TEXT:  
   Avian Druid 
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   Avian Druid 
  Quick Builds: 
  Avian Druid 
   
   
   
   
   
   
   
   
   
   
  Huge Nerd Games 
  Words and Layout ✦ Brian Stinson 
  Art ✦ Anthony Cournoyer 
   
   
   
  
   
   Avian Druid 
  1 
   
  QUICK BUILDS: 
  AVIAN DRUID 
  So many reverent druids pray to the earth that 
  they never look to the sky. You are a soaring 
  defender of nature, one that loves nothing 
  more than the wind beneath your wings and 
  the cool rain on your back. Whether predator or 
  prey, the birds of the world flock to you as one 
  of their own, and you happily accept them into 
  your nest as equals. In time, you will commune 
  with forces of primal storm, great beings of 
  tremendous natural power, but for now the 
  wind is at your back and the sky is the limit. 
  PRIMAL AVIAN 
  When you choose your Primal Aspect, you can 
  choose Primal Avian instead of another option, 
  such as the ones in Player’s Handbook or Primal 
  Power. 
   
  Primal Avian: While you are in beast form and 
  not wearing heavy armor, you gain a flight 
  speed equal to your speed with an altitude limit 
  of 1. 
   
  LEVEL 1 AT-WILL EVOCATIONS 
   
    Talon Drag 
   
   
    Druid Attack 1 
    Your beast form's talons snag into your 
  enemy's flesh, letting you drag them wherever 
  you please. 
  At-Will ✦ Beast Form, Implement, Primal 
  Standard Action 
  Melee 1 
  Target: One creature 
  Attack: Wisdom vs. Reflex 
    Hit: 1d4 + Wisdom modifier damage, and you 
  shift 2 squares. For each square you shift, you 
  can slide the target 1 square to a square 
  adjacent to you. 
  Level 21: 2d4 + Wisdom modifier damage. 
   
   
   
   
    Avian Harrier  
   
    Druid Attack 1 
    The spirit of a starving bird arrives, eager to 
  sate itself by harassing your foes. 
  At-Will ✦ Conjuration, Implement, Primal 
  Standard Action 
  Melee 1 
  Target: One creature 
  Attack: Wisdom vs. Reflex 
    Hit: 1d6 + Wisdom modifier damage. 
  Effect: You conjure an avian harrier in the 
  target's square that lasts until the end of your 
  next turn. Enemies that end their turn in the 
  avian harrier's space take 1d6 + Wisdom 
  modifier damage. 
    Level 21: 2d6 + Wisdom modifier damage, and 
  enemies that end their turn in the avian 
  harrier's space take 2d6 + Wisdom modifier 
  damage. 
   
  LEVEL 1 ENCOUNTER EVOCATIONS 
   
    Wings Spread Wide 
   
    Druid Attack 1 
    With a gust from enormous wings, your 
  enemies are unable to stand against the wind. 
  Encounter ✦ Implement, Primal 
  Standard Action 
  Close blast 5 
  Target: Each creature in the blast 
  Attack: Wisdom vs. Fortitude 
    Hit: 1d6 + Wisdom modifier damage, and the 
  target is knocked prone. 
  Special: You can use this power in your beast 
  form as if it had the Beast Form keyword. 
   
  
   
   Avian Druid 
  2 
  LEVEL 1 DAILY EVOCATIONS 
   
    Summon Storm Crow  
    Druid Attack 1 
    A storm crow, primal spirit of the air, arrives at 
  your command to blast your enemies with 
  lightning and thunder. 
  Daily ✦Implement, Lightning, Primal, 
  Summoning, Thunder 
  Standard Action 
  Ranged 5 
    Effect: You summon a storm crow in an 
  unoccupied square in range. The storm crow 
  is an ally to you and your allies. 
     The storm crow lacks actions of its own. 
  Instead, you spend actions to command it 
  mentally, choosing from the actions in its 
  description. You don’t need line of effect to 
  the storm crow to command it. When you 
  command the storm crow, the two of you 
  share knowledge but not senses. 
     When the storm crow makes a check, you 
  make the roll using your game statistics, not 
  including temporary bonuses or penalties. 
     The storm crow lasts until it drops to 0 hit 
  points, at which point you lose a healing 
  surge (or hit points equal to your healing 
  surge value if you have no surges left). 
  Otherwise, it lasts until you dismiss it as a 
  minor action or until the end of the 
  encounter. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    Storm Crow 
    
      Summoned Creature 
    Small natural magical beast 
  HP your bloodied value; Healing Surges none, 
  but you can spend a healing surge for the 
  storm crow if an effect allows it to spend one 
  Defenses your defenses, not including any 
  temporary bonuses or penalties 
  Speed 2, fly 8 
  Resist lightning 5, thunder 5 
     Spirit of the Storm ✦ Aura 3 
  Allies in the aura gain resist 5 lightning and 
  resist 5 thunder. 
     m  Standard Action ✦ At-Will 
  Attack: Melee 1; Wisdom + 4 vs. Reflex 
  Hit: 1d6 + 5 lightning damage, and each 
  enemy within 3 squares of the target takes 
  5 thunder damage. 
    Instinctive Effect ✦ At-Will 
  If you haven’t given the storm crow any 
  commands by the end of your turn, it 
  attacks an adjacent enemy if it can. If it 
  can’t do that, it moves it speed to a square 
  adjacent to as many enemies as possible. 
    Minor Action ✦ At-Will (1/round) 
  Effect: The storm crow crawls, runs, stands 
  up, shifts, squeezes, or walks. 
  
   
   Avian Druid 
  3 
  LEVEL 2 UTILITY EVOCATIONS 
   
    Upward Gust  
   
    Druid Utility 2 
    A swirl of elemental air takes you and your 
  allies to the skies for a brief instant. 
  Encounter ✦ Primal 
  Move Action Close burst 5 
  Target: You and each ally in the burst 
    Effect: The target flies 2 squares. If you're in 
  beast form, you can instead fly your speed. 
  Special: You can use this power in your beast 
  form as if it had the Beast Form keyword. 
   
  LEVEL 3 ENCOUNTER EVOCATIONS 
   
    Talon Snatch  
   
    Druid Attack 3 
    In a flurry of claws and feathers, you take to 
  the sky with your enemy in your talons. It's sure 
  to be a rough landing for them. 
  Encounter ✦ Beast Form, Implement, Primal 
  Standard Action 
  Melee 1 
  Target: One creature 
  Attack: Wisdom vs. Reflex 
    Hit: You grab the target. You then fly 8 
  squares, and for each square you move you 
  slide the target 1 square to a square adjacent 
  to you. The creature remains grabbed, and 
  you do not provoke an opportunity attack 
  from the grabbed creature for this 
  movement. At any time during the 
  movement, you may spend a free action to 
  drop the target, which ends the grab. After 
  the move, you float safely to the ground to 
  the nearest unoccupied space of your choice. 
   
  LEVEL 5 DAILY EVOCATIONS 
   
    Murderous Intent 
   
    Druid Attack 5 
    With a point of your finger, a flock of crows 
  descends to harry and harass your foes. 
  Daily ✦ Implement, Primal 
  Standard Action 
  Ranged 10 
  Target: One creature 
  Attack: Wisdom vs. Reflex 
    Hit: 3d4 + Wisdom modifier damage, and the 
  target is swarmed (save ends). While 
  swarmed, the target takes ongoing 5 damage 
  and has an aura 3. Any enemy that willingly 
  moves into the aura or starts their turn there 
  takes 5 damage. An enemy can only take this 
  damage once per round. 
  Miss: Half damage, and the target is swarmed 
  until the end of your next turn. 
   
  
   
   Avian Druid 
  4 
  LEVEL 6 UTILITY EVOCATIONS 
   
    Summon Primal Scout  
    Druid Utility 6 
    A floating primal spirit arrives, eager to be your 
  eyes and ears in an important mission. 
  Daily ✦ Primal, Summoning 
  Standard Action 
  Ranged 5 
    Effect: You summon a primal scout in an 
  unoccupied square in range. The primal scout 
  is an ally to you and your allies. 
     The primal scout lacks actions of its own. 
  Instead, you spend actions to command it 
  mentally, choosing from the actions in its 
  description, and you cannot take actions 
  yourself until the primal scout is dismissed. 
  You don’t need line of effect to the primal 
  scout to command it. When you command 
  the primal scout the two of you share 
  knowledge and senses. 
     When the primal scout makes a check, you 
  make the roll using your game statistics, 
  including temporary bonuses or penalties. 
     The primal scout lasts until it drops to 0 hit 
  points, at which point you lose a healing 
  surge (or hit points equal to your healing 
  surge value if you have no surges left). 
  Otherwise, it lasts until you dismiss it as a 
  minor action, for 5 minutes, or until the end 
  of the encounter. 
   
   
   
   
   
   
   
   
   
   
   
  THE PRIMAL SCOUT 
    The primal scout works differently than other 
  summoned creatures, so read its summoning 
  description carefully. Notably, you and the 
  primal scout share senses, which means you 
  can see and hear through its eyes as it moves.  
   
    Primal Scout   
      Summoned Creature 
    Tiny natural magical beast 
  HP your bloodied value; Healing Surges none, 
  but you can spend a healing surge for the 
  primal scout if an effect allows it to spend 
  one 
  Defenses your defenses, not including any 
  temporary bonuses or penalties 
  Speed 6, fly 8 
  Resist all damage 5 
    Scouting Instincts 
  The primal scout gains a +10 bonus to 
  Perception and Stealth checks. 
     m  Standard Action ✦ At-Will 
  Attack: Melee 1; Wisdom + 4 vs. Reflex 
  Hit: 1d4 damage. 
    Minor Action ✦ At-Will (1/round) 
  Effect: The primal scout crawls, runs, stands 
  up, shifts, squeezes, or walks. 
  
   
   Avian Druid 
  5 
  LEVEL 7 ENCOUNTER EVOCATIONS 
   
    Starving Buzzard 
   
    Druid Attack 7 
    A ravenous vulture- perhaps yourself- slashes 
  and tears to take its fill. 
  Encounter ✦ Implement, Primal 
  Standard Action 
  Ranged 5 
  Target: One creature 
  Attack: Wisdom vs. Fortitude 
    Hit: 1d6 + Wisdom modifier damage, and the 
  target is dazed until the end of your next 
  turn. If the target is bloodied, or if this power 
  causes the target to become bloodied, you 
  gain temporary hit points equal to 5 + your 
  Wisdom modifier. 
  Special: You can use this power in your beast 
  form as if it had the Beast Form keyword. If 
  you do, its range becomes Melee 1. 
   
  LEVEL 9 DAILY EVOCATIONS 
   
    Ironbark Dive  
   
    Druid Attack 9 
    With wings wreathed in ironbark you take to 
  the sky, then come crashing down like a furious 
  living cannon. 
  Daily ✦ Beast Form, Implement, Primal 
  Standard Action 
  Ranged 10 
    Effect: You fly up to your speed vertically, then 
  charge a creature within range, making the 
  following attack in place of a basic attack: 
     Target: One creature 
     Attack: Wisdom vs. Reflex 
     Hit: 2d12 + Wisdom modifier damage, and 
  the target is immobilized (save ends). 
     Miss: Half damage, and the target is 
  immobilized until the end of your next turn. 
     Effect: You shift 2 squares. 
   
  LEVEL 10 UTILITY EVOCATIONS 
   
    Feathered Feint 
   
  Druid Utility 10 
    A burst of feathers convinces your enemy that 
  they had struck home, but it was only covering 
  your escape. 
  Daily ✦ Primal 
  Immediate Interrupt Personal 
  Trigger: You are hit with an attack 
    Effect: You teleport 5 squares and gain 
  concealment until the end of your next turn. 
   
  LEVEL 13 ENCOUNTER EVOCATIONS 
   
    Featherstorm  
   
  Druid Attack 13 
    A howling vortex blasts sharpened feathers 
  into your enemies, knocking them down and 
  leaving nasty scars. 
  Encounter ✦ Implement, Primal 
  Standard Action 
  Close burst 3 
  Target: Each enemy in the burst 
  Attack: Wisdom vs. Fortitude 
    Hit: 3d4 + Wisdom modifier damage, and the 
  target is knocked prone and cannot stand up 
  during its next turn. 
  Special: You can use this power in your beast 
  form as if it had the Beast Form keyword. 
  
   
   Avian Druid 
  6 
  LEVEL 15 DAILY EVOCATIONS 
   
    Summon Terrorwing  
  Druid Attack 15 
    A frightening, shrieking buzzard arrives at your 
  call, eager to spread fear and prey on those it 
  finds weak. 
  Daily ✦ Implement, Primal, Summoning 
  Standard Action 
  Ranged 5 
    Effect: You summon a terrorwing in an 
  unoccupied square in range. The terrorwing 
  is an ally to you and your allies. 
     The terrorwing lacks actions of its own. 
  Instead, you spend actions to command it 
  mentally, choosing from the actions in its 
  description. You don’t need line of effect to 
  the terrorwing to command it. When you 
  command the terrorwing, the two of you 
  share knowledge but not senses. 
     When the terrorwing makes a check, you 
  make the roll using your game statistics, not 
  including temporary bonuses or penalties. 
     The terrorwing lasts until it drops to 0 hit 
  points, at which point you lose a healing 
  surge (or hit points equal to your healing 
  surge value if you have no surges left). 
  Otherwise, it lasts until you dismiss it as a 
  minor action or until the end of the 
  encounter. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    Terrorwing 
    
      Summoned Creature 
    Medium natural magical beast 
  HP your bloodied value; Healing Surges none, 
  but you can spend a healing surge for the 
  terrorwing if an effect allows it to spend one 
  Defenses your defenses, not including any 
  temporary bonuses or penalties 
  Speed 2, fly 8 
  Immune fear 
     Face Your Fear ✦ Aura 3 
  Allies in the aura gain a +5 power bonus to 
  saving throws against fear effects. 
     c  Standard Action ✦ At-Will 
  Attack: Close burst 1; Wisdom + 6 vs. Will 
  Hit: 1d12 + 7 thunder damage, and the 
  target takes a -2 penalty to attack rolls until 
  the end of your next turn. This effect has 
  the fear keyword. 
     m  Standard Action ✦ At-Will 
  Target: One creature suffering from a fear 
  effect 
  Attack: Melee 1; Wisdom + 8 vs. Reflex 
  Hit: 2d12 + 7 damage, and the target is 
  dazed (save ends). 
    Instinctive Effect ✦ At-Will 
  If you haven’t given the terrorwing any 
  commands by the end of your turn, it 
  attacks adjacent enemies with its first 
  attack if it can. If it can’t do that, it moves it 
  speed to a square adjacent to as many 
  enemies as possible. 
    Minor Action ✦ At-Will (1/round) 
  Effect: The terrorwing crawls, runs, stands 
  up, shifts, squeezes, or walks. 
  
   
   Avian Druid 
  7 
  LEVEL 16 UTILITY EVOCATIONS 
   
    Gather the Flock 
   
  Druid Utility 16 
    A primal cry motivates your allies instinctively, 
  and you promise to protect your flock if they 
  return to you. 
  Encounter ✦ Primal 
  Move Action Close burst 5 
  Target: Each ally in the burst 
    Effect: The target can shift 2 squares, or 5 
  squares if they move closer to you. Until the 
  end of your next turn, you and allies adjacent 
  to you gain a power bonus to all defenses 
  equal to 1 + the number of allies adjacent to 
  you. 
   
  LEVEL 17 ENCOUNTER EVOCATIONS 
   
    Iron Talons 
   
   
  Druid Attack 17 
    Talons of bone may weaken or break, but your 
  talons of iron can grip tighter than any natural 
  creature could. 
  Encounter ✦ Beast Form, Implement, Primal 
  Standard Action 
  Melee 1 
  Target: One creature 
  Attack: Wisdom vs. Reflex 
    Hit: 4d4 + Wisdom modifier damage, and you 
  grab the target. You then fly 10 squares, and 
  for each square you move you slide the 
  target 1 square to a square adjacent to you. 
  The creature remains grabbed, and you do 
  not provoke an opportunity attack from the 
  grabbed creature for this movement. At any 
  time during the movement, you may spend a 
  free action to fling the target, which ends the 
  grab. When you fling the target, you slide the 
  target up to 3 squares horizontally, and the 
  target is knocked prone. After the move, you 
  can choose to float safely to the ground to 
  the nearest unoccupied space of your choice. 
  LEVEL 19 DAILY EVOCATIONS 
   
    A Hundred Wings and Claws   Druid Attack 19 
    Dozens of birds of all shapes and varieties flock 
  together for one purpose: to destroy your foes. 
  Daily ✦ Conjuration, Implement, Primal 
  Standard Action 
  Close burst 5 
    Effect: You conjure 5 flocks in 5 squares in the 
  burst that last until the end of your next turn. 
  Enemies that willingly move into or end their 
  turn in a flock's space take 3d4 + Wisdom 
  modifier damage and are blinded until the 
  end of their next turn. 
  Sustain Standard: All remaining flocks persist 
  until the end of your next turn, and you can 
  slide each flock 1 square. 
    Sustain Minor: All remaining flocks except for 
  one of your choice persist until the end of 
  your next turn, and you can slide each 
  remaining flock 1 square. 
   
  LEVEL 22 UTILITY EVOCATIONS 
   
    Everlasting Thermal 
   
  Druid Utility 22 
    This thermal is no mere gust of warm air, but 
  an ever-sustaining primal spirit that lifts you 
  and your allies aloft. 
  Daily ✦ Conjuration, Primal 
  Minor Action Close burst 5 
    Effect: You conjure an everlasting thermal in a 
  square within the burst with an aura 20. The 
  thermal lasts until the end of the encounter 
  or for 5 minutes. You and allies in the aura 
  have a fly speed equal to their speed and can 
  hover. If you or an ally leaves the aura, the fly 
  speed ends at the end of the movement and 
  they float safely to the ground. 
   
  
   
   Avian Druid 
  8 
  LEVEL 23 ENCOUNTER EVOCATIONS 
   
    Murder of Crows 
   
  Druid Attack 23 
    Swooping crows arrive to strike at your 
  enemies, but more important is that they 
  return to you with their spoils. 
  Encounter ✦ Implement, Primal 
  Standard Action 
  Ranged 10 
  Target: One, two, or three creatures 
  Attack: Wisdom vs. Reflex 
    Hit: 5d4 + Wisdom modifier damage, and if the 
  target does not move at least 2 squares on its 
  next turn, it takes damage equal to 15 + your 
  Wisdom modifier and you gain half that 
  amount in temporary hit points. These 
  temporary hit points stack with each other. 
   
  LEVEL 25 DAILY EVOCATIONS 
   
    Claws of the Thunderbird 
  Druid Attack 25 
    Talons crackling with lightning, you arrive in a 
  booming thunderclap with the blessing of the 
  storm-lord itself. 
  Daily ✦ Beast Form, Implement, Primal 
  Standard Action 
  Close burst 1 
    Effect: You teleport your speed and make the 
  following attack: 
     Range: Close burst 1 
     Target: Each creature in the burst 
     Attack: Wisdom vs. Fortitude 
     Hit: 6d6 + Wisdom modifier lightning 
  damage, and the target is stunned until the 
  end of your next turn. 
    Effect: Until the end of the encounter, your 
  attacks while in beast form deal 3d6 
  additional lightning damage and knock their 
  targets prone on a hit. 
   
  LEVEL 27 ENCOUNTER EVOCATIONS 
   
    Tide of Flight  
   
  Druid Attack 27 
    Your cloak open wide, the raptors and 
  scavengers and songbirds of the world rush 
  outwards in a tide of flight. 
  Encounter ✦ Implement, Primal 
  Standard Action 
  Close burst 1 
  Target: Each enemy in the burst 
  Attack: Wisdom vs. Fortitude 
    Hit: 3d4 + Wisdom modifier damage, and you 
  push the target 1 square. 
  Effect: You make the following attack: 
       Range: Close burst 2 
       Target: Each enemy in the burst 
       Attack: Wisdom + 2 vs. Fortitude 
       Hit: 3d4 + Wisdom modifier damage, and you 
  push the target 1 square. 
  Effect: You make the following attack: 
       Range: Close burst 3 
       Target: Each enemy in the burst 
       Attack: Wisdom + 4 vs. Fortitude 
       Hit: 3d4 + Wisdom modifier damage, and you 
  push the target 3 squares. 
   
   
  
   
   Avian Druid 
  9 
  LEVEL 29 DAILY EVOCATIONS 
   
    Summon Thunderbird  
  Druid Attack 29 
    The primal spirit of the storm itself arrives, 
  with might that once ended the Dawn War: the 
  thunderbird. 
  Daily ✦ Implement, Lightning, Primal, 
  Summoning, Thunder 
  Standard Action 
  Ranged 5 
    Effect: You summon the thunderbird in an 
  unoccupied 3x3 space in range. The 
  thunderbird is an ally to you and your allies. 
     The thunderbird lacks actions of its own. 
  Instead, you spend actions to command it 
  mentally, choosing from the actions in its 
  description. You don’t need line of effect to 
  the thunderbird to command it. When you 
  command the thunderbird, the two of you 
  share knowledge but not senses. 
     When the thunderbird makes a check, you 
  make the roll using your game statistics, not 
  including temporary bonuses or penalties. 
     The thunderbird lasts until it drops to 0 hit 
  points, at which point you lose a healing 
  surge (or hit points equal to your healing 
  surge value if you have no surges left). 
  Otherwise, it lasts until you dismiss it as a 
  minor action or until the end of the 
  encounter. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    Thunderbird   
      Summoned Creature 
    Huge natural magical beast 
  HP your bloodied value; Healing Surges none, 
  but you can spend a healing surge for the 
  thunderbird if an effect allows it to spend one 
  Defenses your defenses + 4, not including any 
  temporary bonuses or penalties 
  Speed 4, fly 10, teleport 10 
  Immune lightning, thunder, fear 
     Spirit of Primal Thunder ✦ Aura 3 
  Allies in the aura gain resist 20 lightning and 
  resist 20 thunder. 
     m  Standard Action ✦ At-Will 
  Effect: Before the attack, the thunderbird 
  teleports up to 10 squares. 
  Attack: Close burst 1; Wisdom + 10 vs. 
  Fortitude 
  Hit: 3d8 + 15 thunder damage. 
     r  Standard Action ✦ At-Will 
  Attack: Ranged 10; Wisdom + 10 vs. Reflex 
  Hit: 4d12 + Wisdom modifier lightning 
  damage, and the target is knocked prone. 
  Effect: Repeat the attack up to 3 times 
  against an enemy within 5 squares of the 
  previous target that has not been hit with 
  this attack. 
    Instinctive Effect ✦ At-Will 
  If you haven’t given the thunderbird any 
  commands by the end of your turn, it 
  attacks adjacent enemies with its first 
  attack if it can. If it can’t do that, it moves it 
  speed to a square adjacent to as many 
  enemies as possible. 
    Minor Action ✦ At-Will (1/round) 
  Effect: The thunderbird crawls, runs, stands 
  up, shifts, squeezes, or walks. 
   
   
  
   
   Avian Druid 
  10 
  AVIAN ACOLYTE 
  “Come, let me show you the sky." 
   
  Prerequisite: Druid, Primal Avian class feature 
  AVIAN ACOLYTE PATH FEATURES 
  Avian Action (11th Level): Whenever you spend 
  an action point, you also gain an extra move 
  action. 
   
  Bird Spirit Totem (11th Level): Choose one of 
  the following totems: 
   
  Raptor Totem: You are trained in Stealth 
  and gain a +2 bonus to speed while running 
  or charging. In addition, your powers with 
  the Beast Form keyword can score a critical 
  hit on a roll of 19-20. 
   
  Scavenger Totem: You are trained in 
  Streetwise and your ranged and area attack 
  powers don't provoke opportunity attacks 
  from creatures they target. In addition, the 
  bonus to attack rolls from combat 
  advantage is +3 instead of the usual +2. 
   
  Seabird Totem: You are trained in 
  Endurance and gain a +2 bonus to all 
  defenses against opportunity attacks 
  caused by movement. In addition, the range 
  of your ranged and area attacks is increased 
  by 5, and the size of your close attacks is 
  increased by 1. 
   
  Sparrow Totem: You are trained in 
  Intimidate and gain a +2 bonus to all 
  defenses against Large or larger creatures. 
  In addition, whenever a power would push, 
  pull, or slide a target, you can move that 
  target 1 additional square. 
   
  Roosting Rest (16th Level): When you use your 
  second wind, you can choose to also gain 
  temporary hit points equal to one-half your 
  healing surge value. If you do, you are slowed 
  until the end of your next turn. 
   
  Unfettered Flight (16th Level): The altitude limit 
  of the flight speed granted by your Primal Avian 
  class feature is increased to 5. 
   
    Birds of a Feather        Avian Acolyte Attack 11  
    Your totem birds arrive at your call, swooping 
  to cause havoc among your enemies. 
  Encounter ✦ Implement, Primal 
  Standard Action  
  Ranged 5 
  Target: One or two creatures 
  Attack: Wisdom vs. Reflex 
    Hit: 1d10 + Wisdom modifier damage, and an 
  additional effect: 
   
  Raptor Totem: You can use this power in 
  your beast form as if it had the Beast Form 
  keyword. If you do, its range becomes 
  melee 1 and it can be used in place of a 
  melee basic attack when charging. In 
  addition, the target is knocked prone. 
   
  Scavenger Totem: The target is dazed until 
  the end of your next turn. 
   
  Seabird Totem: You can repeat the attack 
  against an additional target within range. 
  Each time an attack hits, you can move 2 
  squares as a free action. 
   
  Sparrow Totem: You slide the target 3 
  squares. 
   
    Heavenly Feathers       Avian Acolyte Utility 12 
    A shining golden feather provides a brief trip to 
  the heavens for you and your allies. 
  Daily ✦ Conjuration, Primal 
  Free Action  
   
  Close burst 5 
    Effect: Until the end of the encounter, you can 
  spend a minor action to place a heavenly 
  feather in a square within range that lasts 
  until the end of your next turn. You and allies 
  who move into the heavenly feather's space 
  or start their turn there can fly 5 squares as a 
  free action. They must end the movement on 
  the ground. 
   
   
   
   
   
   
   
   
   
   
  
   
   Avian Druid 
  11 
    Avian Avatar              Avian Acolyte Attack 20 
    With a screech and a bluster of wind, you 
  become a creature half-mortal and half-spirit, a 
  winged magical beast and an avatar of the sky. 
  Daily ✦ Implement, Polymorph, Primal, 
  Thunder 
  Standard Action 
  Close burst 3 
  Target: Each enemy in the burst 
    Hit: 3d6 + Wisdom modifier thunder damage, 
  and the target takes a -3 penalty to all 
  defenses until the end of your next turn. 
  Effect: You assume the beast form of the avian 
  avatar until the end of the encounter. While 
  in this form, you can freely use powers with 
  or without the Beast Form keyword. In 
  addition, your attacks cause their targets to 
  be pushed 1 square and grant combat 
  advantage to you until the end of your next 
  turn on a hit. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/4th Edition/Huge Nerd/Quick Builds - Avian Druid.pdf