Druid Domains

Terrain – Aquatic

m

Water Jet

As a standard action, you can shoot a jet of water from your hands as a ranged touch attack that deals 1d8 + Druid level damage. If the attack succeeds, the target must make a reflex save or be knocked down. This ability has a one-minute cooldown.

Bonus Spells

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  • Hydraulic Push (1), Black Tentacles (5), Freezing Sphere (6), Seamantle (8)

Terrain – Arctic

m

Icicle

As a standard action, you may summon a jagged icicle spear and hurl it towards your target. This spear of ice deals 1d6 damage for every two levels of Druid. This ability has a one-minute cooldown.

Bonus Spells

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  • Frostbite (1), Aspect of the Wolf (5), Freezing Sphere (6), Polar Ray (8).

Terrain: Desert

m

Heat Shimmer

As a standard action, you may summon the shimmering heat of the deep desert. You gain 20% concealment and attackers are dazzled for 1 round on a successful hit. This ability lasts for a number of rounds equal to your Druid level and has a three-minute cooldown.

Bonus Spells

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  • Cloak of Winds (2), Transmute to Mud (5), Sirocco (6), Horrid Wilting (9).

Terrain – Forest/Jungle

m

Ambush

At 1st level, you gain sneak attack +1d6. This sneak attack damage increases by +1d6 for every 5 druid levels you possess, to a maximum of +4d6 at 16th level.

Bonus Spells

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  • Tar Ball (2), Blessing of the Salamander (5), Bigby’s Interposing Hand (7), Shambler(8).

Terrain – Mountain

m

Thin Air

((DUE TO BUGS, THIS FEATURE IS BEING REWORKED)) As a free action you can surround yourself with a 5-foot aura of supernaturally thin air that draws the breath from creatures adjacent to you. Creatures beginning their turn in the aura are fatigued (Fortitude negates). A fatigued creature that begins its turn in the aura must save or suffer from altitude sickness, taking 1 point of ability damage to all ability scores. At 16th level, the aura increases to 10 feet. Creatures that do not breathe are immune to this aura. This aura lasts for a number of rounds equal to half your Druid level, and has a three-minute cooldown.

Bonus Spells

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  • Stone Fist (1), Cloak of Winds (3), Suffocation (6), Flesh to Stone (7), Clashing Rocks (9).

Planes – Air

m

Lightning Arc

As a standard action, you may summon a wild arc of lightning and hurl it towards your target. This bolt of lightning deals 1d6 damage for every two levels of Druid. This ability has a one-minute cooldown.

Bonus Spells

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  • Aspect of Falcon (1), River of Wind (4), Mass Invisibility (8), Winds of Vengeance (9).

Planes – Fire

m

Fire Bolt

As a standard action you hurl a bolt of searing flames at your target. This bolt deals 1d6 fire damage for every two druid levels. This ability has a one-minute cooldown.

Bonus Spells

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  • Fireball (3), Destruction (7), Incendiary Cloud (8), Meteor Swarm (9).

Planes – Earth

m

Acid Dart

As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage for each Druid level you possess. This ability has a one-minute cooldown.

Bonus Spells

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  • Stone Fists (1), Stone to Flesh (7), Flesh to Stone (8), Clashing Rocks (9).

Planes – Water

m

Hydraulic Spray

As a standard action, you can shoot forth a pressurized spray of water towards an enemy. This deals 1d4 damage per two Druid levels, and the target must make a knockdown check or be knocked prone. This has a one-minute cooldown.

Bonus Spells

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  • Hydraulic Push (1), Black Tentacles (4), Seamantle (8), Horrid Wilting (9).
Last updated byDispater