Edit 1: renamed to Verdant Lord
So, yeah.
I made a crack at a third druid tree a while back, which was met with mixed opinions. I decided to try a go at it, again, and refine it a bit. So, I bring to you: the Verdant Lord.
- This is a support tree. While, currently, the game is not entirely needing a support tree, we have reaper mode on the very near horizon. With clerics being the only class with a full healing tree, (spellsinger is more of a support tree) and favored souls being a bit more on the offensive side of divine casting, I decided druids could use a support tree, as well.
- This tree focuses on positive energy healing, but also on transmutation DC's (such as entangle, snare, flesh to stone, etc) so that they can provide crowd control if they wish to focus on it.
- This tree also introduces the treant form: a druid wildshape focusing on healing and support, as well as personal defense, rather than melee offense or offensive spellcasting. The treant form gains better bonuses the more core abilities you take. Like all forms in the game, there is also a penalty, which takes place in the form of low dexterity and intelligence and a steep penalty to fire resistance (you're a tree, after all).
CORE 1 : Nature's Mending
+0.5 universal spellpower and +1 positive energy spellpower per point spent in this tree.
CORE 2 : Treant Form
Activate this ability to transform into a treant. While in treant form, you gain 25% fortification, +10 positive energy spellpower, and gain +1 caster level and maximum caster level with positive energy spells, but take a -4 penalty to dexterity and intelligence and -30 racial penalty to fire resistance. If you are a Warforged, you are no longer considered a living construct, and become immune to repair spells, but can be healed normally by positive energy spells. You are now considered a plant for purposes of most spells and effects and are immune to paralysis, stunning, sleep, poison damage, and most mind-affecting spells. Activation cost: 25 spell points.
CORE 3 : Hardened Bark
+1 to the DC's of your transmutation spells
While in treant form, you gain a +5 racial bonus to natural armor class, and an additional 25% bonus to fortification.
CORE 4 : Ancient One
+1 to the DC's of your transmutation spells
While in treant form, you gain a +3 bonus to spell penetration and +10% positive energy critical damage.
CORE 5 : Sturdy Roots
+1 to the DC's of your transmutation spells
While in treant form, you gain +10% maximum hit points and immunity to most knockdown effects.
CAPSTONE : Elder Treant
+2 wisdom
+2 constitution
+3 uses of wild empathy
+1 to the DC's of your transmutation spells
While in treant form, you gain +15 magical resistance rating and +100 spell points.
TIER 1
Positive Energy (Ranks: 1, AP cost: 2)
+2% critical hit chance with positive energy spells. Additionally, you gain +5% healing amplification.
Energy in Nature (Ranks: 3, AP cost: 1)
+30/+60/+100 spell points
Spell-Like Ability: Entangle (Ranks: 1, AP cost: 2)
Entangle: Primal magic awakens plants and vines to grasp at the caster's enemies. Entangled creatures suffer a 90% penalty to movement speed, a 50% attack speed penalty, and a -1 penalty to attack rolls, AC, and Reflex. A successful Reflex save negates this effect. Entangled creatures may leave the affected area to escape its effects, or attempt to make a Strength check every 2 seconds to negate. Area of effect fire spells will destroy these vines and free any entangled creature. Incorporeal creatures and oozes are naturally immune. Fire elementals and other fire creatures are immune because they burn through the plants. (Cost: 5 spell points, Cooldown: 8 seconds)
Leadership (Ranks: 3, AP cost: 1)
Your summons, pets, charmed creatures, and hirelings receive a +2/+4/+6 bonus to all ability scores. Rank 3: you gain +1 wisdom.
Empathy (Ranks: 3, AP cost: 1)
+1/+2/+3 concentration, heal, and wild empathy uses. Rank 3: your wild empathy uses regenerate at the rate of 1 every 3 minutes.
TIER 2
Positive Energy (Ranks: 1, AP cost: 2) (requires Positive Energy, tier 1)
+2% critical hit chance with positive energy spells. Additionally, you gain +5% healing amplification.
Efficient Metamagic (Ranks: 3, AP cost: 2)
Multiselector: choose between Quicken, Extend, and Empower Healing.
Spell-Like Ability: Snare (Ranks: 1, AP cost: 2)
Creates a snare that when triggered entangles a single enemy. An entangled creature may attempt to make a Strength check every 2 seconds to escape. Incorporeal creatures, and Oozes cannot be caught in the snare. (Cost: 8 spell points, Cooldown: 10 seconds)
Toughness (Ranks: 3, AP cost: 1) (requires Leadership, tier 1)
Your summons, pets, charmed creatures, and hirelings receive +10%/15%/20% maximum HP and +15%/+30%/+45% fortification. Rank 3: you gain +10 maximum hit points.
Herbalism (Ranks: 3, AP cost: 1)
Activate: expend a use of Wild Empathy. For 20 seconds, you gain +15/+30/+45 positive energy spellpower. Cooldown: 1 minute.
TIER 3
Positive Energy (Ranks: 1, AP cost: 2) (requires Positive Energy, tier 2)
+2% critical hit chance with positive energy spells. Additionally, you gain +5% healing amplification.
Efficient Metamagic (Ranks: 3, AP cost: 2) (requires Efficient Metamagic, tier 2)
Multiselector: choose between Quicken, Extend, and Empower Healing.
Refreshing Winds (Ranks: 3, AP cost: 1)
Activate: expend a use of Wild Empathy. For 20 seconds, you and nearby allies gain a +10%/+20%/+30% bonus to movement speed and healing amplification. Cooldown: 1 minute.
Ferocity (Ranks: 3, AP cost: 1) (requires Toughness, tier 2)
Your summons, pets, charmed creatures, and hirelings gain +10/+20/+30 melee power and ranged power, and +15/+30/+45 universal spellpower. Rank 3: you gain +5 universal spellpower.
Constitution or Wisdom (Ranks: 1, AP cost: 2)
Multiselector: choose one:
+1 Constitution
+1 Wisdom
TIER 4
Positive Energy (Ranks: 1, AP cost: 2) (requires Positive Energy, tier 3)
+2% critical hit chance with positive energy spells. Additionally, you gain +5% healing amplification.
Natural Magic (Ranks: 3, AP cost: 2)
+1/+2/+3 to the caster level and maximum caster level of your positive energy and transmutation spells.
Spell-Like Ability: Vigor, Mass (Ranks: 1, AP cost: 2)
Casts Vigor on multiple targets. A positive energy conjuration that heals 1d6, +1 per 3 caster levels (max +11 at level 33), every 2 seconds for 8 seconds. When the initial effect expires, a smaller healing effect that heals 1 HP every 5 seconds for 30 seconds is applied. (Cost: 20 spell points, Cooldown: 12 seconds)
Nature's Defense (Ranks: 3, AP cost: 1) (requires Ferocity, tier 3)
Your summons, pets, charmed creatures, and hirelings gain +15/+30/+45 physical and magical resistance rating. Rank 3: you gain +5 physical and magical resistance rating.
Constitution or Wisdom (Ranks: 1, AP cost: 2)
Multiselector: choose one:
+1 Constitution
+1 Wisdom
TIER 5
Positive Energy Mastery (Ranks: 1, AP cost: 1)
+20% positive energy critical damage.
Nurture (Ranks: 3, AP cost: 1)
When you heal allies with positive energy spells they gain temporary hit points equal to 33%/66%/100% of your heal skill for 20 seconds. This may trigger on healing-over-time spells such as vigor or regenerate, but no more than once every 10 seconds. Effects do not stack, but the duration and hit points are refreshed.
Spell-Like Ability: Flesh to Stone (Ranks: 1, AP cost: 2)
Turns a single fleshy target into a mindless, inert statue in a Petrified condition. In stone form, creatures are much more difficult to damage (Damage Reduction 10/Adamantine), but are Helpless and receive 50% more damage because of it. Only creatures made of flesh are affected by this spell. This effect lasts 60 seconds plus 10 seconds per caster level, but the target has a chance to remake its Fortitude save every 24 seconds. (Cost: 30 spell points, Cooldown: 15 seconds)
Fury of Nature (Ranks: 3, AP cost: 1) (requires Nature's Defense, tier 4)
Your summons, pets, charmed creatures, and hirelings receive +1/+2/+3 critical threat range with natural weapons and +15% chance to critically hit with spells.
Wisdom of the Ancients (Ranks: 1, AP cost: 2)
Passive: +1 to the DC's of your transmutation spells.
Activate: expend a use of wild empathy. For 20 seconds, you and nearby allies gain a +4 natural bonus to all stats. Cooldown: 2 minutes.