Saturday, November 24, 2018

Summoner of Animal Spirits (Variant Human Druid of the Shepherd Circle)

For this theoretical build based on this character, I am going to build a character based on this picture here. For now I'm going to use a somewhat straightforward build in the form of a Druid of the Shepherd Circle.

As for race, I am going to go with the Variant Human.

This isn't the first time I've used druid to do a mystic of vaguely Asian flavor and I'd like to note again that there's nothing really in this picture that seems to be coming out of folklore anymore than that Robin Hood movies are representative of real English history.

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

1st Level Variant Human Druid
Str: 10
Dex: 14
Con: 14
Int: 12
Wis: 16
Cha: 12

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

Proficiency Bonus: +2

Armor Proficiencies: Light Armor, Medium Armor, Shields
Weapons: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaff, Scimitars, Sickles, Slings, Spears
Tools: Herbalism Kit, Tea Ceremony
Saving Throws: Intelligence, Wisdom
Languages: Common, Dwarven, Primordial, Celestial, Druidic, Elven

Proficient Skills
Acrobatics (Prodigy) +4
Animal Handling (Druid - Expertise) +7
Arcana (Sage) +3
History (Sage) +3
Insight (Human) +5
Perception (Druid) +5

Background: Sage

Feats: Prodigy

Druidic
Spellcasting

Cantrips: Druidcraft, Primal Savagery

Prepared Spell List: Cure Wounds, Detect Magic, Entangle, Faerie Fire, Speak with Animals

Equipment: Leather armor, Sling, Dagger, Explorer's Pack, Druidic Focus
Reasoning: I considered taking the Tavern Brawler feat to represent some basic martial arts training until I remembered that druid had a fairly hefty melee cantrip that could be fluffed as a supernatural martial art technique. The background was a tough choice. I considered Noble, Hermit, Acolyte, and even Inheritor. I eventually settled on Sage just because I wanted to go with a more erudite variation of this character. I also considered Sylvan, but that comes with one of the class features of the class I'm choosing. I went with dagger and sling because she doesn't have any visible weapons and sling goes well with one of the cantrips I'm giving her later.

2nd to 5th Level


2nd Level - Wild Shape, Druid Circle: Shepherd, Speech of the Woods, Spirit Totem, +7 HP (17)

3rd Level - +7 HP (24)

4th Level - Ability Score Improvement: +2 Wisdom, +7 HP (31)
Cantrip: Magic Stone

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

Reasoning: The cantrip goes along with the idea of her magic being at least partially supernatural martial arts to a degree. So rather than one of the more obviously magical attacks, I gave her the ability to turn random stones into deadly projectiles. I decided to give her a +2 to Wisdom right away because I could not think of a Feat that I wanted at this level.

5th Level Statistics


5th Level Variant Human Druid of the Shepherd Circle
Str: 10
Dex: 14
Con: 14
Int: 12
Wis: 18
Cha: 12

HP: 38
AC: 13
Save DC: 15
Speed: 30 ft

Proficiency Bonus: +3

Armor Proficiencies: Light Armor, Medium Armor, Shields
Weapons: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaff, Scimitars, Sickles, Slings, Spears
Tools: Herbalism Kit, Tea Ceremony
Saving Throws: Intelligence, Wisdom
Languages: Common, Dwarven, Primordial, Celestial, Druidic, Elven, Sylvan

Proficient Skills
Acrobatics (Prodigy) +5
Animal Handling (Druid - Expertise) +10
Arcana (Sage) +4
History (Sage) +4
Insight (Human) +7
Perception (Druid) +7

Background: Sage

Feats: Prodigy

Druidic
Spellcasting
Wild Shaping (Swimming available)
Circle of the Shepherd
Speech of the Woods
Spirit Totem (Bear = Turtle, Hawk = Serpent, Ki-Rin = Unicorn)

Cantrips: Druidcraft, Magic Stone, Primal Savagery

Prepared Spell List: Conjure Animals, Cure Wounds, Detect Magic, Detect Poison and Disease, Enhance Ability, Entangle, Faerie Fire, Gust of Wind, Healing Spirit

Equipment: Leather armor, Sling, Dagger, Explorer's Pack, Druidic Focus

6th to 10th Level


6th Level - Mighty Summoner, +7 HP (45)

7th Level - +7 HP (52)

8th Level - Ability Score Improvement: +2 Wisdom, Wild Shape Improvement, +7 HP (59)

9th Level - Proficiency Bonus +4, +7 HP (66)

10th Level - Guardian Spirit, +7 HP (73)
Cantrip: Guidance

Reasoning: I decided to go ahead and max out the Wisdom off the bat. It leaves me with a lot of leeway to cover other things. As to the rest, Druid is ever a class that doesn't give much choice in its built direction and thus it is often not as fun for me to use in these thought exercises. I did consider Shillelagh to continue with the magical martial arts idea, but decided to opt for something with a bit of utility instead.

 

10th Level Statistics


10th Level Variant Human Druid of the Shepherd Circle
Str: 10
Dex: 14
Con: 14
Int: 12
Wis: 20
Cha: 12

HP: 73
AC: 13
Save DC: 17
Speed: 30 ft

Proficiency Bonus: +4

Armor Proficiencies: Light Armor, Medium Armor, Shields
Weapons: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaff, Scimitars, Sickles, Slings, Spears
Tools: Herbalism Kit, Tea Ceremony
Saving Throws: Intelligence, Wisdom
Languages: Common, Dwarven, Primordial, Celestial, Druidic, Elven, Sylvan

Proficient Skills
Acrobatics (Prodigy) +6
Animal Handling (Druid - Expertise) +13
Arcana (Sage) +5
History (Sage) +5
Insight (Human) +9
Perception (Druid) +9

Background: Sage

Feats: Prodigy

Druidic
Spellcasting
Wild Shaping (Swimming and Flying available)
Circle of the Shepherd
Speech of the Woods
Spirit Totem (Bear = Turtle, Hawk = Serpent, Ki-Rin = Unicorn)
Mighty Summoner
Guardian Spirit

Cantrips: Druidcraft, Guidance, Magic Stone, Primal Savagery

Prepared Spell List: Conjure Animals, Conjure Woodland Beings, Control Winds, Cure Wounds, Detect Magic, Detect Poison and Disease, Enhance Ability, Entangle, Faerie Fire, Gust of Wind, Healing Spirit, Healing Word, Tree Stride, Wind Wall, Wrath of Nature

Equipment: Leather armor, Sling, Dagger, Explorer's Pack, Druidic Focus

11th to 15th Level


11th Level - +7 HP (80)

12th Level - Ability Score Improvement: War Caster, +7 HP (87)

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

14th Level - Faithful Summons, +7 HP (101)

15th Level - +7 HP (108)

Reasoning: War Caster is just a very good feat to have for any caster. There was no choice in the rest of the level progression.

15th Level Statistics


15th Level Variant Human Druid of the Shepherd Circle
Str: 10
Dex: 14
Con: 14
Int: 12
Wis: 20
Cha: 12

HP: 108
AC: 13
Save DC: 18
Speed: 30 ft

Proficiency Bonus: +5

Armor Proficiencies: Light Armor, Medium Armor, Shields
Weapons: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaff, Scimitars, Sickles, Slings, Spears
Tools: Herbalism Kit, Tea Ceremony
Saving Throws: Intelligence, Wisdom
Languages: Common, Dwarven, Primordial, Celestial, Druidic, Elven, Sylvan

Proficient Skills
Acrobatics (Prodigy) +7
Animal Handling (Druid - Expertise) +15
Arcana (Sage) +6
History (Sage) +6
Insight (Human) +10
Perception (Druid) +10

Background: Sage

Feats: Prodigy, War Caster

Druidic
Spellcasting
Wild Shaping (Swimming and Flying available)
Circle of the Shepherd
Speech of the Woods
Spirit Totem (Bear = Turtle, Hawk = Serpent, Ki-Rin = Unicorn)
Mighty Summoner
Guardian Spirit
Faithful Summons

Cantrips: Druidcraft, Guidance, Magic Stone, Primal Savagery

Prepared Spell List: Commune with Nature, Conjure Animals, Conjure Woodland Beings, Control Winds, Cure Wounds, Detect Magic, Detect Poison and Disease, Druid Grove, Enhance Ability, Entangle, Faerie Fire, Gust of Wind, Healing Spirit, Healing Word, Transport via Plants, Tree Stride, Whirlwind, Wind Walk, Wind Wall, Wrath of Nature

Equipment: Leather armor, Sling, Dagger, Explorer's Pack, Druidic Focus

16th to 20th Level


16th Level - Ability Score Improvement +2 Con, +23 HP (131)

17th Level - Proficiency Bonus +6, +8 HP (139)

18th Level - Timeless Body, Beast Spells, +8 HP (147)

19th Level - Ability Score Improvement: +2 Con, +27 HP (174)

20th Level - Archdruid, +9 HP (183)

Reasoning: Constitution was chosen both to improve hit points and improve ability to maintain concentration on summons or other such spells.

20th Level Statistics


20th Level Variant Human Druid of the Shepherd Circle
Str: 10
Dex: 14
Con: 18
Int: 12
Wis: 20
Cha: 12

HP: 183
AC: 13
Save DC: 19
Speed: 30 ft

Proficiency Bonus: +6

Armor Proficiencies: Light Armor, Medium Armor, Shields
Weapons: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaff, Scimitars, Sickles, Slings, Spears
Tools: Herbalism Kit, Tea Ceremony
Saving Throws: Intelligence, Wisdom
Languages: Common, Dwarven, Primordial, Celestial, Druidic, Elven, Sylvan

Proficient Skills
Acrobatics (Prodigy) +8
Animal Handling (Druid - Expertise) +17
Arcana (Sage) +7
History (Sage) +7
Insight (Human) +11
Perception (Druid) +11

Background: Sage

Feats: Prodigy, War Caster

Druidic
Spellcasting
Wild Shaping (Swimming and Flying available)
Circle of the Shepherd
Speech of the Woods
Spirit Totem (Bear = Turtle, Hawk = Serpent, Ki-Rin = Unicorn)
Mighty Summoner
Guardian Spirit
Faithful Summons
Timeless Body
Beast Spells
Archdruid

Cantrips: Druidcraft, Guidance, Magic Stone, Primal Savagery

Prepared Spell List: Call Lightning, Commune with Nature, Conjure Animals, Conjure Woodland Beings, Control Weather, Control Winds, Cure Wounds, Detect Magic, Detect Poison and Disease, Druid Grove, Enhance Ability, Entangle, Faerie Fire, Gust of Wind, Heal, Healing Spirit, Healing Word, Shapechange, Transport via Plants, Tree Stride, Warding Wind, Whirlwind, Wind Walk, Wind Wall, Wrath of Nature

Equipment: Leather armor, Sling, Dagger, Explorer's Pack, Druidic Focus

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