Necrotic Druid (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Scales.png This page is of questionable balance. Reason: Crazy good progressions, abilities that grant overpowered static bonuses, and the optimized versatility of this class is way to much.


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance


Necrotic Druid[edit]

Life and Death. One in the same. A Necrotic Druid uses death and life to advance his own means.

Making a Necrotic Druid[edit]

Races: Any but mainly Human.

Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.

Table: The Necrotic Druid

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Mother Cyst, Flesh Runes, Aerial Form 4 2
2nd +1 +3 +0 +3 Blood Magic 5 3
3rd +2 +3 +1 +3 Trackless Step 5 4 2
4th +3 +4 +1 +4 Graft Flesh 6 4 3
5th +3 +4 +2 +4 Predator Form 6 4 3 1
6th +4 +5 +2 +5 Death Master 6 4 4 2
7th +5 +5 +2 +5 6 4 4 2 1
8th +6/+1 +6 +3 +6 Venom Immunity 6 4 4 3 2
9th +6/+1 +6 +3 +6 6 5 4 3 2 1
10th +7/+2 +7 +3 +7 Ferocious Slayer Form 6 5 4 4 2 2
11th +8/+3 +7 +4 +7 6 5 5 4 3 2 1
12th +9/+4 +8 +4 +8 Craft Construct 6 5 5 5 4 3 2
13th +9/+4 +8 +4 +8 6 5 5 5 4 4 3 1
14th +10/+5 +9 +5 +9 Bloodied Empower 6 5 5 5 4 4 3 2
15th +11/+6/+1 +9 +5 +9 6 5 5 5 4 4 3 2 1
16th +12/+7/+2 +10 +5 +10 6 5 5 5 4 4 4 3 2
17th +12/+7/+2 +10 +6 +10 Bloodied Maximize 6 5 5 5 5 4 4 4 3 1
18th +13/+8/+3 +11 +6 +11 6 5 5 5 5 5 4 4 4 2
19th +14/+9/+4 +11 +6 +11 6 5 5 5 5 5 4 4 4 3
20th +15/+10/+5 +12 +6 +12 Deathless Master’s Touch 6 5 5 5 5 5 4 4 4 4


Class Skills The druid’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).

Class Features[edit]

Flesh Runes: A Necrotic Druid does not use a spell book; instead, he inscribes the arcane formula required for his spells deeply into his skin. These runes allow him to channel his lifeblood into the magic he wields. This does away with the need for verbal and somatic spell components. The scars make the Necrotic Druid suffer a -4 penalty on his Disguise check to hide the fact that he is a Necrotic Druid. Anyone who does see the runes however does not necessarily realize their significance, which requires a DC 25 Knowledge (Arcana) check. These runes must be updated every time the Druid gains a new spell level.

Mother Cyst: You grow an internal cyst of undead flesh called a mother cyst. The cyst may be noticeable as a discolored swelling on your skin, if desired. The mother cyst is slightly painful, but otherwise isn't harmful. The mother cyst grants you access to a selection of cyst-related spells listed below. You cast these spells like any other spell you can cast, once you host a mother cyst (if you are a caster who prepares spells, you can prepare all necrotic cyst spells without referring to a spellbook, as if you had the Spell Mastery feat for each such spell). Necrotic Cyst Spells: 1st--necrotic awareness; 2nd--necrotic cyst, necrotic scrying; 3rd--necrotic bloat; 4th--necrotic domination; 5th--necrotic burst; 6th--necrotic eruption; 7th--necrotic tumor; 8th--necrotic empowerment; 9th--necrotic termination.

Aerial Form: At 1st level, you can shapeshift into a flying creature. Traditionally resembling an eagle, vulture, or bat, the aerial form enables fast travel and the ability to soar out of harm's way. While in aerial form, you gain a primary talon attack that deals 1d6 points of damage. You have the reach of a long creature of your size (5 feet for Small or Medium). You gain a +2 enhancement bonus to Dexterity and a +2 enhancement bonus on Reflex saves, and your natural armor bonus improves by 4. You gain a fly speed of 40 feet (good maneuverability).

Blood Magic: At 2nd level a Necrotic Druid gains the ability to turn his life force (his blood) directly into the raw magical energy required to power a spell. He can opt to take an amount of damage equal to the spells levelx2 to spontaneously cast a spell without expending spell slots as a full round action. If the Necrotic Druid dies from this hitpoint loss, then the last spell still functions normally. A Necrotic Druid can cast as many spells a day with Blood Magic equal to his Constitution modifier.

Trackless Step: Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Graft Flesh: At 4th level the Druid gains the feat Graft Flesh. The Necrotic Druid can graft human, undead, and animal flesh.

Predator Form: At 5th level the Druid can take on a predator form. This form, traditionally that of a wolf, panther, or other predatory mammal.

While in predator form, you gain a primary bite attack that deals 1d8 points of damage. You have the reach of a long creature of your size (5 feet for Small or Medium). You gain a +4 enhancement bonus to Strength, and your natural armor bonus improves by 6. Your base land speed becomes 40 feet.

At 7th level, you gain Mobility as a bonus feat whenever you are in predator form (even if you don't meet the prerequisites).

Death Master: At 6th level the Druid gains the Death Master feat: Whenever you score a critical hit with an attack against a living for, that foe is shaken for 1 minute. This is a mind-affecting, fear effect.

Venom Immunity: At 8th level, a druid gains immunity to all poisons.

Ferocious Slayer Form: At 10th level, you can shapeshift into a large and fierce predatory form, such as a tiger, brown bear, or dire wolf. While in ferocious slayer form, you gain a primary bite attack that deals 1d10 points of damage and two secondary claw attacks that each deal 1d8 points of damage. Your size increases by one category (to a maximum of Colossal), and you have the reach of a long creature of your size (5 feet for Medium or Large). You gain a +8 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude saves, and your natural armor bonus improves by 8. Your base land speed changes to 40 feet.

Craft Construct: At 12th level, a Druid gains the craft construct feat but it is limited to flesh golem only. The druid can use a mix of animal, human, and undead parts.

Bloodied Empower: At 14th level a Druid may prepare a spell with the metamagic feat Empower Spell even if he does not posses it. The level of the spell is raised as normal. Upon casting the spell, he takes 5 points of damage. If this spell was cast with the Blood Magic class feature, then it costs twice as much total hit point damage to the caster.

Bloodied Maximize: At 17th level a Druid may prepare a spell with the metamagic feat Maximize Spell even if he does not posses it. The level of the spell is raised as normal. Upon casting the spell, he takes 10 points of damage. If this spell was cast with the Blood Magic class feature, then it costs twice as much total hit point damage to the caster.

Deathless Master’s Touch: At 20th level a living foe of up to one size category larger than a necrotic druid hit by the any touch attack by a Necrotic Druid must succeed on a Fortitude save or die. A slain creature automatically animates 1 round later as a flesh golem and is under the druids control as if he had created it. Any successful attack by a golem created with this abily causes the victim to be implanted with a necrotic cyst.

Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume.

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones.


Spells: A necrotic druid can cast any divine spells.



Back to Main Page3.5e HomebrewClassesBase Classes

Home of user-generated,
homebrew pages!


Advertisements: