DRUID OF THE WURM

CLASS TRAITS

Role: Controller. You are a conduit for the power of the Devourer Wurm, the pagan god of the untamed wilds of the Iron Kingdoms. While many people would view you as a zealot, the tenets of your belief are solely that nature is the embodiment of a perfect chaos, and you revel both in its vitality and ability to create life as well as its ability to destroy it.

Power Source: Primal. Your power comes from your communion with the Devourer Wurm. Your magic is born of the intense energies that rips through your body at his whim, and you are capable of feats of great power such as summoning hurricane gales from your fingertips, or calling creatures to aid you and your allies in combat.

Key Abilities: Wisdom, Dexterity, Constitution

Armor Proficiencies: Light, Medium

Weapon Proficiencies: Simple melee, Simple ranged

Implements: Staffs, Totems

Bonus to Defense: +1 Reflex, +1 Will

Hit Points at 1st Level: 12 + Constitution score

Hit Points per Level Gained: 5

Healing Surges per Day: 7 + Constitution modifier

Trained Skills: Nature. From the class skills list below, choose three more trained skills at 1st level. Class Skills: Arcana (Int), Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Nature (Wis), Perception (Wis).

Class Features: Wurmtouched, Aspect of the Wild, Unfettered Step

CLASS FEATURES

WURMTOUCHED: The power of the Wurm fluctuates between lunar and solar cycles, and most druids favor a particular cycle over the other, accentuating their own abilities when they utilize magics tied into that cycle. At character creation, choose either Lunar or Solar as your chosen power source. When using an ability with the keyword of your chosen source, you gain a +2 to attack and damage rolls.

ASPECT OF THE WILD: The Devourer Wurm is the spirit of primal creation and destruction for the druids of his sect, and his influence manifests itself to both extremes in the visages of these pagan practitioners. At character creation, choose one of the following options.

Vitality of the Wurm: While you are not wearing heavy armor, you can use your Wisdom modifier in place of your Dexterity or Intelligence modifier to determine your AC.

Wurm’s Predation: While you are not wearing heavy armor, you gain a +1 bonus to your speed.

UNFETTERED STRIDE: Druids are adept at negotiating the wilds in which they thrive, and, as such, are unhindered by the overgrowth they often find themselves battling in. You gain the Unfettered Stride power.

    • Unfettered Stride
    • Druid of the Wurm Racial Power
    • You move through the brush like a ghost, ignoring the clinging vines and jagged escarpments of rock that would hinder others.
    • Encounter   •   Teleportation
    • Move Action
    • Personal


    • Effect: Teleport up your speed.
    • Created with DungeonMastering.com’s DM Tools

Druid of the Wurm At-Will Powers
Druid of the Wurm Encounter Powers
Druid of the Wurm Daily Powers

DRUID OF THE WURM

Flames of War Aylen