eff Make a secondary attack against tgt. 2° Atk Wis vs Will · Hit Tgt is weakened (save ends). Eff Make a tertiary attack against tgt. 3° Atk Wis vs Fortitude · Hit You push tgt a number of sq = Con, and tgt is dazed (save ends). Eff Tgt takes 2d10 + Wis dmg. If all three attacks hit, tgt takes extra dmg = Dex. |
| DLY | Fey LureDruid Attack 25 · PHB2Std Area burst 3 within 20 squaresCharm, Implement, Primal, Radiant, ZoneTgt Each enemy in burst | Glittering motes of eldritch light both sear and enchant your foes, who follow the motes. Atk Wis vs Will · Hit 3d6 + Wis radiant dmg. Eff The burst creates a zone of eldritch lights that lasts until EONT. While the zone persists, you slide each enemy within it 3 sq at the end of your turn. Miss Half dmg. · Sust Minor The zone persists. |
| DLY | Primal ApeDruid Attack 25 · PrPStd Close burst 1Beast Form, Implement, Primal, ThunderTgt Each creature in burst | Loosing a thunderous roar, you swell in size to assume the form of a primal ape. Atk Wis vs Fortitude · Hit 6d6 + Wis thunder dmg, and you push tgt 3 sq. Eff Until you leave your current beast form or until the end of the encounter, your size increases to Large, you gain a climb speed of 6 and a +2 bonus to AC and Fortitude, and your melee attacks deal 2d6 extra dmg. In addition, you gain a +2 bonus to speed when you charge. Miss Half dmg, and you push tgt 2 sq. |
| DLY | Primal StormDruid Attack 25 · PHB2Std Area burst 4 within 20 squaresFire, Implement, Lightning, Primal, Zone | The sky churns with storm clouds as fire and lightning batter your foes. 1° Tgt Each enemy in burst · 1° Atk Wis vs Fortitude · Hit 4d6 + Wis fire and lightning dmg, and the primary target is knocked prone. · Miss Half dmg. Eff The burst creates a zone of raging wind that lasts until EONT. While the zone persists, you can make the following secondary attack, using a sq within the zone as the attack’s origin sq. Opp Close burst 1 · Trig A prone enemy within the zone stands up 2° Tgt The triggering enemy in burst · 2° Atk Wis vs Reflex · Hit The secondary target cannot stand up during its current turn. Sust Minor The zone persists. |
| DLY | Primal TigerDruid Attack 25 · PHB2Std Close burst 1Beast Form, Implement, PrimalTgt Each enemy in burst you can see | You transform into a dire tiger, lashing out at foes that dare draw near. Atk Wis vs Reflex · Hit 6d6 + Wis dmg. If the attack hits at least once, you shift a number of sq = Dex. Eff Until the end of the encounter, while you are in beast form you can make a MBA as an opportunity action against any enemy that enters a sq adjacent to you. |
| DLY | Summon Proud MastodonDruid Attack 25 · PrPStd Ranged 10Implement, Primal, Summoning | Your call is answered by a mastodon, ready to trample your enemies. Eff You summon a Large mastodon in an unoccupied space within range. The mastodon has speed 7 and a +4 bonus to attack rolls against creatures its own size or larger. You can give the mastodon the following special command. On the turn you summon the mastodon, you give that command as part of using this power. Std Melee 2; targets one creature; Wis vs Fortitude; 3d6 + Wis dmg, and tgt is knocked prone. · Instinct If you haven’t given the mastodon any commands by the end of your turn, it charges the nearest unbloodied enemy it can charge, using its attack as a MBA. If it can’t do that, it attacks an enemy within 2 sq of it if it can. Otherwise, it moves its speed to a sq adjacent to an enemy. |
| DLY | Summon Razorclaw BehemothDruid Attack 25 · PrPStd Ranged 10Implement, Primal, Summoning | With a primal hiss, you summon a terrifying predator that runs on two legs and cuts with all four. Eff You summon a Medium behemoth in an unoccupied sq within range. The behemoth has speed 7. You can give the behemoth the following special command. On the turn you summon the behemoth, you give that command as part of using this power. Std Melee 1; targets one creature; Wis vs Reflex; 2d6 + Wis dmg, and ongoing 5 dmg (save ends). · Instinct If you haven’t given the behemoth any commands by the end of your turn, it charges the nearest creature taking ongoing dmg that it can charge, using its attack as a MBA. If it can’t do that, it attacks an adjacent enemy if it can. Otherwise, it moves its speed to a sq adjacent to an enemy. |
| ENC | Behemoth StampedeDruid Attack 27 · PrPStd Close blast 5Implement, PrimalTgt Each creature in blast | You gesture, and a behemoth stampede tramples your enemies and then vanishes. Atk Wis vs Reflex · Hit 3d6 + Wis dmg, and tgt is pushed 5 sq and knocked prone. |
| ENC | Death FangsDruid Attack 27 · PrPStd Melee touchBeast Form, Implement, PrimalTgt One creature | Your eyes glow red with fell fire as you are overcome with the death spirit, a primal force that lays low living things. Atk Wis vs Reflex · Hit 5d10 + Wis dmg. Primal Predator The attack deals extra dmg = Dex. |
| ENC | Disorienting DroneDruid Attack 27 · PrPStd Close burst 2Charm, Implement, PrimalTgt Each enemy in burst | Insects appear around you and emit an eerie drone, disorienting your foes. Atk Wis vs Will · Hit 2d10 + Wis dmg, and tgt is dazed and deafened until EONT. Primal Swarm The size of the burst increases by 1. |
| ENC | Explosive WindDruid Attack 27 · PHB2Std Area burst 2 within 20 squaresImplement, PrimalTgt Each creature in burst | A sudden eruption of howling, swirling wind scatters creatures in all directions. Atk Wis vs Fortitude · Hit 4d6 + Wis dmg, and you slide tgt 5 sq. |
| ENC | Feral WhirlwindDruid Attack 27 · PHB2Std Close burst 1Beast Form, Implement, PrimalTgt Each enemy in burst you can see | You claw and bite every enemy within reach. Atk Wis vs Reflex · Hit 4d6 + Wis dmg. |
| ENC | Howling DoomDruid Attack 27 · PrPStd Close blast 5Beast Form, Fear, Implement, Primal, PsychicTgt Each creature in blast | You unleash a mighty roar, leaving your foes frozen in terror as you prepare to move in for the kill. Atk Wis vs Will · Hit 3d6 + Wis psychic dmg, and tgt is immobilized and grants CA to you until EONT. |
| ENC | Leaping RakeDruid Attack 27 · PHB2Std Melee touchBeast Form, Implement, PrimalTgt Each enemy within reach during the shift | You jump at your enemy, maul it with your claws, and then leap to the next foe. Eff Before the attack, you shift 3 sq. · Primal Predator The number of sq you shift equals 1 + Dex. · Atk Wis vs Reflex · Hit 1d10 + Wis dmg, and tgt is dazed until EONT. |
| ENC | Polar BlastDruid Attack 27 · PHB2Std Close blast 5Cold, Implement, PrimalTgt Each creature in blast | You channel the force of the northern wastes into a blast of freezing wind. Atk Wis vs Reflex · Hit 3d8 + Wis cold dmg, and tgt is immobilized until EONT. Primal Guardian Until EONT, tgt also gains vulnerability to all dmg = Con. |
| ENC | Thunder ClawDruid Attack 27 · PrPStd Melee touchBeast Form, Implement, Primal, ThunderTgt One creature | Thunder rumbles around you as you rear back to attack. As your claws rip into your foe, the thunder crashes over it. Atk Wis vs Fortitude · Hit 1d10 + Wis thunder dmg, and tgt is stunned until EONT. Primal Guardian You also slide tgt a number of sq = Con. |
| DLY | Blinding BlizzardDruid Attack 29 · PHB2Std Area burst 2 within 20 squaresCold, Implement, Primal, Zone | Polar winds and snow move across the battlefield as you direct. 1° Tgt Each creature in burst · 1° Atk Wis vs Fortitude · Hit 4d6 + Wis cold dmg, and the primary target is blinded (save ends). · Miss Half dmg. Eff The burst creates a zone of snow that lasts until EONT. While the zone persists, you can make the following secondary attack, using a sq within the zone as the attack’s origin sq. Opp Close burst 1 · Trig A creature enters the zone or starts its turn there 2° Tgt The triggering creature in burst · 2° Atk Wis vs Reflex · Hit The secondary target is restrained until EONT. Sust Minor The zone persists. |
| DLY | Earth MawDruid Attack 29 · PrPStd Ranged 20Conjuration, Implement, PrimalTgt One enemy adjacent to the maw | You call forth a maw of earth and stone, which seeks to swallow your foe. Eff You conjure a Large maw of earth in an unoccupied space within range. The maw occupies its space, and it lasts until EONT. As a move action, you can move the maw a number of sq = Wis. When the maw appears, it makes the following attack. · Atk Wis vs Fortitude · Hit 3d8 + Wis dmg, and tgt is restrained (save ends). Until this effect ends, the maw cannot attack another creature or move. Sust Minor The maw persists. It repeats its attack against the creature it is restraining, or it attacks an adjacent enemy. |
| DLY | Gaze of the BeastDruid Attack 29 · PHB2Std Ranged 10Beast Form, Charm, Implement, Primal, PsychicTgt One creature | As your foe catches your gaze, you call up the beast inside it and take control. Atk Wis vs Will · Hit Tgt is dominated (save ends). After 3d10 + Wis psychic dmg. · Miss Tgt is dazed (save ends). After 2d10 + Wis psychic dmg. |
| DLY | Hunter’s HeartDruid Attack 29 · PrPStd Ranged 20Implement, PrimalTgt One creature | Your mind lashes out at your foe, creating a bond between the two of you, defining you as the hunter and it as your prey. Atk Wis vs Will · Hit Tgt is immobilized (save ends). After 6d10 + Wis dmg. · Miss Tgt is immobilized until EONT. After 2d10 + Wis dmg. Eff Whenever you use wild shape to change into beast form before the end of the encounter, you gain a +2 bonus to attack rolls and a +5 bonus to dmg rolls against tgt until the end of your turn. |
| DLY | Lifeleech ThornsDruid Attack 29 · PHB2Std Area burst 2 within 20 squaresHealing, Implement, PrimalTgt Each creature in burst | Your enemies struggle to free themselves from the roots that trap them, even as you draw the life from them to heal your own wounds. Atk Wis vs Reflex · Hit Tgt is immobilized and weakened and takes ongoing 10 dmg (save ends all). You regain HP = Con for each target you hit with this power. After 3d8 + Wis dmg. · Miss 1d10 + Wis dmg, and tgt is weakened (save ends). |
| DLY | Primal ArchetypeDruid Attack 29 · PHB2Std Melee touchBeast Form, Implement, PrimalTgt One or two creatures | No longer an imperfect reflection of the Primal Beast, your beast form becomes a true expression of the first predator. Atk Wis vs Reflex. You gain a +2 bonus to the attack roll against a bloodied target. · Hit 2d6 + Wis dmg, and tgt is stunned (save ends). Eff Until the end of the encounter, while you are in beast form you gain a +4 bonus to speed and a +2 bonus to attack rolls against bloodied targets, and you can shift 2 sq as a move action. Miss Half dmg, and tgt is stunned until EONT. |
| DLY | Summon Elder Pack WolfDruid Attack 29 · PrPStd Ranged 10Implement, Primal, Summoning | With a mighty howl, an ancient wolf spirit manifests to hunt beside you and your allies. Eff You summon a Large wolf in an unoccupied space within range. The wolf has speed 8. You can give the wolf the following special commands. On the turn you summon the wolf, you give the first command as part of using this power. Std Melee 1; targets one creature; Wis vs Reflex; 2d10 + Wis dmg, and tgt is knocked prone. · Opp Triggered when an adjacent creature stands up; melee 1; targets the triggering creature; Wis vs Reflex; 2d10 + Wis dmg, and tgt can’t stand up until the start of its next turn. · Instinct If you haven’t given the wolf any commands by the end of your turn, it attacks an adjacent prone creature. If it can’t do that, it attacks an adjacent enemy if it can. Otherwise, it moves its speed to a sq adjacent to an enemy. |
| DLY | Summon Storm BehemothDruid Attack 29 · PrPStd Ranged 10Implement, Lightning, Primal, Summoning | Lightning and thunder herald the world-shaking tread of a primeval spirit returned in the flesh. Eff You summon a Large storm behemoth in an unoccupied space within range. The behemoth has speed 8. You can give the behemoth the following special commands. On the turn you summon the behemoth, you give the first command as part of using this power. Std Melee 2; targets one creature; Wis vs Reflex; 3d10 + Wis dmg. · Std Area burst 2 within 20 sq; targets each creature in the burst; Wis vs Reflex; 2d8 + Wis lightning dmg. · Instinct If you haven’t given the behemoth any commands by the end of your turn, it makes its melee attack against an adjacent enemy if it can. Otherwise, it makes its area attack, targeting as many creatures as possible (including you and your allies). |
| DLY | Whirling FirestormDruid Attack 29 · PrPStd Close burst 2Fire, Implement, Primal, Zone | Your words of primal light unleash a firestorm to consume your enemies. 1° Tgt Each creature in burst · 1° Atk Wis vs Reflex · Hit 4d6 + Wis fire dmg, and ongoing 10 fire dmg (save ends). · Miss Half dmg. Eff The burst creates a zone of fire that lasts until EONT. Any creature other than you that starts its turn within the zone takes 10 fire dmg. Sust Minor The zone persists. You can either increase its size by 1 to a maximum of burst 5 or decrease its size by 1 to make the following ranged secondary attack. If you reduce the size to 0, the zone ends. 2° Tgt One creature within 10 sq of the zone · 2° Atk Wis vs Reflex · Hit 2d10 + Wis fire dmg. |
At 11th level a druid may take one of these paragon paths. Each grants path features at 11th and 16th levels plus the encounter, utility, and daily evocations shown.
“Tonight, the full moon rises red over the mountains. This is the night of the blood moon — my night.”
Several legends tell of the blood moon, a night or sometimes a season when the Primal Beast stalks the wilderness of the world in physical form. During the blood moon, the predators of the world are said to be more dangerous and to have an insatiable hunger. Whatever the cause and exact effects of the blood moon, some druids use these legends as a symbol for their own ferocious zeal in protecting the natural balance of the world. You are a blood moon stalker, favoring your beast form and choosing powers that make you more dangerous in that form. You take pride and pleasure in fighting without conscious thought, drawing on bestial instinct and wisdom to guide your attacks upon your prey. Through the power of the blood moon, you and your spirit brothers, sisters, and ancestors are the custodians of the world.
| ENC | Blood Moon FrenzyBlood Moon Stalker Attack 11 · PHB2Std Close burst 1Beast Form, Implement, PrimalTgt Each enemy in burst you can see | With a fearsome roar, you claw at the enemies around you, dealing harsher wounds to those near death. Atk Wis vs Reflex · Hit 2d6 + Wis dmg. The attack deals 1d6 extra dmg against a target that is already bloodied. |
| DLY | Feral AccuracyBlood Moon Stalker Utility 12 · PHB2Minor PersBeast Form, Primal | Your claws and eyes glow red, as the blood moon heightens the accuracy of your attacks. Eff Until EONT, you can reroll any melee or close attack that misses, and you must use the second roll. |
| DLY | Nature’s GraveBlood Moon Stalker Attack 20 · PHB2Std Melee touchBeast Form, Implement, PrimalTgt One creature | You leap at the enemy in a furious attack. One of you will not walk away from this fight. Req You or tgt must be bloodied. · Atk Wis vs Reflex · Hit 6d10 + Wis dmg. Miss Half dmg. |
“No sound of my movement or sight of my scales will reach you. You’ll feel only the pierce of my fangs and the sting of my poison.”
You have mastered the form of the coiled serpent, a sleek, stealthy beast form that carries the promise of pain and poison for your enemies. Some druids keep their distance from serpentine beasts, but you recognize such creatures as being just as integral to the natural world as anything that has fur or feathers. You call on cold-eyed serpent spirits, and your connection to the cobra, the adder, and the python gives you a subtle magic.
As a coiled serpent, you gain abilities that let you grab creatures, deal poison damage, and move swiftly.
| ENC | Constricting CoilsCoiled Serpent Attack 11 · PrPStd Melee 1Beast Form, Implement, PrimalTgt One creature | You wrap your enemy in your coils, slowly crushing it. Atk Wis vs Reflex · Hit 2d6 + Wis dmg, and tgt is grabbed. Until EONT, while you are grabbing tgt, you gain a +5 pwr bonus to all defenses, and any attack that misses you hits tgt. |
| ENC | Serpent’s DashCoiled Serpent Utility 12 · PrPMove PersBeast Form, Primal | You slither off, causing your enemies to lose track of you as you mask yourself in shadow. Eff You shift 3 sq and gain concealment until EONT. |
| DLY | Dazing FangsCoiled Serpent Attack 20 · PrPStd Area burst 2 within 20 squaresImplement, Poison, PrimalTgt Each enemy in burst | You call serpent spirits that sink their fangs deep and deliver a poison that stupefies your foes and punishes them for their attacks. Atk Wis vs Will · Hit 3d8 poison dmg, and tgt is dazed (save ends). Until this effect ends, tgt takes 10 poison dmg whenever it attacks. Miss Half dmg, and tgt is dazed until EONT. |
“There are creatures from beyond this world that seek to destroy all that we have built. My task is to destroy them first.”
Ancient compacts and edicts protect the natural world from too much interference by gods and primordials. To many druids’ eyes, the greatest threat that now faces the world is not god or primordial, but alien creatures from the Far Realm that are not bound by the ancient laws. These creatures don’t necessarily want to destroy the world, but whether or not they mean to, they corrupt it simply by being in it. As a guardian of the Living Gate, you have sworn to seek out and kill aberrant creatures that have ties to the Far Realm and to seal any portals between that plane and the world. The mystical powers you learn on this path are generally useful for protecting your allies and bringing ruin to your enemies, but your charge is to use them to defend the natural world from forces that would corrupt and destroy it.
| ENC | First Ward of the Living GateGuardian of the Living Gate Attack 11 · PHB2Std Ranged 10Implement, PrimalTgt One creature | You evoke a curse that wracks your foe with pain and marks it and its companions as enemies of the primal spirits. Atk Wis vs Reflex · Hit 3d10 + Wis dmg. Until EONT, you gain a +2 bonus to the attack rolls of any primal attack powers you use against tgt and any enemy within 5 sq of it. |
| DLY | Second Ward of the Living GateGuardian of the Living Gate Utility 12 · PHB2Minor Close burst 5PrimalTgt One enemy in burst | You expunge the corrupting influence of your enemy from the world. Eff Until the end of the encounter, you and your allies gain a +4 bonus to saving throws against effects caused by tgt. |
| DLY | Third Ward of the Living GateGuardian of the Living Gate Attack 20 · PHB2Std Ranged 20Implement, PrimalTgt One creature | Your foe begins to dissipate as the primal spirits tear it apart. Atk Wis vs Will · Hit 4d10 + Wis dmg, and ongoing 10 dmg (save ends). Whenever tgt takes the ongoing dmg, it is knocked prone and each enemy within 5 sq of it takes 5 dmg. Miss Half dmg, and ongoing 5 dmg (save ends). |
“The Hidden Flame burns within us all. Draw on it for your fury, or I will call it out for your doom.”
According to druidic legend, the Hidden Flame is a spark of vigor and vitality that exists within every creature. Beasts, especially predatory mammals, are said to live in harmony with the Hidden Flame within them, calling upon it to fuel their hunting fury. When a creature lets the Hidden Flame burn out of control, the result is a mad savagery that is no more in harmony with the natural way of things than the behavior of those civilized folk who act as if no flame burns within them at all. You are a keeper of the Hidden Flame, able to tap into this wellspring of strength and bestial fury. By calling to the Hidden Flame in a creature, you can spur that creature into a frenzy that leaves no room for strategic or tactical thinking.
| ENC | Summon the BeastKeeper of the Hidden Flame Attack 11 · PHB2Std Ranged 5Implement, PrimalTgt One creature | Your foe howls with bestial rage, throwing itself into the fight and right into your trap. Atk Wis vs Will · Hit You pull tgt 5 sq and knock it prone. In addition, tgt is dazed until EONT. |
| ENC | Spark of FuryKeeper of the Hidden Flame Utility 12 · PHB2Minor Close burst 5PrimalTgt You and each ally in burst | You call on the wellspring of wrath that burns within you and your allies. For a critical moment, all of you fight with the ferocity of cornered beasts. Eff Until EONT, each target gains a +1 pwr bonus to attack rolls and a +2 pwr bonus to dmg rolls. |
| DLY | Spirit of the BeastKeeper of the Hidden Flame Attack 20 · PHB2Std Ranged 20Implement, PrimalTgt One creature | The spirit of the beast overwhelms your foe, driving it into a reckless rampage. Atk Wis vs Will · Hit Tgt is overwhelmed by a beast spirit (save ends). While overwhelmed by the spirit, tgt grants CA, can make melee attacks only, and must target your ally nearest to it when it attacks. In addition, it must make any OA it can. Tgt cannot make a saving throw against this effect if tgt has hit with a melee attack since the end of its last turn. Miss Tgt grants CA and must target your ally nearest to it when it attacks (save ends both). Tgt cannot make a saving throw against this effect if tgt has hit with a melee attack since the end of its last turn. |
“Insects don’t need to speak to communicate. Watch the way my swarm dances, and you’ll see the way.”
When you take on the form of an insect swarm, the insects glow with supernatural light. The stories of your ancestors tell of luminescent insects in primeval times, insects that led your ancestors through swamps and forests to safety. These creatures had no kindness for the enemies of your tribe and used their hypnotic lights to lead enemies astray, drowning them in deep bogs and abandoning them in animal dens. You, too, are a protector and an ally when you take on the shape of the luminescent swarm.
You can harness primal lights to bewilder and blind your enemies. Your attacks deal psychic damage and deliver effects that make it more difficult for your enemies to attack.
| ENC | Mystifying LightsLuminescent Swarm Attack 11 · PrPStd Close blast 5Beast Form, Implement, Primal, PsychicTgt Each creature in blast | You become a whirl of insects, glowing with a supernatural light that mesmerizes creatures before you. Atk Wis vs Will · Hit 2d6 + Wis psychic dmg, and you slide tgt 1 sq. Tgt is dazed until EONT. Eff You shift 1 sq for each target you hit. |
| DLY | Light of ClarityLuminescent Swarm Utility 12 · PrPMinor Close burst 2Primal, Zone | Primal light fills the air around you, revealing hidden creatures. Eff The burst creates a zone of bright light that lasts until EONT. Any creature within the zone can’t gain concealment or total concealment, and any creature that starts its turn within the zone can’t gain concealment or total concealment until the end of its next turn. Sust Minor The zone persists. · Spec You can use this power while you are in beast form. |
| DLY | Brilliant SwarmLuminescent Swarm Attack 20 · PrPStd Close burst 3Beast Form, Implement, Primal, RadiantTgt Each enemy in burst | Blinding light flashes around you as glowing insects swarm over your foes. Atk Wis vs Fortitude, Reflex, Will. You make one attack roll per target, comparing the result against all three defenses. A target suffers the effects associated with each defense that the attack hits. · Hit (Fortitude) Tgt takes ongoing 10 radiant dmg (save ends). · Hit (Reflex) You slide tgt 5 sq. · Hit (Will) Tgt is blinded (save ends). · Hit (Any) Tgt takes 1d8 + Wis radiant dmg for each of its defenses that the attack hits. |
“My companions and I are just a small part of a much larger pack, and we always hunt together.”
With each evocation you cast, you hear the distant growls and cries of your pack. They wait for your magic to call them forth into battle, and they are eager to fight. You strengthen them with your magic, and you draw power from them. You are at your mightiest when you stand at the head of your summoned pack.
When you summon the beasts of your pack, your evocations echo through them. Their wounds knit shut, and they leap to attack with a ferocity augmented by your primal magic. In turn, you draw on their feral strength to endure your enemy’s attacks and to strengthen your own.
| ENC | Alpha’s CommandPack Lord Attack 11 · PrPStd Melee touchBeast Form, Implement, PrimalTgt One creature | You don’t even have to snarl a command: your pack member takes your meaning from your bloody fangs. Atk Wis vs Reflex · Hit 2d8 + Wis dmg, and you command one of your summoned creatures to make one of its standard action attacks. If you don’t have a summoned creature present, roll a d20. If you roll 10 or higher, one ally within 5 sq of you can charge or make a basic attack as a free action. |
| DLY | Full PackPack Lord Utility 12 · PrPMinor PersPrimal | You and your summoned creatures howl in unison. Eff Until the end of the encounter, you can use a minor action once per round to command one of your summoned creatures to make one of its standard action attacks. |
“This isn’t a battle. It’s a hunt. And you’re not the hunter.”
Perhaps you were raised in the wilderness and learned to summon beasts to serve as your hunting companions. Perhaps your community needed protection, and you learned the ways of summoning animal guardians at a moment’s notice. Or it could be that you grew up hearing the whispers of animal spirits and are a master at calling them to your side. Whatever your route to the path of the primal summoner, you seek a mastery over summoned beasts that other druids do not possess. Some of your abilities help your beasts act on their instincts, whereas other abilities help you command those beasts with even greater skill.
The primal slayer that you learn to control at the peak of your power is an ancient spirit. It might not be the most mighty creature you learn to summon, but its ability to change its shape echoes the versatility of your power.
| ENC | Redfang ProphecyPrimal Summoner Attack 11 · PrPStd Ranged 5Implement, Primal, PsychicTgt One creature | You cause your enemy to feel teeth crunching through bone. Your summoned creature then heightens that enemy’s pain. Atk Wis vs Will · Hit 2d8 + Wis psychic dmg. Until EONT, your summoned creatures deal extra dmg against tgt = Wis. |
| DLY | Tightened ControlPrimal Summoner Utility 12 · PrPMinor PersPrimal, Stance | The bond between you and your summoned beasts grows stronger, strengthening them. Eff Until the stance ends, your summoned creatures gain a +2 pwr bonus to attack rolls and dmg rolls, except when such rolls are part of an instinctive effect. |
| DLY | Summon Primal SlayerPrimal Summoner Attack 20 · PrPStd Ranged 5Implement, Primal, Summoning | Fast, lethal, and capable of changing its shape, the primal slayer is an extension of your deadly will. Eff You summon a Large primal slayer in an unoccupied space within range. The primal slayer has speed 8. You can give the primal slayer the following special commands. On the turn you summon the primal slayer, you give either command as part of using this power. Std The primal slayer changes size to Large if it was Medium and gains a burrow speed of 6, and it then shifts 2 sq and attacks: melee 2; targets one or two creatures; Wis vs AC; 2d12 + Wis dmg. · Std The primal slayer changes size to Medium if it was Large and gains a fly speed of 8 and can hover, and it then shifts 2 sq and attacks: melee 1; targets one creature; Wis vs Reflex; 3d10 + Wis dmg. · Instinct If you haven’t given the primal slayer any commands by the end of your turn, it attacks a bloodied enemy if it can. Otherwise, it attacks an adjacent enemy. It makes the first attack if it is Medium and the second if it is Large. |
“The eagle is the perfect predator. Not bound to earth, it hunts like a primal spirit in the world.”
Although the Primal Beast usually appears as a mammalian predator, some aspects of the Primal Beast soar through the sky on feathered wings, hunting prey from the air. Eagles, hawks, and falcons are no less fierce predators than panthers and wolves, and some druids assume their forms to fly after their own prey. You are such a druid, a sky hunter who emulates birds of prey in your beast form. Your beast form can’t always fly, but it can take to the air from time to time. Some sky hunters assume a beast form a little like a cockatrice — a stalking predator with primitive wings that allow it to fly in short bursts. Others retain their normal beast form but change momentarily into a bird form when they use their sky hunter powers.
| ENC | Blinding TalonsSky Hunter Attack 11 · PHB2Std PersBeast Form, Implement, PrimalTgt One creature | Changing into a flying raptor’s form, you swoop at your enemy’s eyes. Eff You assume the form of an eagle that is your size, fly twice your speed, and make the following melee touch attack at any point during the movement. You don’t provoke an OA for moving away from the attack’s target. After the attack, you return to your normal beast form. · Atk Wis vs Reflex · Hit 1d10 + Wis dmg, and tgt is blinded until EONT. |
| DLY | Soaring FalconSky Hunter Utility 12 · PHB2Free PersPrimal | You can take the form of a swift bird of prey to soar above your foes. Eff Until the end of the encounter, you can use wild shape to assume the form of a Tiny falcon. In this form, you gain a fly speed equal to your speed. You also gain a +5 bonus to Perception checks and a +4 bonus to AC against OAs. You can’t attack, pick up anything, or manipulate objects. Until this power ends, you can use wild shape to change among this form, another beast form, and your humanoid form. Prereq You must have the wild shape power. |
| DLY | Primal EagleSky Hunter Attack 20 · PHB2Std PersBeast Form, Implement, Primal, ThunderTgt Each enemy in burst | You transform into a dire eagle, swooping from the air to batter your foes with the thunder of your wings. Eff You assume the form of an eagle that is your size, fly your speed, and then make the following attack, which is a close burst 5. You then return to your normal beast form. Until the end of the encounter, while you are in beast form you can assume this eagle form and fly your speed as a move action. At the end of that action, you must land, and you return to your normal beast form. · Atk Wis vs Fortitude · Hit 4d6 + Wis thunder dmg, and tgt is slowed (save ends). · Miss Half dmg, and tgt is slowed until EONT. |
“Stillness is death. Touch the wind and live.”
Many of the world’s languages use words for “spirit” and “breath” that are related to each other. Whereas other primal magicians mostly consort with the spirits behind the world’s creatures and things, you have befriended one of the ancient winds. The Spiral Wind carries the secrets of life in its twists; look at any humanoid fingerprint, and you’ll see the spirals that mark where the wind entered to give the person life.
You have learned to call the Spiral Wind when you and your allies have need of its healing powers. You won’t be mistaken for a cleric or a shaman, but your allies have learned that a sudden breeze might be a sign of your allied wind’s arrival.
The Spiral Wind has more to do with the people of the wilderness than with the beasts, and you are more comfortable in humanoid form than in beast form. You can still change shape, but most of the powers and features that rely on the Spiral Wind work only when you are in your humanoid form.
| ENC | Spiral GustSpiral Wind’s Ally Attack 11 · PrPStd Close blast 3Healing, Implement, PrimalTgt Each enemy in blast | Your wind blasts in crisscrossing funnels, whirling into your enemies and wafting your allies renewed breath. Atk Wis vs Reflex · Hit 2d6 + Wis dmg, and an ally adjacent to tgt regains HP = Wis. |
| ENC | Releasing BreathSpiral Wind’s Ally Utility 12 · PrPImm React Ranged 10PrimalTgt The triggering ally | As your friend catches his or her breath, wind gusts past, making you and your allies harder to see. Trig An ally within 10 sq of you uses his or her second wind · Eff Tgt and each ally within 5 sq of him or her gain concealment until EONT. |
| DLY | Three Shifting WindsSpiral Wind’s Ally Attack 20 · PrPStd Close blast 5Healing, Implement, Primal; VariesTgt Each enemy in blast | The Spiral Wind calls on its cold or thunderous cousins to help you or takes its spiral path one twist further and explodes into radiance. Atk Wis vs Reflex · Hit 4d10 + Wis dmg of the type you chose. Spec Choose cold, radiant, or thunder whenever you use this power. Your choice determines both the power’s dmg type and an effect. · Miss Half dmg. · Effect (Cold) Each target is slowed (save ends). · Effect (Radiant) Each ally in the blast regains HP = Wis + one-half your level. · Effect (Thunder) One target of your choice is dazed until EONT. |
“Once the storm begins, no mortal force can halt it.”
The might of primal storms—furious things of lightning, thunder, and rain—courses through your magic. Few druids walk the path of the storm speaker, for it is fraught with indomitable forces that can be channeled only temporarily, rather than truly controlled. The storm speaker dabbles with primal powers that dance and surge across the sky, free of all fetters.
Storm speakers seek out broad plains, the better to see and study storms that sweep across the sky. Their lodges are marked by tall spikes of iron marked with yellow and blue runes. During a storm, a speaker meditates within one of these lodges, allowing his or her mind to wander among the winds and rain. If the storms are open to sharing their secrets, bolts of lightning strike the iron spikes, sending waves of primal energy over the speaker, fortifying his or her power.
| ENC | Storm BeastStorm Speaker Attack 11 · PrPStd Close blast 3Beast Form, Implement, Lightning, PrimalTgt Each enemy in blast | With a great roar, you unleash the fury of a primal storm. Lightning dances around you and strikes your enemies. Atk Wis vs Reflex · Hit 2d6 + Wis lightning dmg, and you gain a +2 pwr bonus to attack rolls against tgt until EONT. |
| DLY | Shield of GalesStorm Speaker Utility 12 · PrPMinor PersPrimal | A funnel cloud forms around you, knocking aside your enemies and shielding you from harm. Eff Until the end of the encounter, you gain a +2 pwr bonus to all defenses. When any enemy ends its turn adjacent to you, you can slide that enemy 1 sq as a free action. |
| DLY | Storm ChildStorm Speaker Attack 20 · PrPStd Close burst 3Implement, Lightning, Primal, ThunderTgt One, two, or three enemies in burst | For a short time, you become a child of storms. Thunder booms as lightning crackles around you, launching at your enemies. Atk Wis vs Reflex · Hit 3d8 + Wis lightning and thunder dmg. · Miss Half dmg. Eff Until the end of the encounter, you can make the following attack once per round, either in your humanoid form or in your beast form. Minor Close burst 5 · Tgt One creature in burst · Atk Wis vs Reflex · Hit 1d8 + Wis lightning dmg. |
“For you, despoiler, these seeds are a promise of death.”
As a druid who assumes swarm shapes, you have already mastered complex magic that maintains your identity even while you are dispersed in the form of many insects. Your new path focuses on gaining greater control of the individuals that compose your swarm forms. Most druids work with one swarm shape at a time, but you mix many different types of seeds, leaves, insects, and other natural things into a supremely flexible form, which adapts to any challenge.
Many of your powers take advantage of the whirling wings of the seeds called samaras or the buzzing wings of insects. You can take flight as smoothly as you shift into beast form, then send pieces of yourself whirling among your allies to protect them from harm.
| ENC | Protective SpiralWhirling Samara Attack 11 · PrPStd Melee 2Beast Form, Implement, PrimalTgt One or two creatures | The whirling wings of your swarm form extend out, cutting your enemies before spiraling protectively around your friend. Atk Wis vs Reflex · Hit 2d10 + Wis dmg. An ally within 2 sq of you gains temp HP = Wis. |
| ENC | Dark WingsWhirling Samara Utility 12 · PrPFree PersBeast Form, Primal | Pieces of your beast form cling heavily to any who dare slash at you. Trig You use wild shape to change into beast form · Eff Until EONT, you become insubstantial and can move through enemies’ spaces while you are in beast form. |
| DLY | Great Winged SamaraWhirling Samara Attack 20 · PrPStd Close blast 5Implement, PrimalTgt Each enemy in blast | Seeds erupt around you, blinding your enemies and then whirling around you, ready to blind again. Atk Wis vs Reflex · Hit 3d10 + Wis dmg, and tgt is blinded (save ends). Eff Until the end of the encounter, you gain two benefits while you are in beast form: You can shift 2 sq as a minor action, and whenever you score a critical hit against an enemy, that enemy is blinded (save ends). |
Druid (PHB2 + Primal Power) —