Druid - Natural Channeling Variant


Homebrew and House Rules


The following is a variant class feature for the druid, easily implemented into the class' archetypes simply by replacing Wild Shape with Natural Channeling.

Natural Channeling (Su)

At 4th level, the druid gains the ability to channel natural energies directly, granting fast healing 2 to any one selected target for a number of rounds equal to the druid's casting ability (In case there are archetypes that use something other than Wisdom as their stat.) 3 + the druid's casting ability times per day.

At every even level after the 4th (6th, 8th, 10th, 12th, 14th, 16th, 18th, 20th), this inreases by an additional 2, until it reaches a total number of fast healing 18.

Natural Channeling may, alternatively, deal damage to a selected target(s) equal to the fast healing it would have otherwise granted, for the same duration of rounds. (at 4th, 2 damage per round.)

At 8th, 12th, 16th and 20th levels, the druid may select an additional target for his Natural Channeling.

At 6th, 10th, 14th and 18th levels, the druid may select an additional effect granted to the targets of his fast healing from the list below:

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Increased Fast Healing (Su): The druid's ability to grant healing boons to his allies, as well as strike down his enemies with Nature's unbridled wrath increases by an additional fast healing 4. This may be taken more than once, each time increasing the fast healing number.

Nature's Blessing: The druid may choose an ability modifier every time he uses Nature Channeling. All allies, including the druid, who are affected by Nature's Channeling will gain a +1 bonus to that modifier while Nature Channeling is active upon them. This may be taken more than once, each time increasing the bonus by +1.

Nature's Swiftness: Those allies affected by the druid's Nature's Swiftness gain an extra 5 ft. to their movement speed. Enemies, however, are slowed by the same amount. This may be taken more than once, each time increasing the speed by an additional 5 ft. If taken at least two times, whenever an ally affected by Natural Channeling moves less than 10 ft before attacking, the enemy is considered flatfooted against him.

Nature's Mending/Wrath: As a standard action, the druid may detonate his Natural Channeling to immediately heal (allies) or damage (enemies)for half the amount it would have over its entire duration, once per day. This ability may be taken more than once, each time increasing the uses per day of this ability by one.

Natural Spell: The druid may, instead of expending a daily use, expend one spellslot to use this ability, using the spellslot's level x2 to determine the amount of fast healing it would grant, the duration being equal to half his caster level, once per day. This ability may be taken more than once, each time increasing the uses per day of this ability by one.

Natural Cleansing: The druid may choose a mercy for this Natural Channeling. For the duration of the druid's fast healing, the targets gain a +4 to saving throws against said effects, while enemies are afflicted with them with a DC equal to 10 + 1/2 druid's level + casting ability modifier.

Mercies:

Fatigued
Shaken
Sickened
Dazed
Diseased
Staggered
Cursed
Exhausted
Frightened
Nauseated
Poisoned
Blinded
Deafened
Paralyzed
Stunned

Nature's Protection: The druid's Natural Channeling causes his target's forms to be partially covered in wood and roots. All allied targets affected by this effect gain a +1 circumstance bonus to their AC and CMD. All enemies targeted by this effect gain a penalty of 1 to their AC and CMD. This may be taken more than once, each time increasing the bonus/penalty by 1.

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Why I gave it such variety with bonus effects? Well, first of all, fast healing 18 isn't -that- great at 20th level. Better than nothing, though. Second of all, you're basically losing your Natural Spell feat for the druid class. Are the additional Natural Channeling effects overpowered? In my humble opinion, no. All of them have a scaling effect, meaning you must take them more than once to make their effect worthwhile, effectively making every natural channeing druid specialise in a given field of support, or be a jack of all trades.

And I think that's kind of cool, and offers an alternative to being a giant bear. Now you can be the healer, even if your Cure spells come slower and you don't have a Heal spell. Well, leave that to the clerics and oracles, I say. You've got other candy to offer, such as decent buffs, shoring up the defenses lacking in the druid's party members.

Fighter whining about low saves? Git 'im sum' o' dat mercy.

Barbarian with low AC? Nature's protection, man.

Rogue with sneak attack difficulties? Nature's swiftness!

Criticism, suggestions or acceptance are appreciated!


I'm interested and will give it a thorough read tomorrow.


Much appreciated!

Verdant Wheel

negative channelling could just be fast healing for microbial life - inflicting disease damage on forms of life size fine or larger.


The general flavor I went with is channeling natural energies, rather than microscopic bacterial life forms, however you can reflavor it however you wish to in your own campaigns.

Verdant Wheel

no i dig it. i'm saying the damage factor could still be thought of as channeling natural energies. Fast Decaying 2 or whatever.


Neato! I like Druids, they are one of my favorite classes. And I like additional options for the Druids. Being a healing buffer is a good option to take for any casting class, and this makes any kind of Druid viable at that as long as you forsake the Wildshape. Which I'm ok with, and I'm sure that one or two of my players would be too. Kudos!

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