I created a chaotic neutral, variant human druid with the Magic Initiate (Cleric) feat because I love playing spellcasters. I thought about taking the Wizard magic initiate feat primarily for find familiar, but then realized that druids have the option for Find Familiar (albeit with time limitations) at Level 2 with Wild Companion. Also, (1) unlike druids, clerics have some good, single-target offensive cantrips and 1st level spells; and (2) Wisdom is spellcasting modifier for both classes so my spell attack bonus is great. I'm undecided on the subclass at level 2 but I'm leaning towards Moon.
Lizardfolk swamp druid. Very feral and self sufficient. Greatly distrusts civilization.
She's adventuring, seeking a gift to bring back to the tribe. It's a rite of passage that has huge influence on social status within the tribe. I got the idea from the Quarian pilgrimage in Mass Effect.
Lizardfolk swamp druid. Very feral and self sufficient. Greatly distrusts civilization.
She's adventuring, seeking a gift to bring back to the tribe. It's a rite of passage that has huge influence on social status within the tribe. I got the idea from the Quarian pilgrimage in Mass Effect.
Lizardfolk, swamp druid is a solid concept, down to the acid theme running through her spells. And the bonus to AC from natural armor is great for a class like druid that is squishy. I like how you went with the Athletics skill and have a 13 ST. Does Shione get involved in melee? If so, how does she fare?
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Started playing AD&D in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in 2023
The original idea was to build her for melee and be able to heal the whole party afterwards. Her AC is relatively high for a caster and Primal Savagery keeps up with the best cantrips without anyone thinking its OP. But the d8 hit die means she gets put down if she goes toe to toe with a martial boss (something that happens to melee rogues too).
I have since reevaluated her role in the party. She stays in that in-between zone behind frontliners and in front of the squishy casters/ranged, using spells to mess with the opponents but can step in and hit hard when when the opportunity presents itself.
The athletics was mostly flavor. Who spends a significant time in the outdoors without being able to swim or climb?
Idea is to go up to lvl 6 Druid and rest into Barb, Ancestral Guardians.
The flavor is that the Ancestral guardians are "they" that keeps popping up in his backstory, and "their full blessing" is at Barb lvl 14 when all Path feature are gotten, but that is meant for when the character reaches lvl 20.
Idk yet in whichnorder i would lvl him up, probably balanced between 1 Druid, 1 Barb until lvl 12, then put the rest i to Barb
Half-orc, Barbarian-Artic druid multiclass. Very cool concept. I'm imagining that you're primarily a damage-dealing half-orc barbarian who occasionally casts spells, which are primarily non-concentration spells (none of your prepared spells require concentration).
Do you get much use out of Shillelagh? If so, under what conditions do you use it?
How/when do you use your create/destroy and shape water spells?
What WS forms do you take?
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Started playing AD&D in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in 2023
I have only used him in a single 1 shot, where there were only 2 encounters, but i did first use some spells to deal some damage, before using Shillelagh during my spellcasting turn on my Quarterstaff, then using Rage as bonus action on my next turn where i moved in and Reckless Attacked with the Quarterstaff. DM luckily ruled that, since Quarterstaff is Versatile, that the D8 with Shillelagh is for 1 handed and for 2 handed, it would be a D10 for damage. As iirc Shillelag does not specify this, while still mentioning the Quarterstaff.
Tho this makes me wonder: since the Quarterstaff is a single wooden weapon, would Polearm Master backside attack also benefit in 1 way or another with Shillelagh? (Not that i plan on taking PAM, but still curious)
As for Destroy/create water and Absorb elements, i didnt know i could take 4 lvl 1 spells before i played this 1 shot, so i added those afterwards. I only had Iceknife and Cure Wounds, which sadly missed and only did damage to an ally with the explosion, which i ended up not using
Since i can only Wildshape up to CR 1/4 i decided to make both useful outside of combat (rat to go into ventilation and giant badger for burrowing to find something magical, which furned oht to be a portal, since this took place in Sigil) so that I could use the Barbarian features in combat.
I know how highly regarded the Totem Barb Moon Druid is, bit since the vast majority seems to favor this combo and since the backstory of this particular character demands Ancestral Guardians, i decided that Wildshaping is not that important, especially since ultimately he ends up only Druid 6.
I do want to continue using him in other campaigns, but i posted a question regarding spells here as well, before i can level him up. Perhaps you could help me out in there?
Thisnis the first time that i am delving into something that isnt a full barb, as the first ever, and only other character i play with, was made by someone else and given to me.
This was the first time me attempting to make a character with this site, butnit's incredibly limited because i refuse to buy digitally, shat i already have physically
As for spell selection, IMO what makes the druid unique is their area of effect (AoE) spells that allow you to control the battleground. Druid spells aren't as good as Cleric or Wizard spells for single-target damage. At 2nd level, for example, druids get access to Entangle, which turns the area into difficult terrain (slowing their movement); it doesn't do any damage but does allow you to restrain creatures within a 20 ft area on a failed Strength save. Entangle is the best AoE 1st level spell (except for Sleep, and probably tied with Web). Entangle requires concentration, but you can cast it from far (90 ft) away. Then since you're a barbarian who doesn't shy away from melee, I'd also add Thunderwave, which does 2d8 thunder damage to any creatures within 15 ft of you. You might want to cast this if you're being overwhelmed by multiple enemies during melee. On a failed Constitution save, the enemies are pushed back 10 ft. Last, since you're going to be in melee taking damage as a barbarian, it makes sense to take at least 1 healing spell, which you do have. Goodberry is probably a better option than Cure Wounds because the former heals 10 HP, can be used anytime withing a 24 hour period (and so can be cast at the end of the day, lasting the following 24 hours), can be shared with > 1 person, and also provides nourishment for 24 hours (you don't need to eat). You might want to prepare both Cure Wounds and Goodberry if possible.
I am Circle of the land(Arctic) and the majority of spells and cantrips, i want water / ice themed
My bad, you did say your subclass was Circle of the Land (Arctic). I like Frostbite, Ice Knife and Absorb Elements for your arctic theme. Create/Destroy and Shape Water can be good utility spells, but require a lot of creativity. Go to YouTube and search for videos on these spells, like this. (And look at the comments for more ideas!)
I think you could add arctic flavor to almost any other druid spell. For example, when you cast Entangle, frost covers the ground and you call up arctic vines that look like these:
Also, your thunder-based spells like Thunderclap and Thunderwave would include visible frost and a drop in temperature along with the Thunder. Same goes for a spell like Earth Tremor. The ground becomes loose with a visible amount of ice/snow/frost and a drop in temperature.
The downside to this site, is that by default, it is extremely limited. As mentioned before: i refuse to pay for something digitally if i own it physically.
Hence why i will not update the character beyond Druid lvl 6 Barb 2, despite that on physical paper / my PDF dicument, i will continue to develop him. I will only use this site to help me understand how many spells i can have at each lvl up to Druid 6
I totally understand not wanting to pay for the digital sources, esp when you already own the hard copies. The current corporate norms around digital licenses (for books, music, etc.) suck. Your approach makes sense to me.
Adrie, my Avariel (winged elf) Wildfire Druid. She's very passionate about nature and antisocial. She has started 3 fights with hunters so far, and I'm in CoS at 3rd level. (my party just beat Baba Lysaga thanks to my healing spells and our bard who can't roll below a 17 in persuasion befriending her pet house)
Hi all, I'm Druid_Girl31, but please call me Druid. I am (a/an) CERTIFIED INSOMNIAC, PAN, alterhuman,BADDD DM, and obsessed with HAMILTON! Why? I'm just cool like that!
The downside to this site, is that by default, it is extremely limited. As mentioned before: i refuse to pay for something digitally if i own it physically.
Hence why i will not update the character beyond Druid lvl 6 Barb 2, despite that on physical paper / my PDF dicument, i will continue to develop him. I will only use this site to help me understand how many spells i can have at each lvl up to Druid 6
There is nothing wrong with copying content you have in a physical book into a "homebrew" content. It is a bit of a hassle but I find it less so than doing everything on physical paper.
Avariel (winged elf) Wildfire Druid, very passionate about nature and antisocial. She has started 3 fights with hunters so far, and I'm in CoS at 3rd level.
I like her name :) I can see the usefulness of a Wildfire druid in CoS. I've never played a Wildfire Druid. The Wildfire Spirit is an excellent, unique feature of the subclass. How often do you use your Wildfire Spirit and what role do you have in your party? If you have created her on D&D Beyond, feel free to post the link.
I've played a wildfire druid up to level 8. The wildfire spirit is super handy. A lot more HP than regular familiars.
The 15ft teleport is some very welcome mobility for anyone willing to jump with it. Using this I've managed to pull the party warlock out from being swallowed by a frog demon. The warlock was being digests for two rounds when I also got grabbed by its tongue and pulled into its maw. With a bonus action I ordered the spirit to me and to teleport us out. I was pretty proud of that clutch move.
Enhanced bond (extra d8 fire damage or healing on your spells) is a power boost roughly equal to one spell slot higher, but it's only active while the spirit is summoned which changes how often you put the spirit in risky situations. Being able to remote deliver spells allows you to be in two places at the once for spellcasting.
I used the teleportation to save 2 unconscious party members from being trampled by Baba Lysaga's pet house.
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Hi all, I'm Druid_Girl31, but please call me Druid. I am (a/an) CERTIFIED INSOMNIAC, PAN, alterhuman,BADDD DM, and obsessed with HAMILTON! Why? I'm just cool like that!
Yes, 16th level. With third party content I had to read 131 spells and pick 25. I chose a majority of concentration spells so I can cast one and wild shape. Then some healing and utility spells.
I'm having trouble with the fact most good damage dealing spells have a big radius and am concerned about hurting my party members on the VTT by catching them in one. Any tips?
(Guess I don't have my pic hosted on the right kind of site, the instructions didn't work)
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I created a chaotic neutral, variant human druid with the Magic Initiate (Cleric) feat because I love playing spellcasters. I thought about taking the Wizard magic initiate feat primarily for find familiar, but then realized that druids have the option for Find Familiar (albeit with time limitations) at Level 2 with Wild Companion. Also, (1) unlike druids, clerics have some good, single-target offensive cantrips and 1st level spells; and (2) Wisdom is spellcasting modifier for both classes so my spell attack bonus is great. I'm undecided on the subclass at level 2 but I'm leaning towards Moon.
It's my first 5e druid, feedback welcome.
https://www.dndbeyond.com/characters/121977514/r1O53m
Started playing AD&D in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in 2023
Lizardfolk swamp druid. Very feral and self sufficient. Greatly distrusts civilization.
She's adventuring, seeking a gift to bring back to the tribe. It's a rite of passage that has huge influence on social status within the tribe. I got the idea from the Quarian pilgrimage in Mass Effect.
www.dndbeyond.com/characters/64781202/mRa5DB
Lizardfolk, swamp druid is a solid concept, down to the acid theme running through her spells. And the bonus to AC from natural armor is great for a class like druid that is squishy. I like how you went with the Athletics skill and have a 13 ST. Does Shione get involved in melee? If so, how does she fare?
Started playing AD&D in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in 2023
The original idea was to build her for melee and be able to heal the whole party afterwards. Her AC is relatively high for a caster and Primal Savagery keeps up with the best cantrips without anyone thinking its OP. But the d8 hit die means she gets put down if she goes toe to toe with a martial boss (something that happens to melee rogues too).
I have since reevaluated her role in the party. She stays in that in-between zone behind frontliners and in front of the squishy casters/ranged, using spells to mess with the opponents but can step in and hit hard when when the opportunity presents itself.
The athletics was mostly flavor. Who spends a significant time in the outdoors without being able to swim or climb?
Halforc Barb / Arctic Druid 2/2)
Idea is to go up to lvl 6 Druid and rest into Barb, Ancestral Guardians.
The flavor is that the Ancestral guardians are "they" that keeps popping up in his backstory, and "their full blessing" is at Barb lvl 14 when all Path feature are gotten, but that is meant for when the character reaches lvl 20.
Idk yet in whichnorder i would lvl him up, probably balanced between 1 Druid, 1 Barb until lvl 12, then put the rest i to Barb
https://www.dndbeyond.com/characters/121543577
Half-orc, Barbarian-Artic druid multiclass. Very cool concept. I'm imagining that you're primarily a damage-dealing half-orc barbarian who occasionally casts spells, which are primarily non-concentration spells (none of your prepared spells require concentration).
Do you get much use out of Shillelagh? If so, under what conditions do you use it?
How/when do you use your create/destroy and shape water spells?
What WS forms do you take?
Started playing AD&D in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in 2023
I have only used him in a single 1 shot, where there were only 2 encounters, but i did first use some spells to deal some damage, before using Shillelagh during my spellcasting turn on my Quarterstaff, then using Rage as bonus action on my next turn where i moved in and Reckless Attacked with the Quarterstaff. DM luckily ruled that, since Quarterstaff is Versatile, that the D8 with Shillelagh is for 1 handed and for 2 handed, it would be a D10 for damage. As iirc Shillelag does not specify this, while still mentioning the Quarterstaff.
Tho this makes me wonder: since the Quarterstaff is a single wooden weapon, would Polearm Master backside attack also benefit in 1 way or another with Shillelagh? (Not that i plan on taking PAM, but still curious)
As for Destroy/create water and Absorb elements, i didnt know i could take 4 lvl 1 spells before i played this 1 shot, so i added those afterwards. I only had Iceknife and Cure Wounds, which sadly missed and only did damage to an ally with the explosion, which i ended up not using
Since i can only Wildshape up to CR 1/4 i decided to make both useful outside of combat (rat to go into ventilation and giant badger for burrowing to find something magical, which furned oht to be a portal, since this took place in Sigil) so that I could use the Barbarian features in combat.
I know how highly regarded the Totem Barb Moon Druid is, bit since the vast majority seems to favor this combo and since the backstory of this particular character demands Ancestral Guardians, i decided that Wildshaping is not that important, especially since ultimately he ends up only Druid 6.
I do want to continue using him in other campaigns, but i posted a question regarding spells here as well, before i can level him up. Perhaps you could help me out in there?
Thisnis the first time that i am delving into something that isnt a full barb, as the first ever, and only other character i play with, was made by someone else and given to me.
This was the first time me attempting to make a character with this site, butnit's incredibly limited because i refuse to buy digitally, shat i already have physically
As for spell selection, IMO what makes the druid unique is their area of effect (AoE) spells that allow you to control the battleground. Druid spells aren't as good as Cleric or Wizard spells for single-target damage. At 2nd level, for example, druids get access to Entangle, which turns the area into difficult terrain (slowing their movement); it doesn't do any damage but does allow you to restrain creatures within a 20 ft area on a failed Strength save. Entangle is the best AoE 1st level spell (except for Sleep, and probably tied with Web). Entangle requires concentration, but you can cast it from far (90 ft) away. Then since you're a barbarian who doesn't shy away from melee, I'd also add Thunderwave, which does 2d8 thunder damage to any creatures within 15 ft of you. You might want to cast this if you're being overwhelmed by multiple enemies during melee. On a failed Constitution save, the enemies are pushed back 10 ft. Last, since you're going to be in melee taking damage as a barbarian, it makes sense to take at least 1 healing spell, which you do have. Goodberry is probably a better option than Cure Wounds because the former heals 10 HP, can be used anytime withing a 24 hour period (and so can be cast at the end of the day, lasting the following 24 hours), can be shared with > 1 person, and also provides nourishment for 24 hours (you don't need to eat). You might want to prepare both Cure Wounds and Goodberry if possible.
Started playing AD&D in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in 2023
I am Circle of the land(Arctic) and the majority of spells and cantrips, i want water / ice themed
My bad, you did say your subclass was Circle of the Land (Arctic). I like Frostbite, Ice Knife and Absorb Elements for your arctic theme. Create/Destroy and Shape Water can be good utility spells, but require a lot of creativity. Go to YouTube and search for videos on these spells, like this. (And look at the comments for more ideas!)
I think you could add arctic flavor to almost any other druid spell. For example, when you cast Entangle, frost covers the ground and you call up arctic vines that look like these:
Also, your thunder-based spells like Thunderclap and Thunderwave would include visible frost and a drop in temperature along with the Thunder. Same goes for a spell like Earth Tremor. The ground becomes loose with a visible amount of ice/snow/frost and a drop in temperature.
Started playing AD&D in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in 2023
The downside to this site, is that by default, it is extremely limited. As mentioned before: i refuse to pay for something digitally if i own it physically.
Hence why i will not update the character beyond Druid lvl 6 Barb 2, despite that on physical paper / my PDF dicument, i will continue to develop him. I will only use this site to help me understand how many spells i can have at each lvl up to Druid 6
I totally understand not wanting to pay for the digital sources, esp when you already own the hard copies. The current corporate norms around digital licenses (for books, music, etc.) suck. Your approach makes sense to me.
Started playing AD&D in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in 2023
Adrie, my Avariel (winged elf) Wildfire Druid. She's very passionate about nature and antisocial. She has started 3 fights with hunters so far, and I'm in CoS at 3rd level. (my party just beat Baba Lysaga thanks to my healing spells and our bard who can't roll below a 17 in persuasion befriending her pet house)
Hi all, I'm Druid_Girl31, but please call me Druid. I am (a/an) CERTIFIED INSOMNIAC, PAN, alterhuman, BADDD DM, and obsessed with HAMILTON! Why? I'm just cool like that!
She/her pronouns please. TITLES: Savior of the Woods by Drummer! Send me a PM! PRAISE JEFF! Join the Hamilton Cult! Hate on Gen Alpha Slang! <--- ( all links)
I lost any measure of sanity I ever had a long time ago!
There is nothing wrong with copying content you have in a physical book into a "homebrew" content. It is a bit of a hassle but I find it less so than doing everything on physical paper.
I like her name :) I can see the usefulness of a Wildfire druid in CoS. I've never played a Wildfire Druid. The Wildfire Spirit is an excellent, unique feature of the subclass. How often do you use your Wildfire Spirit and what role do you have in your party? If you have created her on D&D Beyond, feel free to post the link.
Started playing AD&D in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in 2023
I've played a wildfire druid up to level 8. The wildfire spirit is super handy. A lot more HP than regular familiars.
The 15ft teleport is some very welcome mobility for anyone willing to jump with it. Using this I've managed to pull the party warlock out from being swallowed by a frog demon. The warlock was being digests for two rounds when I also got grabbed by its tongue and pulled into its maw. With a bonus action I ordered the spirit to me and to teleport us out. I was pretty proud of that clutch move.
Enhanced bond (extra d8 fire damage or healing on your spells) is a power boost roughly equal to one spell slot higher, but it's only active while the spirit is summoned which changes how often you put the spirit in risky situations. Being able to remote deliver spells allows you to be in two places at the once for spellcasting.
I used the teleportation to save 2 unconscious party members from being trampled by Baba Lysaga's pet house.
Hi all, I'm Druid_Girl31, but please call me Druid. I am (a/an) CERTIFIED INSOMNIAC, PAN, alterhuman, BADDD DM, and obsessed with HAMILTON! Why? I'm just cool like that!
She/her pronouns please. TITLES: Savior of the Woods by Drummer! Send me a PM! PRAISE JEFF! Join the Hamilton Cult! Hate on Gen Alpha Slang! <--- ( all links)
I lost any measure of sanity I ever had a long time ago!
My first time playing online (tonight) with a half-elf-neutral moon druid in the Doomed Forgotten Realms. Is there a way to post pics in this forum?
https://www.dndbeyond.com/characters/122897043
16th level! Staff of the Woodlands! Doomed Forgotten Realms sounds awesome. What's your role in the campaign? And what's your combat strategy?
Yes, see this thread (it's a bit tedious, IMO). Also, always add ".jpeg" at the end of your pic link/URL.
Started playing AD&D in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in 2023
Yes, 16th level. With third party content I had to read 131 spells and pick 25. I chose a majority of concentration spells so I can cast one and wild shape. Then some healing and utility spells.
I'm having trouble with the fact most good damage dealing spells have a big radius and am concerned about hurting my party members on the VTT by catching them in one. Any tips?
(Guess I don't have my pic hosted on the right kind of site, the instructions didn't work)