The Branch Master: A Wild Shapeless Druid Archetype


Homebrew and House Rules


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How does this look as an alternative to Wild Shape druids.

The Branch Master does not gain Wild Shape and has diminished Spell-Casting.

Branch Master Druid Archetype
1st:
Weapon and Armor Proficiency: Branch Masters are proficient with Quarterstaffs, Bo Staffs, and Slings. Branch masters are proficient with light armor. Branch masters are not proficient with any shields.

Diminished Spell-Casting- A Branch Master Gains one fewer spell of each level than normal. If this reduces the number to 0, she may cast spells of that level only if her Wisdom allows bonus spells of that level.

Wood Bond- "Wood Bond (Ex): Your mystical bond with wood is such that your weapons become an extension of your body. You gain a +1 competence bonus on attack rolls when wielding a weapon made of or mostly consisting of wood (such as a bow, club, quarterstaff, or spear). This bonus increases by +1 at 5th level and every five levels thereafter." A Branch master only gains this benefit if he is wearing no armor or light armor.

Staff Master- At 1st level, the branch master gains the Quarterstaff Master feat as a bonus feat, even if he does not meet the normal prerequisites. He only gains the benefit of this feat when wearing no armor or light armor.

4th: Long and the Short of it: When fighting with a staff using both hands a Branch master can off-set his grip so that one side of the staff is longer than the other. This allows the Branch Master’s staff to function as a reach weapon that may also threaten adjacent. When used in this way the Branch master is not able to distribute normal force and thus the reach side receives only his strength modifier to damage and adjacent side receives ½ his strength modifier. This replaces Wild Shape.

6th: Wooden Weapon (Su): You can create a wooden club, quarterstaff, hanbo, javelin, spear, or bo staff that lasts for 1 minute for every branch master level you possess. This weapon is appropriate for your size. You are considered proficient with the weapon. The weapon disappears after 1 round if it leaves your grasp. At 3rd level, the weapon is considered masterwork. At 7th level, 15th level, and 19th level, the weapon gains a +1 enhancement bonus. At 11th level, the weapon gains the keen weapon property (or the equivalent increase to its critical threat range, if it is a bludgeoning weapon). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

8th: Shillelagh: 3+ you Wisdom modifier times per day any staff that is wielded by the staff druid functions as if under the "shillelagh" spell.

Quarterstaff Defense: At 8th level, while wielding a quarterstaff (or bo staff), the staff magus gains a shield bonus to his Armor Class equal to the enhancement bonus of the quarterstaff. At 14th level, this bonus increases by +3. A Branch master only gains this benefit if he is wearing no armor or light armor.

10th: Staff Weapon- At 10th level, a Branch Master treats any magical staff he is wielding as a magical quarterstaff with an enhancement bonus to attack and damage equal to the staff’s caster level divided by 4 (minimum +1). The staff must have at least 1 charge for the magus to use this ability.

12th: Nature’s Guidance- A Branch Master may substitute his Wisdom modifier for his strength modifier for Attacks, Damage, CMD, and Skill-Checks. A Branch Master’s damage modifier is equal to his Wisdom modifier and is not adjusted for two-handing or off-hand attacks.A Branch master only gains this benefit if he is wearing no armor or light armor.

20th: Sapling no more- Once per day, as a Full round action, a Branch Master can thrust their staff into the earth. The Staff will transform into an Elder Treant in the service of the Branch Master with an enhancement bonus to their attack equal to the staff’s caster level divided by 4 or. The Elder Treant may also utilize any spells remaining on staff as it deems necessary as a spell-like ability. A Branch Master’s staff may function in this form for 10 minutes after which the staff reverts back into its original form. Spell’s consumed while in the form of an Elder Treant are not subtracted from the staff’s normal allotment after reverting back.


This is a pretty interesting class and seems to work.
Suggestions are:
1. Gains improved unarmed strike that applies when using staves

2. The Wood Bond ability can only apply to non-magic staves


I dont know how I feel about IUS, my gut is telling me no since he gains the ability to use against both reach and adjacent with his staff.
But I really want Wood Bond to function with all staff's to increase his effectiveness with a really weak weapon. Yes in the end he could have a whopping +10 (+5 competence, +5 enhancement) and that will put him at +25 to attack at lvl 20. I feel this allows him to entertain the idea of being a front-liner.


I feel that despite the gut reaction that all the abilities as a whole may seem very strong, what I ask you to remember is that you are being forced to use a 1d6 x2 weapon that is made of wood, no mithril/ adamantine quarterstaff shenanigans here if you are wanting "wood bond" to function. I think that the diminished spell casting also makes this a less desirable class for someone looking to play a SAD caster who is also a SAD melee. Also since the character doesn't become SAD until lvl 12, I feel that there will be a healthy spread of ability points.


No one else wants to weigh in?


I like it, and it seems an interesting replacement for Wild Shape. I don't feel that the abilities are too much, because you are losing Wild Shape for it and like you said you need to use a wooden quarterstaff which is a massive debuff for almost anyone so in my mind that makes up for all the the cool things you've given (on top of the Wild Shape loss and diminished casting).

I'd personally give Nature’s Guidance earlier, but have it scale. Start by giving Wisdom to hit, then Wisdom to skills/CMD, and then lastly to damage.


Seems interesting, especially if multiclassed with a Monk.

Though am I the only one who saw "Wild Shapeless Druid" and thought it was something like an Ooze racial archetype?


That would be an interesting twist. Sorry to disappoint Rynjin.

Dark Archive

This archetype is nice, but needs a reformatting as it doesn't look as good as it could.

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