Inner Circle Initiate
Prerequisite: Druid (protector)You become a pivotal member of your druid circle, having grown in both experience and influence. The powerful evocations you learn and the blessings you gain mark you as one chosen for greatness.
INNER CIRCLE INITIATE PATH FEATURES
Initiate's Action (11th level): When you spend an action point to make an attack, you gain a bonus to damage rolls for that attack equal to the number of targets of that attack.Sheltering Growth (11th level): When you use your nature's growth power, one ally in or adjacent to the burst gains temporary hit points equal to his or her healing surge value.
Fury of the Raging Storm (16th level): While you are bloodied, any enemy that ends its turn adjacent to you takes 10 lightning and thunder damage.
Thorny VinesInner Circle Initiate Attack 11
A mass of thorn-tipped vines springs up from the ground, allowing your allies to pass unscathed even as your foes are lashed to deadly effect.
Encounter ✦ Implement, Primal, Zone
Standard Action Area burst 2 within 10 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Reflex
Hit: 3d8 + Wisdom modifier damage.
Effect: The burst creates a zone that lasts until the end of your next turn. Any enemy that starts or ends its turn in the zone grants combat advantage until the start of its next turn.
Speak with Animals and PlantsInner Circle Initiate Utility 12
The whispered calls of animals and the wind through the grass resolve into messages that you can understand.
Daily ✦ Primal
Minor Action Personal
Effect: Until the end of the encounter, you can speak to animal and plant life. Animals and plants can communicate what they have seen, heard, or otherwise sensed within the last hour (a hostile animal might try to mislead you). For the duration of the effect, you gain a +5 power bonus to Perception checks, and you cannot be surprised.
Call CycloneInner Circle Initiate Attack 20
Winds of destruction swirl as a storm of lightning and thunder pounds your enemies with nature's wrath.
Daily ✦ Implement, Lightning, Primal, Thunder, Zone
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 4d8 + Wisdom modifier lightning and thunder damage.
Effect: The burst creates a zone that lasts until the end of the encounter or until you end this effect as a minor action. You can move the zone up to 4 squares as a move action. Any creature that ends its turn in the zone takes 10 lightning and thunder damage.
Published in Heroes of the Feywild, page(s) 120.