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CLASS TRAITS
Role: Controller. Your beast form gives you access to
powers that provide control at close range, while
your humanoid form allows you to hinder your
opponents from a distance. Depending on your
choice of class features and powers, you might lean
toward either leader or striker as a secondary role.
Power Source: Primal. You have gained your powers
through a careful study of and communion with the
natural world.
Key Abilities: Wisdom, Dexterity, Constitution
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DRUID
Primal Beast of which all earthly beasts are fractured
Druids have the following class features. images. You choose a specific form whenever you use
wild shape, and that form has no effect on your game
Balance of Nature statistics or movement modes.
Some druids favor being in beast form, while others Your choice of Primal Aspect might suggest a
prefer being in humanoid form. However, just as specific form you prefer to assume, and certain beast
druids seek balance in the world between divine and form powers specify changes to your form when you
primordial forces, druids pursue balance within their use them. You might also resemble a more exotic
own minds and bodies. beast when youre in beast form: a reptile such as a
You begin with three at-will attack powers. rage drake or a crocodile, or a fantastic beast such as
Throughout your career, at least one of those powers, an owlbear or a bulette.
and no more than two, must have the beast form key-
word. By this means, you have access to useful attacks
in either beast form or humanoid form.
Implements
Druids employ staffs and totems as a means of focus-
ing their primal energy. When you wield a magic
Primal Aspect staff or a magic totem, you can add its enhancement
Druidic lore speaks of the Primal Beast, the first bonus to the attack rolls and the damage rolls of
spirit of the worlds noble predators. A formless thing druid powers and druid paragon path powers that
of shadows, fur, feathers, and claws, this creature have the implement keyword. Without an implement,
appears in many druids visions, and they speak of you can still use these powers.
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 Creating a Druid
manifest with your powers. Druids rely on Wisdom, Dexterity, and Constitution
Choose one of these options. Your choice provides for their powers. You can choose any powers you like,
bonuses to certain druid powers, as detailed in those but many druids choose powers that complement
powers. their choice of Primal Aspect.
Primal Guardian: While you are not wearing
heavy armor, you can use your Constitution modifier Guardian Druid
in place of your Dexterity or Intelligence modifier to As a guardian druid, you are a protector of the land
determine your AC. and those who rely on it. Yours is the magic of earth,
Primal Predator: While you are not wearing forest, and sky, the enduring aspects of nature that
heavy armor, you gain a +1 bonus to your speed. outlive any mortal tyrant. Your powers incline you
toward leader as a secondary role. Wisdom should be
Ritual Casting your highest ability score, since your attack powers
You gain the Ritual Caster feat as a bonus feat, allow- rely on it, but make Constitution your second-best
ing you to use magical rituals. You own a ritual book,
and it contains two rituals of your choice that you
have mastered: Animal Messenger (Players Handbook, DRUID OVERVIEW
page 300) and another 1st-level ritual. Characteristics: You combine a number of potent
Once per day, you can use Animal Messenger ranged and area powers with the ability to take beast
without expending components. form and bring the fight directly to your foes. Depending
on the powers you choose, you can spend more combat
Wild Shape time in beast form or more in your humanoid form.
As a druid, you have the ability to channel the primal Religion: Most druids do not worship the gods of the
energy of beasts into your physical form and trans- Astral Sea, instead orienting their lives and beliefs around
form into a beast. You have an at-will power, wild the primal spirits of nature. It might be misleading to call
shape, that allows you to assume the form of a beast, their relationship with these spirits worship, but druids
and many druid powers have the beast form keyword invoke the spirits in times of passage, implore them for
(page 219) and therefore can be used only while you aid, and appease them with offerings of burned food or
are in beast form. spilled blood.
The wild shape power lets you assume a form of Races: Elves and razorclaw shifters make excellent
your size that resembles a natural or a fey beast, predator druids, combining native insight and attunement
usually a four-legged mammalian predator such to nature with grace and agility. Dwarves excel as guardian
as a bear, a boar, a panther, a wolf, or a wolverine. druids; goliath and human druids often follow that path
Your beast form might also be an indistinct shape as well.
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DRUID
Druid Attack 1 Druid Attack 1
You hurl a seed infused with primal energy at your foes. When Barbed vines whip out from the wood of your staff or totem to
it strikes the ground, the seed explodes in a fiery burst. lash and ensnare your prey.
At-Will Fire, Implement, Primal, Zone At-Will Implement, Primal
Standard Action Ranged 10 Standard Action Ranged 10
Target: One creature Target: One creature
Attack: Wisdom vs. Reflex Attack: Wisdom vs. Fortitude
Hit: 1d6 fire damage, and the squares adjacent to the Hit: 1d8 + Wisdom modifier damage, and you pull the
target become a fiery zone that lasts until the end of target 2 squares.
your next turn. Any enemy that enters the zone or Level 21: 2d8 + Wisdom modifier damage.
starts its turn there takes fire damage equal to your
Wisdom modifier.
Level 21: 2d6 fire damage.
Level 1 Encounter Evocations
Cull the Herd Druid Attack 1
Grasping Claws Druid Attack 1
Your feral glare rends your foes mind with a sense of doom and
You rend and tear your foe with your claws, leaving it unable to drags that foe toward your claws.
escape your next assault.
Encounter Beast Form, Charm, Implement, Primal,
At-Will Beast Form, Implement, Primal Psychic
Standard Action Melee touch Standard Action Ranged 5
Target: One creature Target: One creature
Attack: Wisdom vs. Reflex Attack: Wisdom vs. Will
Hit: 1d8 + Wisdom modifier damage, and the target is Hit: 2d8 + Wisdom modifier psychic damage, and you pull
slowed until the end of your next turn. the target 3 squares.
Level 21: 2d8 + Wisdom modifier damage.
Special: This power can be used as a melee basic attack.
Darting Bite Druid Attack 1
With quickness and cunning, you bite your enemies and dodge
Pounce Druid Attack 1
to avoid a counterattack.
You leap at your foe, catching it off guard.
Encounter Beast Form, Implement, Primal
At-Will Beast Form, Implement, Primal Standard Action Melee touch
Standard Action Melee touch Target: One or two creatures
Target: One creature Attack: Wisdom vs. Reflex
Attack: Wisdom vs. Reflex Hit: 1d10 + Wisdom modifier damage. If at least one of
Hit: 1d8 + Wisdom modifier damage. The target grants the attacks hits, you can shift 2 squares.
combat advantage to the next creature that attacks it Primal Predator: The number of squares you can shift
before the end of your next turn. equals your Dexterity modifier.
Level 21: 2d8 + Wisdom modifier damage.
Special: When charging, you can use this power in place of
a melee basic attack.
Frost Flash Druid Attack 1
You blast your enemy with cold that leaves it frozen in place.
Savage Rend Druid Attack 1 Encounter Cold, Implement, Primal
Standard Action Ranged 10
You rake your foe with your claws, setting it up for the kill.
Target: One creature
At-Will Beast Form, Implement, Primal Attack: Wisdom vs. Fortitude
Standard Action Melee touch Hit: 1d6 + Wisdom modifier cold damage, and the target
Target: One creature is immobilized until the end of your next turn.
Attack: Wisdom vs. Reflex Primal Guardian: The attack deals extra damage equal to
Hit: 1d8 + Wisdom modifier damage, and you slide the your Constitution modifier.
target 1 square.
Level 21: 2d8 + Wisdom modifier damage.
Special: This power can be used as a melee basic attack.
Twisting Vines Druid Attack 1
Vines and roots erupt from the ground around nearby creatures.
Storm Spike Druid Attack 1 Encounter Implement, Primal
Standard Action Area burst 1 within 10 squares
A bolt of lightning spears your foe and charges the air around
Target: Each creature in burst
it. If your enemy doesnt move away, a second spark will erupt
Attack: Wisdom vs. Reflex
around it.
Hit: 1d8 + Wisdom modifier damage, and each square
At-Will Implement, Lightning, Primal adjacent to the target becomes difficult terrain until the
Standard Action Ranged 10 end of your next turn.
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier lightning damage. If the
target doesnt move at least 2 squares on its next turn,
it takes lightning damage equal to your Wisdom modifier.
Level 21: 2d8 + Wisdom modifier damage.
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DRUID
Druid Attack 3 Druid Attack 5
Bolts of lightning spear your foes as thunder rumbles around You transform into a dire wolverine, snapping and biting at any
them, distracting them and threatening to blast them if they foe foolish enough to attack you. Your fierce attack on a nearby
move away. foe rips muscle and tendon, slowing its movement.
Encounter Implement, Lightning, Primal, Thunder, Daily Beast Form, Implement, Primal
Zone Standard Action Melee touch
Standard Action Area burst 1 within 10 squares Target: One creature
Target: Each creature in burst Attack: Wisdom vs. Reflex
Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier damage, and ongoing 5
Hit: 1d8 + Wisdom modifier lightning damage. damage (save ends).
Effect: The burst creates a zone of rumbling thunder that Miss: Half damage.
lasts until the end of your next turn. While within the Effect: Until the end of the encounter, while you are in
zone, any enemy takes a 2 penalty to attack rolls, and any beast form and are able to take actions, any enemy that
enemy that leaves the zone takes 5 thunder damage. makes a melee attack against you takes damage equal to
your Constitution modifier.
Predators Flurry Druid Attack 3
You dart across the battlefield, attacking your foes as you slip Roar of Terror Druid Attack 5
through their ranks. Your roar is the voice of the Great Bear, striking terror into
Encounter Beast Form, Implement, Primal every heart.
Standard Action Melee touch Daily Beast Form, Fear, Implement, Primal, Psychic
Primary Target: One creature Standard Action Close blast 5
Primary Attack: Wisdom vs. Reflex Target: Each creature in blast
Hit: 1d6 + Wisdom modifier damage, and the primary Attack: Wisdom vs. Will
target is dazed until the end of your next turn. Hit: 2d6 + Wisdom modifier psychic damage, and the
Effect: You shift 2 squares and then make a secondary target is dazed (save ends).
attack. Miss: Half damage, and the target is dazed until the end of
Primal Predator: The number of squares you shift equals your next turn.
your Dexterity modifier.
Secondary Target: One creature other than the primary
target
Secondary Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier damage, and the secondary
target is dazed until the end of your next turn.
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DRUID
Grasping Earth Druid Attack 23 Ferocious Maul Druid Attack 25
The earth itself grabs at your enemies, holding them in place for In a flurry of bestial savagery, you tear into your foe, knocking it
your claws to tear at them. prone, sapping its strength, and tossing it away.
Encounter Implement, Primal Daily Beast Form, Implement, Primal
Standard Action Area burst 2 within 20 squares Standard Action Melee touch
Target: Each creature in burst Target: One creature
Attack: Wisdom vs. Will Primary Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier damage, and the target is Hit: You knock the target prone.
immobilized until the end of your next turn. Effect: Make a secondary attack against the target.
Primal Predator: Until the end of your next turn, while Secondary Attack: Wisdom vs. Will
you are in beast form you gain a bonus to attack rolls Hit: The target is weakened (save ends).
against the target equal to your Dexterity modifier. Effect: Make a tertiary attack against the target.
Tertiary Attack: Wisdom vs. Fortitude
Primal Roar Druid Attack 23 Hit: You push the target a number of squares equal
to your Constitution modifier, and the target is dazed
Your earthshaking roar blasts your enemies ears and minds,
(save ends).
sending them sprawling.
Effect: The target takes 2d10 + your Wisdom modifier
Encounter Beast Form, Implement, Primal, Psychic damage. If all three attacks hit, the target takes extra
Standard Action Close blast 5 damage equal to your Dexterity modifier.
Target: Each enemy in blast
Attack: Wisdom vs. Will
Hit: 2d8 + Wisdom modifier psychic damage, and the
target is knocked prone and deafened until the end of
your next turn.
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DRUID
Druid Attack 27 Druid Attack 29
You jump at your enemy, maul it with your claws, and then leap As your foe catches your gaze, you call up the beast inside it and
to the next foe. take control.
Encounter Beast Form, Implement, Primal Daily Beast Form, Charm, Implement, Primal, Psychic
Standard Action Melee touch Standard Action Ranged 10
Effect: Before the attack, you shift 3 squares. Target: One creature
Primal Predator: The number of squares you shift equals Attack: Wisdom vs. Will
1 + your Dexterity modifier. Hit: The target is dominated (save ends).
Target: Each enemy within reach during the shift Aftereffect: 3d10 + Wisdom modifier psychic damage.
Attack: Wisdom vs. Reflex Miss: The target is dazed (save ends).
Hit: 1d10 + Wisdom modifier damage, and the target is Aftereffect: 2d10 + Wisdom modifier psychic damage.
dazed until the end of your next turn.
Lifeleech Thorns Druid Attack 29
Polar Blast Druid Attack 27 Your enemies struggle to free themselves from the roots that
You channel the force of the northern wastes into a blast of trap them, even as you draw the life from them to heal your own
freezing wind. wounds.
Encounter Cold, Implement, Primal Daily Healing, Implement, Primal
Standard Action Close blast 5 Standard Action Area burst 2 within 20 squares
Target: Each creature in blast Target: Each creature in burst
Attack: Wisdom vs. Reflex Attack: Wisdom vs. Reflex
Hit: 3d8 + Wisdom modifier cold damage, and the target Hit: The target is immobilized and weakened and takes
is immobilized until the end of your next turn. ongoing 10 damage (save ends all). You regain hit points
Primal Guardian: Until the end of your next turn, the equal to your Constitution modifier for each target you
target also gains vulnerability to all damage equal to your hit with this power.
Constitution modifier. Aftereffect: 3d8 + Wisdom modifier damage.
Miss: 1d10 + Wisdom modifier damage, and the target is
weakened (save ends).
Level 29 Daily Evocations
Blinding Blizzard Druid Attack 29 Primal Archetype Druid Attack 29
Polar winds and snow move across the battlefield as you direct. No longer an imperfect reflection of the Primal Beast, your
beast form becomes a true expression of the first predator.
Daily Cold, Implement, Primal, Zone
Standard Action Area burst 2 within 20 squares Daily Beast Form, Implement, Primal
Primary Target: Each creature in burst Standard Action Melee touch
Primary Attack: Wisdom vs. Fortitude Target: One or two creatures
Hit: 4d6 + Wisdom modifier cold damage, and the Attack: Wisdom vs. Reflex. You gain a +2 bonus to the
primary target is blinded (save ends). attack roll against a bloodied target.
Miss: Half damage. Hit: 2d6 + Wisdom modifier damage, and the target is
Effect: The burst creates a zone of snow that lasts until stunned (save ends).
the end of your next turn. While the zone persists, you Miss: Half damage, and the target is stunned until the end of
can make the following secondary attack, using a square your next turn.
within the zone as the attacks origin square. Effect: Until the end of the encounter, while you are in
Opportunity Action Close burst 1 beast form you gain a +4 bonus to speed and a +2 bonus
Trigger: A creature enters the zone or starts its turn there to attack rolls against bloodied targets, and you can shift
Secondary Target: The triggering creature in burst 2 squares as a move action.
Secondary Attack: Wisdom vs. Reflex
Hit: The secondary target is restrained until the end of
your next turn.
Sustain Minor: The zone persists.
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D R U I D PA R AG O N PAT H S
Guardian of the Living Gate
Living Gate Evocations
There are creatures from beyond this world that seek
First Ward Guardian of the Living Gate Attack 11
to destroy all that we have built. My task is to destroy
them first. of the Living Gate
You evoke a curse that wracks your foe with pain and marks it
and its companions as enemies of the primal spirits.
Prerequisite: Druid
Encounter Implement, Primal
Standard Action Ranged 10
Ancient compacts and edicts protect the natural
Attack: Wisdom vs. Reflex
world from too much interference by gods and pri- Target: One creature
mordials. As much as primordials, as well as demons, Hit: 3d10 + Wisdom modifier damage. Until the end of
might like to tear the world apart and draw it back your next turn, you gain a +2 bonus to the attack rolls of
into the Elemental Chaos from which it was made, any primal attack powers you use against the target and
their power is limited. To many druids eyes, the any enemy within 5 squares of it.
greatest threat that now faces the world is not god or
primordial, but alien creatures from the Far Realm Second Ward Guardian of the Living Gate Utility 12
that are not bound by the ancient laws. These crea- of the Living Gate
tures dont necessarily want to destroy the world, but You expunge the corrupting influence of your enemy from the
whether or not they mean to, they corrupt it simply by world.
being in it. Daily Primal
As a guardian of the Living Gate, you have sworn Minor Action Close burst 5
to seek out and kill aberrant creatures that have ties Target: One enemy in burst
to the Far Realm and to seal any portals between Effect: Until the end of the encounter, you and your allies
gain a +4 bonus to saving throws against effects caused
that plane and the world. You might have joined an
by the target.
order of like-minded druids (the organization known
as the Circle of the True is the largest such order), or
Third Ward Guardian of the Living Gate Attack 20
you might have found your own way into the esoteric
knowledge of the Living Gate. The mystical powers of the Living Gate
you learn on this path, starting with the first ward Your foe begins to dissipate as the primal spirits tear it apart.
of the Living Gate, are generally useful for protect- Daily Implement, Primal
ing your allies and bringing ruin to your enemies, Standard Action Ranged 20
Target: One creature
but your charge is to use them to defend the natural
Attack: Wisdom vs. Will
world from forces that would corrupt and destroy it. Hit: 4d10 + Wisdom modifier damage, and ongoing 10
damage (save ends). Whenever the target takes the
Guardian of the Living Gate ongoing damage, it is knocked prone and each enemy
within 5 squares of it takes 5 damage.
Path Features Miss: Half damage, and ongoing 5 damage (save ends).
Guardian Action (11th level): When you spend
an action point to take an extra action, you or an ally
within 5 squares of you can make a saving throw
with a +5 bonus.
Entwining Evocation (11th level): When you
make an area attack, you gain combat advantage
against each target that has no creatures adjacent
to it.
Enduring Spirit (16th level): Once per round,
when you fail a saving throw, an ally within 5 squares
of you can make a saving throw.
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D R U I D PA R AG O N PAT H S
The eagle is the perfect predator. Not bound to earth, it
hunts like a primal spirit in the world.
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