Thursday, October 12, 2017

Caretaker of the Forest (Firbolg Circle of the Moon)

Firbolgs are cast in 5th edition Dungeons and Dragons, in the recent Volo's Guide to Monsters, as stealthy and gentle giants who expend a great deal of effort to protect the lands in which they make their homes. Toward that end, I've decided to build a theoretical around the idea of a firbolg druid. When I settled down to which Circle to focus on, I considered the Shepherd, the Dream, and the Land first, but eventually decided that the Circle of the Moon would provide the best sort of stealth in the form of becoming an animal to watch those coming into the forests.

For background, I am going to go with the Hermit rather than the Outlander. As this seems more like someone who has been living on their own for quite a while, even separated from other firbolg somehow.

For this I am using my typical theoretical 30 pt array of 15, 14, 13, 12, 11, 10.

1st Level Firbolg Druid
Str: 11
Dex: 11
Con: 14 
Int: 12
Wis:17
Cha:13

HP: 10
AC: 11
Save DC: 13
Speed: 30ft

Proficiency Bonus: +2

Firbolg Magic
Hidden Step
Powerful Build
Speech of Beast and Leaf

Armor Proficiencies: Light Armor, Medium Armor, Shields
Weapons: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Sickles, Slings, Spears
Tools: Herbalism Kit
Saving Throws: Intelligence, Wisdom
Languages: Common, Druidic, Elvish, Giant, Sylvan

Proficient Skills
Nature (Druid) +3
Medicine (Hermit) +5
Religion (Hermit) +3
Survival (Druid) +5

Background: Hermit

Druidic
Spellcasting

Cantrips: Mending, Shillelagh

Spell Slots: 2 (1st)

Bonus Spells: Detect Magic, Disguise Self

Prepared Spells: Cure Wounds, Entangle, Fog Cloud, Goodberry

Equipment
Quarterstaff
Sickle
Leather Armor

Reasoning: The firbolg ability score bonuses lend themselves well towards Wisdom classes like Druid and I decided to take advantage of that to reduce my dependence on Ability Score Improvements. You may notice that I did not end up taking Druidcraft as a cantrip. There is a reason for that which will become apparent pretty soon.

2nd to 5th Level


2nd Level - Circle of the Moon, Wild Shape (2/Rest, No swimming or flying creatures), Circle Forms (CR 1), Combat Wild Shape, +7 HP (17)

3rd Level - +7 HP (24)

4th Level - Ability Score Improvement: Naturalist, Wild Shape (No flying creatures), +7 HP (31)
Cantrips: Druidcraft, Infestation

5th Level - Proficiency Bonus: +3, +7 HP (38)

Reasoning: The Naturalist feat comes with the Druidcraft cantrip. Infestation gives the character a ranged attack that is very thematic with their position as a guardian and ally of the land, the insects and other small animals coming to their aid. Shillelagh I chose earlier just because it is useful to be able to shift a quarterstaff to being magical and using Wisdom for the attack bonus. I already knew I was going to take Naturalist to hit the one-with-nature theme, so I decided to leave off Druidcraft until I got it from that feat.

5th Level Statistics

5th Level Firbolg Circle of the Moon Druid
Str: 11
Dex: 11
Con: 14 
Int: 13
Wis:17
Cha:13

HP: 38
AC: 11
Save DC: 14
Speed: 30ft

Proficiency Bonus: +3

Firbolg Magic
Hidden Step
Powerful Build
Speech of Beast and Leaf

Armor Proficiencies: Light Armor, Medium Armor, Shields
Weapons: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Sickles, Slings, Spears
Tools: Herbalism Kit
Saving Throws: Intelligence, Wisdom
Languages: Common, Druidic, Elvish, Giant, Sylvan

Proficient Skills
Nature (Druid) +7
Medicine (Hermit) +6
Religion (Hermit) +4
Survival (Druid) +6

Background: Hermit

Feats: Naturalist

Druidic
Spellcasting
Wild Shape (2/Rest, No Flying Creatures)
Circle of the Moon
Circle Forms (CR 1)
Combat Wild Shape

Cantrips: Druidcraft, Infestation, Mending, Shillelagh

Spell Slots: 4 (1st) 3 (2nd) 2 (3rd)

Bonus Spells: Detect Magic, Disguise Self

Prepared Spells: Cure Wounds, Entangle, Fog Cloud, Goodberry, Gust of Wind, Pass without Trace, Plant Growth, Sleet Storm

Equipment
Quarterstaff
Sickle
Leather Armor

6th to 10th Level


6th Level - Primal Strike, Circle Forms (CR 2), +7 HP (45)

7th Level - +7 HP (52)

8th Level - Ability Score Improvement: Survivalist, Wild Shape (no restrictions) +7 HP (59)

9th Level - Proficiency Bonus +4, Circle Forms (CR 3) +7 HP (66)

10th Level - Elemental Wild Shape, +7 HP (73)
Cantrip: Guidance

Reasoning: So far I've been producing stealth by an indirect means using prepared spells geared toward concealing things and depending on Wild Shape. Also, I'm using the Skill Feats in the Unearthed Arcana to improve her skills while also increasing her stats. I'd forgotten that Naturalist increases Intelligence rather than Wisdom at first, but went ahead and put it in the 2nd to 5th level area anyway for the Druidcraft. Also note, that the character is avoiding preparing innately destructive spells like Erupting Earth or Flaming Sphere.
 

10th Level Statistics


10th Level Firbolg Circle of the Moon Druid
Str: 11
Dex: 11
Con: 14 
Int: 13
Wis:18
Cha:13

HP: 73
AC: 11
Save DC: 16
Speed: 30ft

Proficiency Bonus: +4

Firbolg Magic
Hidden Step
Powerful Build
Speech of Beast and Leaf

Armor Proficiencies: Light Armor, Medium Armor, Shields
Weapons: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Sickles, Slings, Spears
Tools: Herbalism Kit
Saving Throws: Intelligence, Wisdom
Languages: Common, Druidic, Elvish, Giant, Sylvan

Proficient Skills
Nature (Druid) +9
Medicine (Hermit) +8
Religion (Hermit) +5
Survival (Druid) +12

Background: Hermit

Feat: Naturalist, Survivalist

Druidic
Spellcasting
Wild Shape (2/Rest)
Circle of the Moon
Circle Forms (CR 3)
Combat Wild Shape
Primal Strike
Elemental Wild Shape

Cantrips: Druidcraft, Infestation, Guidance, Mending, Shillelagh

Spell Slots: 4 (1st) 3 (2nd) 3 (3rd) 3 (4th) 2 (5th)

Firbolg Spells: Detect Magic, Disguise Self
Naturalist Spell: Detect Poison and Disease
Survivalist Spell: Alarm

Prepared Spells: Call Lightning, Commune with Nature, Cure Wounds, Entangle, Fog Cloud, Goodberry, Grasping Vine, Greater Restoration, Gust of Wind, Hallucinatory Terrain, Pass without Trace, Plant Growth, Sleet Storm, Tree Stride

Equipment
Quarterstaff
Sickle
Leather Armor

11th to 15th Level


11th Level - +7 HP (80)

12th Level - Ability Score Improvement: Resilient: Constitution, Circle Forms (CR 4), +7 HP (87)

13th Level - Proficiency Bonus +5, +7 HP (94)

14th Level - Thousand Forms, +7 HP (101)

15th Level - Circle Forms (CR 5), +7 HP (108)

Reasoning: I considered getting some actually proficiency in Stealth, but ultimately decided to gain some Constitution and proficiency in Constitution saves. This gives a substantial boost to Concentration checks and sets up a later increase.

15th Level Statistics


15th Level Firbolg Circle of the Moon Druid
Str: 11
Dex: 11
Con: 15
Int: 13
Wis:18
Cha:13

HP: 108
AC: 11
Save DC: 17
Speed: 30ft

Proficiency Bonus: +5

Firbolg Magic
Hidden Step
Powerful Build
Speech of Beast and Leaf

Armor Proficiencies: Light Armor, Medium Armor, Shields
Weapons: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Sickles, Slings, Spears
Tools: Herbalism Kit
Saving Throws: Intelligence, Wisdom
Languages: Common, Druidic, Elvish, Giant, Sylvan

Proficient Skills
Nature (Druid) +11
Medicine (Hermit) +9
Religion (Hermit) +6
Survival (Druid) +14

Background: Hermit

Feat: Naturalist, Resilient: Constitution, Survivalist 

Druidic
Spellcasting
Wild Shape (2/Rest)
Circle of the Moon
Circle Forms (CR 5)
Combat Wild Shape
Primal Strike
Elemental Wild Shape
Thousand Forms

Cantrips: Druidcraft, Infestation, Guidance, Mending, Shillelagh

Spell Slots: 4 (1st) 3 (2nd) 3 (3rd) 3 (4th) 2 (5th) 1 (6th) 1 (7th) 1 (8th)

Firbolg Spells: Detect Magic, Disguise Self
Naturalist Spell: Detect Poison and Disease
Survivalist Spell: Alarm

Prepared Spells: Call Lightning, Commune with Nature, Cure Wounds, Entangle, Fog Cloud, Goodberry, Grasping Vine, Greater Restoration, Gust of Wind, Hallucinatory Terrain, Mirage Arcane, Pass without Trace, Plant Growth, Sleet Storm, Sunburst, Transport via Plants, Tree Stride, Wall of Thorns, Wind Walk

Equipment
Quarterstaff
Sickle
Leather Armor

16th to 20th Level


16th Level - Ability Score Improvement +2 Wis, +7 HP (115)

17th Level - Proficiency Bonus +6, +7 HP (122)

18th Level - Timeless Body, Beast Spells, Circle Forms (CR 6), +7 HP (129)

19th Level - Ability Score Improvement: Durable, +26 HP (155)

20th Level - Archdruid, +8 HP (163)

Reasoning: As the only choices of this set of 5 levels, maxing out Wisdom was certainly in the cards. With the last selection, I considered between increasing Constitution and something else, but didn't feel all that interested in increasing other things. Similarly, a +2 to Constitution wasn't appealing because the extra +1 wouldn't do anything. I didn't consider Tough even though that would increase HP substantially because my main goal was the increase to Constitution and the accompanying increase to the Constitution saving throw bonus. Looking through the various feats, I settled on Durable so that I could both get the bonus Con and something else useful.

20th Level Statistics


20th Level Firbolg Circle of the Moon Druid
Str: 11
Dex: 11
Con: 16
Int: 13
Wis: 20
Cha:13

HP: 163
AC: 11
Save DC: 19
Speed: 30ft

Proficiency Bonus: +6

Firbolg Magic
Hidden Step
Powerful Build
Speech of Beast and Leaf

Armor Proficiencies: Light Armor, Medium Armor, Shields
Weapons: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Sickles, Slings, Spears
Tools: Herbalism Kit
Saving Throws: Intelligence, Wisdom
Languages: Common, Druidic, Elvish, Giant, Sylvan

Proficient Skills
Nature (Druid) +13
Medicine (Hermit) +11
Religion (Hermit) +7
Survival (Druid) +17

Background: Hermit

Feat: Durable, Naturalist, Resilient: Constitution, Survivalist 

Druidic
Spellcasting
Wild Shape (Unlimited)
Circle of the Moon
Circle Forms (CR 6)
Combat Wild Shape
Primal Strike
Elemental Wild Shape
Thousand Forms
Timeless Body
Beast Spells
Archdruid

Cantrips: Druidcraft, Infestation, Guidance, Mending, Shillelagh

Spell Slots: 4 (1st) 3 (2nd) 3 (3rd) 3 (4th) 2 (5th) 2 (6th) 2 (7th) 1 (8th) 1 (9th)

Firbolg Spells: Detect Magic, Disguise Self
Naturalist Spell: Detect Poison and Disease
Survivalist Spell: Alarm

Prepared Spells: Call Lightning, Commune with Nature, Cure Wounds, Entangle, Fog Cloud, Goodberry, Grasping Vine, Greater Restoration, Gust of Wind, Hallucinatory Terrain, Heal, Mass Cure Wounds, Mirage Arcane, Pass without Trace, Plant Growth, Regenerate, Shapechange, Sleet Storm, Stoneskin, Sunburst, Transport via Plants, Tree Stride, Wall of Thorns, Wind Walk

Equipment
Quarterstaff
Sickle
Leather Armor

Some 5e Builds

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