So the premise of the build is going to resemble a bladesinger, but with nature utility spells instead of a wizard's. The goal is to be a decent melee combatant (without relying on heavy armour) and having a decent amount of utility spells to buff myself and shape the battlefield with nature magic. I'd like to use a Shillelagh imbued staff, and blind/slow and otherwise hinder my opponents Any ideas about how I could make this into a viable build? How many druid levels should I take to get interesting support/buffs?
Just take all the druid levels, I'd say. Bladesingers only ever get one extra attack. They're still basically a wizard, but that can mix it up in melee if they need to.
I think just go druid. You get barkskin, shillelagh, and primal savagery (which is just straight up better past 5th level - 2d10 acid damage on a melee hit? Heck, that's better than two longsword attacks from a fighter...) PLUS you get a ton of nature-themed utility and battlefield control spells. That's not even talking about wildshape options if you go moon circle.
Otherwise, if you want to feel more tank-y, go Oath of the Ancients Paladin.
I think going all druid is going to be a bit too much of a caster/shapeshifter, but I appreciate the suggestion. I really want to hit people with me 'ol druid walkin' stick. After reading a bit more into Monk subclasses, I think I'll make a Four Elements Monk and dip into Druid for some interesting flavour spells. I'll grab a handful of low level spells like throne whip, fog cloud and entangle.
-Though I am concerned about the saving throws on things like entangle later on. Are spell saves calculated with my wisdom modifier or my druid level? If its the latter, my druid spells would quickly become useless, wouldn't they? I'd also be looking at only a few spells per day, which kinda blows.
Actually, come to think of it. I'm really just describing a ranger that leans into the druid-y magic a little harder. If I had a better grasp of the mechanics and balancing of the game I could try to homebrew a Ranger subclass based around the Shillelagh cantrip. A ranger that fights with wisdom, in the same way, Baldesingers or Hexblades utilize their spellcasting for melee
Saving throws are based on WIS modifier and proficiency. I think the trick is rangers don't really get any cantrips. You could build it as a variant human and take a Magic Initiate (Druid) feat to grab shillelagh and a couple of other things. It would also give you the bonus of actually being able to cast a spell as a 1st-level ranger. And it would work with extra attack at 5th level too, so it's probably as good as any other basic weapon option you'd have as a ranger. It *would* also make you a bit less MAD as a ranger.
If your goal is to be a front-line fighter, and you don't want to accomplish that via Wild Shape, I suggest you look at Monk/Nature Cleric.
Rollback Post to RevisionRollBack
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Ranger (Hunter or Monster Slayer) + Nature Cleric or Monk (Open Hand or Drunken Master) + Circle of Spores Druid could also be very effective for melee. Keep in mind, though, that Monk builds need high DEX regardless.
The problem here is there is just not that many buff spells on the druid list and the few that are on there are not very significant buffs. Spells like Longstrider, Barkskin, Freedom of Movement, Stoneskin and Foresight are ok but pale when compared to some spells on the wizards list.
Shillelagh is a decent spell but doesn't really scale well. When wielding a quarterstaff you can deal 1d8 just by gripping it in two hands and as a monk you will want a high Dex and Wis anyway.
If you took 2 levels of Druid and went Circle of the Shepard you could summon a Hawk spirit totem which could give you advantage on attacks plus you would have a handful of decent spells to pick from. Or you might just take 2 levels of monk and the rest druid for a little ki plus a few uses of the ki abilities. Finally, you could take 8 levels monk (any tradition), 8 levels druid Circle of the Shepard and 4 levels of paladin oath of the ancients. You would be MAD as all heck but would have a fun set of abilities (smites, stunning blow, wild shape, spells).
So the premise of the build is going to resemble a bladesinger, but with nature utility spells instead of a wizard's. The goal is to be a decent melee combatant (without relying on heavy armour) and having a decent amount of utility spells to buff myself and shape the battlefield with nature magic. I'd like to use a Shillelagh imbued staff, and blind/slow and otherwise hinder my opponents Any ideas about how I could make this into a viable build? How many druid levels should I take to get interesting support/buffs?
Just take all the druid levels, I'd say. Bladesingers only ever get one extra attack. They're still basically a wizard, but that can mix it up in melee if they need to.
I think just go druid. You get barkskin, shillelagh, and primal savagery (which is just straight up better past 5th level - 2d10 acid damage on a melee hit? Heck, that's better than two longsword attacks from a fighter...) PLUS you get a ton of nature-themed utility and battlefield control spells. That's not even talking about wildshape options if you go moon circle.
Otherwise, if you want to feel more tank-y, go Oath of the Ancients Paladin.
I think going all druid is going to be a bit too much of a caster/shapeshifter, but I appreciate the suggestion. I really want to hit people with me 'ol druid walkin' stick. After reading a bit more into Monk subclasses, I think I'll make a Four Elements Monk and dip into Druid for some interesting flavour spells. I'll grab a handful of low level spells like throne whip, fog cloud and entangle.
-Though I am concerned about the saving throws on things like entangle later on. Are spell saves calculated with my wisdom modifier or my druid level? If its the latter, my druid spells would quickly become useless, wouldn't they? I'd also be looking at only a few spells per day, which kinda blows.
Actually, come to think of it. I'm really just describing a ranger that leans into the druid-y magic a little harder. If I had a better grasp of the mechanics and balancing of the game I could try to homebrew a Ranger subclass based around the Shillelagh cantrip. A ranger that fights with wisdom, in the same way, Baldesingers or Hexblades utilize their spellcasting for melee
Saving throws are based on WIS modifier and proficiency. I think the trick is rangers don't really get any cantrips. You could build it as a variant human and take a Magic Initiate (Druid) feat to grab shillelagh and a couple of other things. It would also give you the bonus of actually being able to cast a spell as a 1st-level ranger. And it would work with extra attack at 5th level too, so it's probably as good as any other basic weapon option you'd have as a ranger. It *would* also make you a bit less MAD as a ranger.
If your goal is to be a front-line fighter, and you don't want to accomplish that via Wild Shape, I suggest you look at Monk/Nature Cleric.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Ranger (Hunter or Monster Slayer) + Nature Cleric or Monk (Open Hand or Drunken Master) + Circle of Spores Druid could also be very effective for melee. Keep in mind, though, that Monk builds need high DEX regardless.
The problem here is there is just not that many buff spells on the druid list and the few that are on there are not very significant buffs. Spells like Longstrider, Barkskin, Freedom of Movement, Stoneskin and Foresight are ok but pale when compared to some spells on the wizards list.
Shillelagh is a decent spell but doesn't really scale well. When wielding a quarterstaff you can deal 1d8 just by gripping it in two hands and as a monk you will want a high Dex and Wis anyway.
If you took 2 levels of Druid and went Circle of the Shepard you could summon a Hawk spirit totem which could give you advantage on attacks plus you would have a handful of decent spells to pick from. Or you might just take 2 levels of monk and the rest druid for a little ki plus a few uses of the ki abilities. Finally, you could take 8 levels monk (any tradition), 8 levels druid Circle of the Shepard and 4 levels of paladin oath of the ancients. You would be MAD as all heck but would have a fun set of abilities (smites, stunning blow, wild shape, spells).
Good luck with what you decide
Current Characters I am playing: Dr Konstantin van Wulf | Taegen Willowrun | Mad Magnar
Check out my homebrew: Items | Monsters | Spells | Subclasses | Feats