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ForgettableNPC
10-13-2017, 12:00 AM
Realized that while we have Druid trees that focus on beast forms and spellcasting, we have absolutely nothing on Druid abilities focusing around plants.
So I present to you: Holt Warden! Adapted for DDO. (Will probably need balance)

Core Enhancements:

Core 1: Plant Affinity - +0.5 HP per AP spent in Holt Warden tree. +2 to Melee Power for every Core Enhancement you have while in any Tree form. (1 AP)

Core 2: Treant Form - Add Wild Shape: Treant to your list of Wild Shape Feats. While in Treant Form, you gain +2 Strength and Constitution, -4 to Dexterity. (1 AP)
Your race is considered to be a Plant while in Treant Form.
Your Base Attack Speed is 20% slower, -10% to Movement Speed.
Your Natural Attacks do 2d6 damage, deal glancing blows, and do Bludgeoning damage, and critically hit for triple damage on a roll of 20.

Core 3: Forest Ferocity - Gain +10% Base Attack Speed in Tree form (Added to the -20% penalty) (1 AP)

Core 4: Fist of the Forest - Your Natural Attacks in Tree Form are improved by one die. (i.e. 2d6 to 3d6) (1 AP)

Core 5: Elder Treant Form - Add Wild Shape: Elder Treant to your list of Wild Shape Feats. While in Elder Treant Form, you gain +4 Strength and Constitution, -4 to Dexterity. (1 AP)
Your race is considered to be Plant while in Elder Treant Form.
Your Base Attack Speed is 20% slower, -10% to Movement Speed.
Your Natural Attacks do 2d10 damage, deal glancing blows, and do Bludgeoning damage, and critically hit for quadruple damage on a roll of 20.

Core 6: Champion of the Green - +2 to Strength and Constitution, and while in Tree Form, gain +10% Base Attack Speed and +10% Doublestrike. (1 AP)


Tier 1 Enhancements:

Nature's Wrath I: +1 attack, damage, and +2 to Melee Power while in Tree Form. (2 AP)

Woodland Stride: +1% Bonus to Movement Speed per Druid level (2 AP)

Weathered Bark: +2/4/6 to all Energy Resistances (1/1/1 AP)

Slam: Make an attack that deals +1/2/3[W] damage to enemies around you and give them -1/2/3 to their Balance and Fortitude Saves. This ability gets double bonus from the associated ability your character uses to deal damage. (Cooldown: 12/9/6 seconds) (1/1/1 AP)

Nature Sense: +1/2/3 bonus to Spot and Listen, +1 use of Wild Empathy and Improved Wild Empathy at rank 3. (1/1/1 AP)


Tier 2 Enhancements:

Nature's Wrath II: +1 attack, +2 damage and +2 Melee Power while in Tree Form. (2 AP) (Prerequisite: Nature's Wrath I)

Hardened Bark: +2/4/6 to PRR/MRR and +1/2/3 to Natural Armor (1/1/1 AP) (Prerequisite: Weathered Bark)

Action Boost: Doublestrike: +10/20/30% Action Bonus to Doublestrike for 20 seconds. (1/1/1 AP)

Greater Venom Immunity: You gain 10/20/30 Resistance to Poison Damage (1/1/1 AP)


Tier 3 Enhancements:

Nature's Wrath III: +1 attack, damage and +2 to Melee Power while in Tree Form. (2 AP) (Prerequisite: Nature's Wrath II)

Healthy Bark: +5/10/20 to Healing Amplification and Positive Spellpower. (1/1/1 AP) (Prerequisite: Hardened Bark)

Sweep: Make a cleave attack that deals +1/2/3[W] to all nearby enemies and trips them. Shares a cooldown with Trip/Improved Trip (Balance DC: 10/12/14 + Druid Level + STR Mod) (Cooldown: 20/15/10 seconds) (1/1/1 AP) (Prerequisite: Slam)

Poisonbranch: You deal 1d4/2d4/3d4 Poison Damage that scales with 150% Melee Power. (1/1/1 AP) (Prerequisite: Greater Venom Immunity)


Tier 4 Enhancements:

Nature's Wrath IV: +1 attack, +2 damage and +2 Melee Power while in Tree form. (2 AP) (Prerequisite: Nature's Wrath III)

Hardy Bark: +5/10/15% to Armor Class and (1/1/1 AP) (Prerequisite: Healthy Bark)

Durable Bark: +10/15/20% to Hit Points (1/1/1 AP) (Prerequisite: Hardy Bark)

Web of Life: All your nearby party members gain 1d4 bonus to each attribute for 1 minute (Cooldown: 5 minutes) (2 AP)


Tier 5 Enhancements:

Nature's Wrath V: +3 attack, +3 damage and +5 Melee Power while in Tree form. (2 AP) (Prerequisite: Nature's Wrath IV)

Living Bark: +1d4/1d6/1d8 HP Regeneration every 8/7/6 seconds. (1/1/1 AP) (Prerequisite: Hardy Bark)

Arboreal Combat - While in Tree Form, you gain +5% Doublestrike and your Natural Attacks deal +1[W] damage. (2 AP) (Prerequisite: Nature's Wrath V and Living Bark)

Trample: Charge at a target for +2/4/6[W] damage, running over, damaging and stunning all targets in the path as well (Fortitude DC = 10/12/14 + Half Druid Level + STR Mod + Stunning Modifiers) (1/1/1 AP) (Cooldown: 30/22/14 seconds) (Prerequisite: Sweep)

Earth's Communion: You can cast Regenerate as a Spell-Like Ability. (2 AP) (Prerequisite: Web of Life).