Oh, yes, yes, I see. Thank you. He is going to take a combat approach. Also should maybe be a creepy race as he will be a... creepy character sometimes.
a rusty autognome with a haunted stare and a broken smile. metal seems to tarnish in their presence, almost with self loathing. trinkets, especially those of a mechanical nature, disappear around them.
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sure! druids aren't supposed to like metal but here's a walking alloy who appears to be rusting, rotting, crumbling away. plenty of room for 'creepy' with someone that looks like a broken toy, in my opinion. ymmv.
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unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
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Oh, yes, yes, I see. Thank you. He is going to take a combat approach. Also should maybe be a creepy race as he will be a... creepy character sometimes.
And to be clear, by "combat approach" you mean martial / melee?
Do you want it to be mostly druid or mostly {martial class}?
So, I'm having trouble between lizardfolk and tortle
Could you elaborate on why?
Personally, I would go with Lizarfolk if you're planning on a Dex build, or Tortle if you're planning on a Strength build, but you might have more considerations than just stats here.
You could always approach it from the opposite angle and think of things or characters from other sources you find creepy, and then adapt them to a D&D race
For instance, you could make the druid a haregon and do something Donnie Darko-esque with the character
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Lizardfolk look like the overall best build, but I'm thinking about Tortle because of the personality and some other things about the character. I don't know how to explain it, but it is clear in my mind how I want the character to be like.
And by creepy, I don't mean like the race itself but something that I could make creepy with the character.
If you are confused here is an example: Wood elf isn't creepy at all. Tabaxi isn't really creepy, but I could take a panther tabaxi and make it into a creepy rogue.
I think overall mind mind is pretty much set on tortle. Thanks for the help people :)
Reborn: A dead character reanimated via the spores by a nature deity for a specific goal.
Hexblood: They already have a plant-like crown growing out of their heads, so the additional fungi/spores are on theme.
Plasmoid: reflavor the Spores and a lot of the Druid spells be additional pseudopods striking out, and you have a powerful character that's a versatile, sentient ooze.
Simic Hybrid: A lab experiment went wrong, fundamentally changing the scientist's nature... much like many Batman villains.
Halfling or Gnome: ate some mushrooms in a enchanted/cursed grove and was fundamentally changed.
(Tortle and Earth Genasi are good, but I mention them here at the end because I saw that others had already brought them up)
Keep in mind that a Reborn Tortle will lose all its Tortle features except Nature's Intuition (its skill proficiency.) A Reborn Lizardfolk meanwhile will keep its skill proficiency and swim speed. This does mean that neither of them will keep their natural armor, unless your DM makes an exception.
Other "dark/death/decay" themed race options include Fallen/Shroud Aasimar, Autumn/Winter Eladrin, Orc (worshiping Yurtrus), Kenku (raven or crow), Shadar-Kai, Thri-Kreen (roach or mantis), and Yuan-Ti.
A bit late, but I really like Thri-Kreen for this.
Thematically, thri-kreen is a great fit because they have such short lifespans. The spores druid could oversee all of the death rituals for a society whose relationship with death is perhaps deeper or more profound because of how quickly it comes.
Mechanically, Thri-Kreen is just awesome for druids in general and does some fun things for the spores in particular.
Foremost are the 4 hands. This allows you to hold a shield, keep a main hand free for somatic components and still dual wield scimitars in your small hands.
The shield combined with the bug's carapace will provide very solid AC (18) to start with. It won't scale, but as you level, the temp hp from entity will.
Starting stats (this is where it gets a little weird):
8 str / 16 dex / 17 con / 10 int / 14 wis / 8 cha
Druid has more than enough spells that don't rely on wisdom that you can still have quite the strong spellcasting kit. Lean into buffing the real martials (enlarge), out of combat healing (aura of vitality) and summoning (conjure animals, conjure woodland beings). You can even sprinkle in control with spike growth and plant growth.
Take resilient con at level 4 to go to 18 con and make those concentration saves super solid. You will need this going into melee.
The build will perform best in melee in tier 1 where the second attack from twf and boost from symbiotic entity has you dealing good damage compared to the martials that don't have extra attack yet. As you grow into tier 2 you will lean more and more into the spellcasting, but will still be a stout damage sponge.
Precast those symbiotic entities aggressively. The 10 minute duration on the damage boost is enough to have it up before most fights, but don't hesitate to pop it early. The temp hp is the really important part and that lasts until you take a long rest.
Plasmoid is an ooze, so that works. You can pick the +1 and +2 abilities (like autognome) so would work as druid.
I like autognome for druid (I run one as circle of stars) and you could have him be worn or rusty...same goes for warforged. Also constructs don't have to be metal. You could have a warforged made of mold and mildew covered wood....or petrified wood. And both constructs have good armor capabilities.
Shadar-Kai exist in a state between life and death (and even have necrotic resistance) due to their connection with the shadowfell, and Dhampir are also Poised between the worlds of the living and the dead.
Grund with their poison skin work too.
Some good druid cantrips for the theme: infestation, poison spray, primal savagery (acid damage).
Oh, yes, yes, I see. Thank you. He is going to take a combat approach. Also should maybe be a creepy race as he will be a... creepy character sometimes.
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"Be the change you wish to see in the world." - Mahatma Gandhi
So Lizardfolk seems to top my list right now.
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"Be the change you wish to see in the world." - Mahatma Gandhi
So, I'm having trouble between lizardfolk and tortle
Upvote these 18 unique mythical weapon materials!
"Be the change you wish to see in the world." - Mahatma Gandhi
a rusty autognome with a haunted stare and a broken smile. metal seems to tarnish in their presence, almost with self loathing. trinkets, especially those of a mechanical nature, disappear around them.
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: provide feedback!
So you're suggesting autognome?
Upvote these 18 unique mythical weapon materials!
"Be the change you wish to see in the world." - Mahatma Gandhi
sure! druids aren't supposed to like metal but here's a walking alloy who appears to be rusting, rotting, crumbling away. plenty of room for 'creepy' with someone that looks like a broken toy, in my opinion. ymmv.
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: provide feedback!
Interesting
Upvote these 18 unique mythical weapon materials!
"Be the change you wish to see in the world." - Mahatma Gandhi
And to be clear, by "combat approach" you mean martial / melee?
Do you want it to be mostly druid or mostly {martial class}?
Could you elaborate on why?
Personally, I would go with Lizarfolk if you're planning on a Dex build, or Tortle if you're planning on a Strength build, but you might have more considerations than just stats here.
You could always approach it from the opposite angle and think of things or characters from other sources you find creepy, and then adapt them to a D&D race
For instance, you could make the druid a haregon and do something Donnie Darko-esque with the character
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I mean melee fighting.
Lizardfolk look like the overall best build, but I'm thinking about Tortle because of the personality and some other things about the character. I don't know how to explain it, but it is clear in my mind how I want the character to be like.
I'm thinking about tortle though
Upvote these 18 unique mythical weapon materials!
"Be the change you wish to see in the world." - Mahatma Gandhi
And by creepy, I don't mean like the race itself but something that I could make creepy with the character.
If you are confused here is an example: Wood elf isn't creepy at all. Tabaxi isn't really creepy, but I could take a panther tabaxi and make it into a creepy rogue.
I think overall mind mind is pretty much set on tortle. Thanks for the help people :)
Upvote these 18 unique mythical weapon materials!
"Be the change you wish to see in the world." - Mahatma Gandhi
*my mind, not mind mind
Upvote these 18 unique mythical weapon materials!
"Be the change you wish to see in the world." - Mahatma Gandhi
Reborn: A dead character reanimated via the spores by a nature deity for a specific goal.
Hexblood: They already have a plant-like crown growing out of their heads, so the additional fungi/spores are on theme.
Plasmoid: reflavor the Spores and a lot of the Druid spells be additional pseudopods striking out, and you have a powerful character that's a versatile, sentient ooze.
Simic Hybrid: A lab experiment went wrong, fundamentally changing the scientist's nature... much like many Batman villains.
Halfling or Gnome: ate some mushrooms in a enchanted/cursed grove and was fundamentally changed.
(Tortle and Earth Genasi are good, but I mention them here at the end because I saw that others had already brought them up)
Nice, lots of options here. The reborn does sound pretty cool, fits the theme.
Upvote these 18 unique mythical weapon materials!
"Be the change you wish to see in the world." - Mahatma Gandhi
Keep in mind that a Reborn Tortle will lose all its Tortle features except Nature's Intuition (its skill proficiency.) A Reborn Lizardfolk meanwhile will keep its skill proficiency and swim speed. This does mean that neither of them will keep their natural armor, unless your DM makes an exception.
Other "dark/death/decay" themed race options include Fallen/Shroud Aasimar, Autumn/Winter Eladrin, Orc (worshiping Yurtrus), Kenku (raven or crow), Shadar-Kai, Thri-Kreen (roach or mantis), and Yuan-Ti.
I think I'm just sticking with a regular tortle.
(And Grammarly wants me to say I'm sticking to a regular tortilla)
Upvote these 18 unique mythical weapon materials!
"Be the change you wish to see in the world." - Mahatma Gandhi
No idea whether they're good stat-wise, but a dhampir goes well with the whole death/life duality thing?
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A bit late, but I really like Thri-Kreen for this.
Thematically, thri-kreen is a great fit because they have such short lifespans. The spores druid could oversee all of the death rituals for a society whose relationship with death is perhaps deeper or more profound because of how quickly it comes.
Mechanically, Thri-Kreen is just awesome for druids in general and does some fun things for the spores in particular.
Foremost are the 4 hands. This allows you to hold a shield, keep a main hand free for somatic components and still dual wield scimitars in your small hands.
The shield combined with the bug's carapace will provide very solid AC (18) to start with. It won't scale, but as you level, the temp hp from entity will.
Starting stats (this is where it gets a little weird):
8 str / 16 dex / 17 con / 10 int / 14 wis / 8 cha
Druid has more than enough spells that don't rely on wisdom that you can still have quite the strong spellcasting kit. Lean into buffing the real martials (enlarge), out of combat healing (aura of vitality) and summoning (conjure animals, conjure woodland beings). You can even sprinkle in control with spike growth and plant growth.
Take resilient con at level 4 to go to 18 con and make those concentration saves super solid. You will need this going into melee.
The build will perform best in melee in tier 1 where the second attack from twf and boost from symbiotic entity has you dealing good damage compared to the martials that don't have extra attack yet. As you grow into tier 2 you will lean more and more into the spellcasting, but will still be a stout damage sponge.
Precast those symbiotic entities aggressively. The 10 minute duration on the damage boost is enough to have it up before most fights, but don't hesitate to pop it early. The temp hp is the really important part and that lasts until you take a long rest.
Plasmoid is an ooze, so that works. You can pick the +1 and +2 abilities (like autognome) so would work as druid.
I like autognome for druid (I run one as circle of stars) and you could have him be worn or rusty...same goes for warforged. Also constructs don't have to be metal. You could have a warforged made of mold and mildew covered wood....or petrified wood. And both constructs have good armor capabilities.
Shadar-Kai exist in a state between life and death (and even have necrotic resistance) due to their connection with the shadowfell, and Dhampir are also Poised between the worlds of the living and the dead.
Grund with their poison skin work too.
Some good druid cantrips for the theme: infestation, poison spray, primal savagery (acid damage).
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Now that I think of it, Hexblood and Reborn would work just fine too. They are Ravenloft races like the Dhampir.
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