Blightcaster

Blightcaster is a variant Druid archetype that embraces death as a necessary part of life. Introduced in Update 58.

Past life
Blightcaster: +5 Acid and Poison Spell Power (stacks 3 times)

Class Summary
Alignment: Neutral good, lawful neutral, neutral, or chaotic neutral. Hit dice: d8

Weapon and Armor Proficiencies



 * Feat simpleweaponproficiency.png‎
 * Simple weapons (limited* to: unarmed, club, dagger, quarterstaff, sickle, dart)
 * Feat martialweaponproficiency.png‎
 * Martial weapons (limited to: scimitar)
 * Feat armorproficiency light.png‎
 * Light armor (any non -metal)
 * Feat armorproficiency medium.png‎
 * Medium armor (any non -metal)
 * Feat shieldproficiency general.png‎
 * Shields (any non -metal; no tower shields).
 * }
 * (* not maces, morningstar, crossbows, throwing dagger)
 * Feat shieldproficiency general.png‎
 * Shields (any non -metal; no tower shields).
 * }
 * (* not maces, morningstar, crossbows, throwing dagger)

A druid who wears prohibited armor, a prohibited shield, or a rune arm is unable to cast druid spells or use any of his/her supernatural or spell-like class abilities

Class enhancements

 * Season's Herald
 * Nature's Warrior
 * Blight Caster

Advancement table
Druids gain additional spell points when they increase level or by having high wisdom, check the tables here.


 * Includes Base SP from Spell point table plus 80 SP from Magical Training free feat.

Level 1

 * Druidic Oath (passive): Druids are prohibited from wearing metal armour, using metal shields, and using rune arms. Doing so suppresses your Druidic abilities. Warforged Druids are forbidden from taking armour feats other than Composite Plating.
 * Wilderness Lore (passive): Represents your knowledge of the wilderness. This feat is received once for every druid level.
 * Disease Immunity (passive): applies to natural diseases like other immunities.

Level 2

 * Wild Shape: Blight Casters must pick Plague Wolf for their first wild shape.
 * All forms act as an Active feat that you can toggle on/off.
 * It costs 5 spell points to change into a form. Returning to a humanoid form is free.
 * You gain a -2 penalty to Intelligence and Charisma.
 * You will be considered an animal(or a plant if Blight Wolf)
 * If you are a Warforged, you are no longer considered a Construct, and can now be healed normally by positive energy spells and you have become immune to repair spells.
 * As of Update 38, animal forms now use the stats of the player's main hand weapon for melee attack purposes, including Base Damage, Critical Multiplier, Critical Threat Range, all Enchantments, and Material traits and procs. Original attack stats for wolf are used if you are unarmed (see below).
 * Using a two-handed weapon will now grant the 1.5 damage from your modifying stat, and Power Attack feat adjustments in animal form as well for its additional bonus.
 * Shield bonuses still function in these forms but you cannot shield bash.
 * Effects that modify your weapon's base stats still work normally, such as changing your primary damage stat.
 * Combat Style Skills (ex. Two Weapon Fighting) do not function in Animal Form excepting: Natural Fighting, Two Weapon Defense and Offhand Versatility.
 * While in animal form, you gain access to a number of spells and enhancements that may only be used in your current form, but the cooldowns on your non-animal form spells are increased to 2.5 times their normal length.
 * You cannot use wands and scrolls while in animal form.
 * You stay in that form until you manually disable it.
 * Plague Wolf: Basic Wolf Form replaced by Plague Wolf: Transform into a magically diseased wolf: 10% Combat Style bonus to attack speed, a +3 bonus to attack while flanking. +10% enhancement bonus to movement speed. While in wolf form, you gain access to a number of spells and enhancements that require Wolf form, but the cooldowns on your non-animal form spells are increased to 2.5 times their normal length.
 * Bonus Feat: Imbue Toggle that only functions when in any animal form, pick 1 of 2:
 * Biting Acid 1d6 acid damage with all melee attacks. Scales with spell power. This can only be used in Wolf or Hive forms.
 * Biting Poison 1d8 poison damage with all melee attacks. Scales with spell power. This can only be used in Wolf or Hive forms.
 * *Tip: Characters with 3 levels of druid may choose to take Natural Fighting as a feat choice. This feat gives +4 Melee Power, Physical Resistance and Doublestrike chance while in a druid animal form. While in bear form, it increases your ability score modifier to damage while using a two-handed weapon to 2.0/2.5/3.0 and you gain 60/30/30% Strikethrough chance. Natural Fighting may be taken up to 3 times.

Level 4

 * Minor Elemental Kin Form: Pick 1 of 2
 * WildShape - Thorn Kin: You create a suit of living thorny wood around your body armoring you from harm. You become like a knight in plate mail made of wood and thorns. +1 bonus to caster level and max caster level of Physical and Poison spells. 10% exceptional bonus to armor class and 50% fortification. You gain access to the Thorn imbue. 10% vulnerability to fire damage.
 * WildShape - Hive Keeper: You give part of yourself to the hive, gaining insect like reflexes and senses. Your bodily fluids become poisonous to others, and the swarm is always close. +1 bonus to caster level and max caster level of Poison and Acid Spells. You gain 25% concealment and Evasion. Your reflex saves are increased by 1 for every 3 druid levels. 10% vulnerability to cold. Your diplomacy checks are reduced by 5.
 * Bonus Feat: Thorn Imbue: Your weapons sprout sharp thorns adding 1d6 piercing damage to all your weapon attacks. Scales with spell power.

Level 5

 * Venom Immunity

Level 8

 * Minor Elemental Kin Form, pick 1 of 2:


 * You may select the other Minor Elemental Kin Form that you didn't select at Level 4.

Level 11

 * Wild Shape - Blighted Wolf: The Blight claims your animal form and turns it into . . . something else. You gain a 10% Combat Style bonus and 15% bonus to movement speed. Grants a 10% profane bonus to Max Hit Points and +1 Imbue dice. You are considered a Plant making you immune to most forms of Stun, Sleep, Paralysis, Mind Effects and Drowning. Gain 100% Fortification and take 15% additional damage from fire. You get Wolf spell access as before.

Level 13

 * Wild Shape: You gain access to advanced wild shape forms. The other will be granted at level 17.
 * Thorn Knight (upgrade to Thorn Kin): A more advanced form of Thorn Kin, you are now also plant kind beneath your thorny armor. You are considered a plant for purposes of most immunities, poison, sleep, paralysis, stun, mind effects. You can no longer drown in water. +3 bonus to caster level and max caster level of Physical and Poison spells. You gain 10% absorption against piercing damage and 5% absorb against blunt damage. You gain +2 imbue dice. 10% exceptional bonus to armor class and 100% fortification. 15% vulnerability to fire damage.
 * Hive Master: You have become one with the swarm. Your body shifts between yourself and a cloud of insects, as you merge in and out of the swarm. You are considered vermin for the purposes of immunities and are immune to mind effects and knock down. +3 bonus to caster level and max caster level of Poison and Acid Spells. You are ethereal to monsters while tumbling. You gain 50% concealment as displacement and Improved Evasion. You gain +2 Imbue Dice and +1 to Reflex saves for every 2 druid levels (Max 10). 15% vulnerability to cold and -15 on diplomacy checks.

Level 15

 * Timeless Body (passive): Your soul is balanced. No corrupt influences can possess your body after death - you are immune to the spawn effect of most undead.

Level 17

 * Wild Shape: Blightcasters now are granted the shape they did not pick at level 13.

Spells

 * See also spell usefulness.
 * A druid casts divine spells, which are drawn from the Druid spells spell list.