Class specific (what you mentioned as character level but a 4th wizard 2 fighter is 6th character) is the default, cantrips are a weirdly specific exception and as specific trumps general thats how they get away with it. Its safe to assume the designers didnt want the damage to stack off of a dip class.
I like to come up with character ideas then min/max them within the confines of their backstories/fluff.
i have an idea of a Goblin that stumbled upon a cave full of psychedelic mushrooms, went to town, and while peaking had a “close encounter” with what he believes to be his new guiding deity (deities? He’s not sure), some giant mushroom GOO, or some such. The more time he spends “communing” with the deity, the more the ‘shrooms and spores become a part of his magic.
His memory is shot, but he’s all about spreading the love and bounty of his new God(s) in the form of handing out ‘shroom caps (goodberries). Aloof, unaccustomed to the norms of society, invisible familiar that no one can see but always whispers silliness in his ear, good RP character stuff.
the original build is a GOO Chain Warlock/Spore Druid. But it’s super MAD (unless I forget about Eldritch Blast) so i’m basically looking for an excuse to stop Druid at 2 and still scale. If not it’s Dr2/WL3/DrX, which fits the character, but feels... bleh?
Yeah your out of luck with the scaling, but keep your eye out for abusing the living heck out of guilds of ravnica backgrounds (ie using any of them outside of a ravnica setting) each adds spells to each list you can draw from offering you some weird ways to arm yourself and create something that seems like a multiclass but is in fact a solo class character.
Erm - Great Old One and druid dont fit well together, one is of course 'abberant to the max' and the druid fluff in the phb specifically puts you in opposition to that, but hey if your DM is fine with a conflict / battleline redefinition go for it. Archfey is the more 'normal' choice for the druid lock.
Lastly: 'druid x... feels bleh'. <-This right here is the problem with druids, on the one hand they are complained about for potentially being too powerful, at the same time no one wants to try playing them to reach it. Druids, like wizards arent defined by abilities past 10 until they hit about 17. thats a big grey expanse most just assume means the class is rubbish. The spells however for a druid are slightly harder to use than many a wizards (So much concentration!! why? why!!!) But those spells define them. If you can figure out what to take and how to use it at the right time, many fights become mechanical if not automatic victories.
If you only have a few levels in Spore druid, beware the weakness of their spore use / wildshape buff, the heightened power fades if the temporary hitpoints are used up. Good luck with the build revision, I will keep an eye out if you repost ideas :) have fun and I hope your fungoid goblin is as much fun to play as you hope.
GOO was forced for the narrative, and the more I think about it Dr 1/Cl 1/Dr X would work just as well for the story and would be much more effective (Life cleric goodberries are GOODberries, all the better to pass on the ‘shrooms) starting at level 1
Its not a Ravnica set campaign, so Hermit is my background of choice.
Yeah life berries are great, and the addition of inflict wounds as a rotting touch is nice and thematic. Fury of the small adds to spell damage so that can be a nice goblin backhand slap finisher.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
For the Halo of Spores ability does
“The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.”
refer to class level (ie. cantrips), or character level (ie. Sneak Attack)?
Class specific (what you mentioned as character level but a 4th wizard 2 fighter is 6th character) is the default, cantrips are a weirdly specific exception and as specific trumps general thats how they get away with it. Its safe to assume the designers didnt want the damage to stack off of a dip class.
Out of curiosity, what did you have in mind?
I like to come up with character ideas then min/max them within the confines of their backstories/fluff.
i have an idea of a Goblin that stumbled upon a cave full of psychedelic mushrooms, went to town, and while peaking had a “close encounter” with what he believes to be his new guiding deity (deities? He’s not sure), some giant mushroom GOO, or some such. The more time he spends “communing” with the deity, the more the ‘shrooms and spores become a part of his magic.
His memory is shot, but he’s all about spreading the love and bounty of his new God(s) in the form of handing out ‘shroom caps (goodberries). Aloof, unaccustomed to the norms of society, invisible familiar that no one can see but always whispers silliness in his ear, good RP character stuff.
the original build is a GOO Chain Warlock/Spore Druid. But it’s super MAD (unless I forget about Eldritch Blast) so i’m basically looking for an excuse to stop Druid at 2 and still scale. If not it’s Dr2/WL3/DrX, which fits the character, but feels... bleh?
Yeah your out of luck with the scaling, but keep your eye out for abusing the living heck out of guilds of ravnica backgrounds (ie using any of them outside of a ravnica setting) each adds spells to each list you can draw from offering you some weird ways to arm yourself and create something that seems like a multiclass but is in fact a solo class character.
Erm - Great Old One and druid dont fit well together, one is of course 'abberant to the max' and the druid fluff in the phb specifically puts you in opposition to that, but hey if your DM is fine with a conflict / battleline redefinition go for it. Archfey is the more 'normal' choice for the druid lock.
Lastly: 'druid x... feels bleh'. <-This right here is the problem with druids, on the one hand they are complained about for potentially being too powerful, at the same time no one wants to try playing them to reach it. Druids, like wizards arent defined by abilities past 10 until they hit about 17. thats a big grey expanse most just assume means the class is rubbish. The spells however for a druid are slightly harder to use than many a wizards (So much concentration!! why? why!!!) But those spells define them. If you can figure out what to take and how to use it at the right time, many fights become mechanical if not automatic victories.
If you only have a few levels in Spore druid, beware the weakness of their spore use / wildshape buff, the heightened power fades if the temporary hitpoints are used up. Good luck with the build revision, I will keep an eye out if you repost ideas :) have fun and I hope your fungoid goblin is as much fun to play as you hope.
GOO was forced for the narrative, and the more I think about it Dr 1/Cl 1/Dr X would work just as well for the story and would be much more effective (Life cleric goodberries are GOODberries, all the better to pass on the ‘shrooms) starting at level 1
Its not a Ravnica set campaign, so Hermit is my background of choice.
Yeah life berries are great, and the addition of inflict wounds as a rotting touch is nice and thematic. Fury of the small adds to spell damage so that can be a nice goblin backhand slap finisher.