Thunderwave from the druid spell list, and whirlwind attack cover us there.īase Ability Scores: 8 Str/13 Dex/15 Con/10 Int/15 Wis/10 Chaįinal Ability Scores: 8 Str/14 Dex/15 Con/10 Int/16 Wis/10 ChaĪs a magic initiate, you know two Druid Cantrips:Īs a magic initiate, you know one First Level Druid spell. Horde Breaker is nice, but I think most DMs are not going to throw more then 3-5 enemies at you. Colossus Slayer is the better choice IMO. With our good Consitution, maintaining Hunters Mark should be fairly easy. Spell Casting-Spells can be picked for whatever utility purpose is needed. Polearm Master-Extra attack using bonus action (sometimes usable, sometimes not), reaction attack if something enters your reach. Thorn Whip (damage and utility, nice for pulling large or smaller enemies to you) From there, I would pump stat boosts into Con and Wis, as more dex does not help with armor.ģ of Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival Saving Throws-Str Dex Stats: 2 feats are taken, one at level 1 with Human Variant, the other at level 4. Quarterstaff Butt 1: 1d4+3+1d6(Hunters Mark) Quarterstaff 2: 1d8+3+1d8(Colossus Slayer)+1d6(Hunters Mark) Not much changes from here other then a few ranger features, ranger spells, and stat points.Īttack:Quarterstaff 2 attacks, Quarterstaff butt 1 attack. Level 6 because that's my current campaign level. You are decently tanky with d10 hit die (I used half hit die+1+con mod for HP here). If the target is hurt, you add in your extra 1d8 for Colossus Slayer, and if you have them marked an additional 1d6. They enter your reach, attack, your turn, you get 2 strikes and can use your bonus action to make a third. On a good round, you can hit something 4 times. I'll edit once I'm done.Įdit: Ok here we go. I've had a lot of interest in a non Druid Shillelagh build. Going to take a few minutes to pull this together right now. Limited weapons to use (clubs or quarterstaff). Need to use bonus action every 10 rounds to activate On the other hand, through Magic Initiate, you can get nice 1st lvl spells like Faerie Fire, Entangle and Thunderwave, and interesting cantrips like Druidcraft. Uses one feat which can be used for something else. The downsides of this option I can think of are: While they still have healing options and support options, many of their spells focus on area control and shaping the battlefield. Med armor, moderate dex, high wisdom, dump strength Last Updated: FebruDruids have a unique spell list with a lot of exclusive options. It uses wisdom for attack and dmg rolls, which rangers need anyway for spellcasting, and do the same dmg as long sword or rapier. Got the idea though of a (human variant) ranger taking Magic Initiate feat at 1st level to get Shillelagh from the druid spell list. Light armor, high dex, finesse weapon, dump strength Melee rangers generally can go two routes: Got an idea re a ranger build, and wanted to get some inputs on its feasibility, upsides, downsides, etc, in case I'm missing something.
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