So I'm going to be running & playing a 20th level battle royale in a few days, my build is a 20th level moon druid. I'd like to see what everyone thinks of the build I've made. There is only one other player, I know they are a Wizard, Evocation school I think
Here are all the custom rules:
Everyone is 20th level, no multiclassing.
Stats are point buy, Hitpoints are fixed, and you must pick equipment not gold to start with
Only PHB content allowed
Nothing that can insta-kill, in other words, no power word kill or anything similar
You can pick one magic item of up to Very Rare rarity to have on your character
At the beginning of the fight, everyone gets one round where they can't harm anyone else
The arena:
The arena is in a bubble dimension, it is neither day nor night, yet there is still light. This also means that nothing can come in or out of the bubble, no summoning demons from the abyss, and no planar shifting someone. Looking at it from above, the arena is 200’ horizontally and 100’ vertically, it’s also 70’ tall. On either side of the arena there is a tower 50’ tall with two floors and the roof. In the center of the arena there is a lake of acid that deals 2d10 acid damage per turn. On the four corners of the acid lake, there is a small house with a single chest that contains a Greater healing potion, it takes an action to open the chest, and another to drink the potion.
Stats: 10 Str, 12 Dex, 20 Con, 10 Int, 20 Wis, and 10 Cha. I picked these for fairly obvious reasons, I need a high Wis so I can cast spells well, and I need a high Con so I can have 203 HP. I've taken almost all ability score improvements, but I did take one as a feat, the Lucky feat, which I picked because it’s just one of the best feats in general
Race: Water Genasi. The +2 to Con is great for HP, and the +1 to Wis is great too. The water breathing could be nice if the other player decides to cast any water spells like Tsunami or something. The spells are pretty meh, but they could come in handy. The resistance to acid damage is pretty nice in case I get pushed into the acid lake, or I could even hide out in it, since it only deals an average of 5 damage a turn
The Magic item I picked is the Rod of absorption, loaded with 20 levels already. This is going to be great to counter all the spells the other player is going to try to hit me with. And I can use the levels it already has as well as any extra levels I get to cast spells, mostly Shapechange.
General plan: during the prep round, I will cast Shapechange on myself, most likely turning into an Ancient white dragon, I will then fly 20~ feet away from the other player on my next turn, using my breath weapon to deal an average of 72 damage if he fails a DC 22 Con save, or half as much on a successful save (they have +5 Con). Then next turn, I will most likely use my action to change into a Pit Fiend, an insane demon that deals an average of 99 damage every round, assuming the target of the attacks gets hit by all of the attacks, which is very likely because they all have a +14 to hit, and assuming that the target fails a DC 21 Con saving throw, which is a 75% chance they will fail. The target is also Poisoned until they succeed the saving throw at the end of their turns, and, the target, while poisoned, takes an average of 22 damage at the beginning of their turns (this is factored into the 99 avg damage). I know the other player has roughly 140-150 HP, meaning I can easily kill them in three actual turns if everything goes right, and if they do nothing, which they will, most likely just attacking spells though, but they may even cast Shapechange themselves.
After the Shapechange wears off, because I fail a saving throw to keep concentration, I can just use 9 levels from my Rod of Absorption to cast it again, which I will have on me in my other forms btw, Dragons and Pit Fiends can both use the rod to counter spells, and even to cast spells (It surprisingly doesn't say you can't cast spells in your new form, as long as it isn't from a spellcasting trait that the monster has).
If I ever end up running out of Shapechanges, I can always just use my wild shape to transform into an elemental or any other manner of things, though probably just those so I can still use the rod, and maybe even my shield.
Thoughts? Any way you think I could improve this build?
After the Shapechange wears off, because I fail a saving throw to keep concentration, I can just use 9 levels from my Rod of Absorption to cast it again, ...
I also know this is really old, but the mere fact that you're a moon druid at level 20 makes you the top combatant. You are likely going to win since you have unlimited hp. Im just slightly confused as to what the wizard means to you, is it your enemy or your ally? If it's your enemy, it isn't even a fight. As long as you have high con and wis, the wizard stands no chance. If it's your ally, all you gotta do is keep wildshaping (which is a frikkin BONUS ACTION). Wizards are powerful with their spells, but they don't have unlimited hit points. So overall, besides the mishap with the Rod of Absorption, I rate this a 10/10 because moon druids are OP.
So I'm going to be running & playing a 20th level battle royale in a few days, my build is a 20th level moon druid. I'd like to see what everyone thinks of the build I've made. There is only one other player, I know they are a Wizard, Evocation school I think
Here are all the custom rules:
Everyone is 20th level, no multiclassing.
Stats are point buy, Hitpoints are fixed, and you must pick equipment not gold to start with
Only PHB content allowed
Nothing that can insta-kill, in other words, no power word kill or anything similar
You can pick one magic item of up to Very Rare rarity to have on your character
At the beginning of the fight, everyone gets one round where they can't harm anyone else
The arena:
The arena is in a bubble dimension, it is neither day nor night, yet there is still light. This also means that nothing can come in or out of the bubble, no summoning demons from the abyss, and no planar shifting someone. Looking at it from above, the arena is 200’ horizontally and 100’ vertically, it’s also 70’ tall. On either side of the arena there is a tower 50’ tall with two floors and the roof. In the center of the arena there is a lake of acid that deals 2d10 acid damage per turn. On the four corners of the acid lake, there is a small house with a single chest that contains a Greater healing potion, it takes an action to open the chest, and another to drink the potion.
Stats: 10 Str, 12 Dex, 20 Con, 10 Int, 20 Wis, and 10 Cha. I picked these for fairly obvious reasons, I need a high Wis so I can cast spells well, and I need a high Con so I can have 203 HP. I've taken almost all ability score improvements, but I did take one as a feat, the Lucky feat, which I picked because it’s just one of the best feats in general
Race: Water Genasi. The +2 to Con is great for HP, and the +1 to Wis is great too. The water breathing could be nice if the other player decides to cast any water spells like Tsunami or something. The spells are pretty meh, but they could come in handy. The resistance to acid damage is pretty nice in case I get pushed into the acid lake, or I could even hide out in it, since it only deals an average of 5 damage a turn
The Magic item I picked is the Rod of absorption, loaded with 20 levels already. This is going to be great to counter all the spells the other player is going to try to hit me with. And I can use the levels it already has as well as any extra levels I get to cast spells, mostly Shapechange.
General plan: during the prep round, I will cast Shapechange on myself, most likely turning into an Ancient white dragon, I will then fly 20~ feet away from the other player on my next turn, using my breath weapon to deal an average of 72 damage if he fails a DC 22 Con save, or half as much on a successful save (they have +5 Con). Then next turn, I will most likely use my action to change into a Pit Fiend, an insane demon that deals an average of 99 damage every round, assuming the target of the attacks gets hit by all of the attacks, which is very likely because they all have a +14 to hit, and assuming that the target fails a DC 21 Con saving throw, which is a 75% chance they will fail. The target is also Poisoned until they succeed the saving throw at the end of their turns, and, the target, while poisoned, takes an average of 22 damage at the beginning of their turns (this is factored into the 99 avg damage). I know the other player has roughly 140-150 HP, meaning I can easily kill them in three actual turns if everything goes right, and if they do nothing, which they will, most likely just attacking spells though, but they may even cast Shapechange themselves.
After the Shapechange wears off, because I fail a saving throw to keep concentration, I can just use 9 levels from my Rod of Absorption to cast it again, which I will have on me in my other forms btw, Dragons and Pit Fiends can both use the rod to counter spells, and even to cast spells (It surprisingly doesn't say you can't cast spells in your new form, as long as it isn't from a spellcasting trait that the monster has).
Outside of Shapechange, I also have spells like Sunburst, Reverse Gravity, Whirlwind, Wall of thorns, Primordial ward, Sunbeam, and various other spells picked for either attacking, defending, or utility.
If I ever end up running out of Shapechanges, I can always just use my wild shape to transform into an elemental or any other manner of things, though probably just those so I can still use the rod, and maybe even my shield.
Thoughts? Any way you think I could improve this build?
Edit: Character link: https://www.dndbeyond.com/profile/Purplecoop/characters/15108664
The proud owner of over 8000 hours in Terraria.
Send help pleaseMoon druids are all but invincible at level 20. Something to consider!
I know this is really old, but the Rod of Absorption reads:
This means you cannot cast any spell higher than 5th level wit the rod.
I also know this is really old, but the mere fact that you're a moon druid at level 20 makes you the top combatant. You are likely going to win since you have unlimited hp. Im just slightly confused as to what the wizard means to you, is it your enemy or your ally? If it's your enemy, it isn't even a fight. As long as you have high con and wis, the wizard stands no chance. If it's your ally, all you gotta do is keep wildshaping (which is a frikkin BONUS ACTION). Wizards are powerful with their spells, but they don't have unlimited hit points. So overall, besides the mishap with the Rod of Absorption, I rate this a 10/10 because moon druids are OP.
I love roleplaying, message me so we can set something up.
I talk everything D&D, message me for questions, chat, arguements, or roleplay!
a shepherd druid is better but thumbs up all the way.I mean it's still a druid
Ain’t nuttiness Berta than sum good ole jambalaya