Moon Druid of War
Added 2024-07-22 14:58:21 +0000 UTCThis build is made to be viable while both Wild-Shaped and in base form.
-----CHARACTER CREATION & LEVEL 1-----
Starting Class: Druid
- +2 Level 1 Spell Slots
Cantrips:
- Guidance (Concentration)
+1d4 Ability Checks
- Shillelagh
Imbue Staff or Club to deal 1d8+ Wisdom Modifier Bludgeoning Damage
Imbued Weapon uses Spellcasting Ability for Attack Rolls
Prepared Spells:
- Speak with Animals (Ritual)
Speak with animals!
- Longstrider (Ritual)
+3m Movement Speed
- Entangle (Concentration)
Entangle creatures in Vines in a 3m Radius for 10 turns
Cannot move
Attack Rolls against Entangled creatures have Advantage
Entangled creatures have Disadvantage on Attack Rolls
Entangled creatures have Disadvantage on Dexterity Saving Throws
- Cure Wounds
Heal 1d8 + Spellcasting Modifier HP
+1d8 per upcast
Race: N/A
Background: N/A
Skills: N/A
Stats:
STR = 8
DEX = 14
CON = 16
INT = 10
WIS = 17
CHA = 8
--------------------LEVEL 2--------------------
Druid 2
Subclass: Circle of the Moon
- +1 Level 1 Spell Slot
- +2 Wild Shape Charges
- Lunar Mend
Expend spell slots to regain Hit Points while in Wild Shape
- Wild Shape
Take the form of a select creature using a Wild Shape Charge
- Combat Wild Shape
Wild Shape now uses a Bonus Action instead of an Action
- Wild Shape: Bear
Assume the shape of a polar bear that can Goad enemies into attacking it. The polar bear has a starting health of 30 hit points that increases every two druid levels
- Wild Shape: Badger
Take the shape of a giant Badger that can burrow into the ground
- Wild Shape: Spider
Take the shape of a giant Spider that can shoot webs to entangle enemies
- Wild Shape: Wolf
Take the shape of a Wolf that can leave enemies open to Critical Hits and increase allies' Movement Speed
- Wild Shape: Cat
Take the shape of a ragdoll Cat that can avoid attention and meow to distract your enemies
Prepared Spell:
- Goodberry
Conjure 4 magical berries that can be used to restore 1d4 HP
--------------------LEVEL 3--------------------
Druid 3
- +1 Level 1 Spell Slot
- +2 Level 2 Spell Slots
Prepared Spell:
- Spike Growth (Concentration)
Create a 6m Area of Difficult Terrain: Spikes
Halve Movement Speed
2d4 Piercing Damage for every 1.5m of Movement
--------------------LEVEL 4--------------------
Druid 4
- +1 Level 2 Spell Slot
- Wild Shape: Deep Rothe
Take the shape of a Deep Rothé that can charge and impale enemies
- Wild Shape: Dire Raven
Take the shape of a dire raven that can avoid attention and Blind enemies. It has 13 hit points
Cantrip:
- Thorn Whip
1d6 Piercing Damage
Pull creature 3m towards you
2d6 Piercing Damage at Level 5
3d6 Piercing Damage at Level 10
Prepared Spell:
- Moonbeam (Concentration)
2d10 Radiant Damage per turn in 1m AoE
+1d10 per upcast
Can be moved once per turn without expending spell slot
Feat: Ability Improvement (+2 WIS)
Note: Acquire the Hag’s Hair around this time for +1 WIS to cap at 20 or use Khalid’s Gift in Act 3 (Amulet)
--------------------LEVEL 5--------------------
Druid 5
- +2 Level 3 Spell Slots
- Wild Strike
Make an extra Unarmed Attack while Wild Shaped
Prepared Spells:
- Plant Growth
Create 6m Area of Plant Growth for 10 turns
Quarter creatures Movement Speed
Fire burns the surface away
- Call Lightning (Concentration)
3d10 Lightning Damage
Can recast for free once per turn
+1d10 Lightning Damage per upcast
--------------------LEVEL 6--------------------
Druid 6
- +1 Level 3 Spell Slot
- Primal Strike
While in beast form, your attacks count as magical for the purpose of overcoming resistance and immunity to non-magical damage
- Wild Shape: Panther
Take the shape of a Panther that can prowl around invisibly
- Wild Shape: Owlbear
Take the shape of an Owlbear that can rupture the ground and become enraged
Prepared Spell:
- Lesser Restoration
Cure Diseased, Poisoned, Paralysis, or Blinded
--------------------LEVEL 7--------------------
Multiclass: Cleric
Subclass: War Domain
- +1 Level 4 Spell Slot
- +3 War Priest Charges
- War Priest
Use a Bonus Action & War Priest Charge to make a Weapon Attack
- Shield of Faith (Concentration)
+2 AC
- Divine Favour (Concentration)
+1d4 Radiant Damage on Weapon Attacks
Cantrips:
- Blade Ward (2 turns)
Halves incoming Physical Damage for 2 turns
- Resistance (Concentration)
+1d4 Saving Throws
- Thaumaturgy
Advantage on Intimidation Checks
Prepared Spells:
- Sanctuary
Can't be targeted by enemy Attacks or Spells
Can still take damage from AoE and surfaces
Ends when harmed or harming another creature
When ended, cannot gain Sanctuary again for 1 turn
- Bless (Concentration)
Bless up to 3 creatures for 10 turns
+1d4 Attack Rolls
+1d4 Saving Throws
+1 target per upcast
- Guiding Bolt
4d6 Radiant Damage
Guiding Bolt (WIS Save)
Next Attack Roll against creatures has Advantage
+1d6 per upcast
- Inflict Wounds
3d10 Necrotic Damage
+1d10 per upcast
- Command
Command a creature to flee, move closer, stop, drop their weapon, or fall prone
+1 target per upcast
--------------------LEVEL 8--------------------
Druid 7
- +1 Level 4 Spell Slot
Prepared Spell:
- Stoneskin (Concentration)
Resistance to Bludgenoing, Piercing, and Slashing Damage
Can last until Long Rest
--------------------LEVEL 9--------------------
Druid 8
- +1 Level 4 Spell Slot
- +1 Level 5 Spell Slot
- Wild Shape: Sabre-Toothed Tiger
Take the shape of a sabre-toothed tiger that can Shred Armour and regenerate hit points.
Your saber-toothed tiger shape has a starting health of 62 hit points that increases every two druid levels
Prepared Spell: Any
Feat: Tavern Brawler (+1 CON)
--------------------LEVEL 10--------------------
Druid 9
- +1 Level 5 Spell Slot
Prepared Spell: Any
--------------------LEVEL 11--------------------
Druid 10
- +1 Level 6 Spell Slot
- Improved Wild Strike
You can make two additional attacks after making an unarmed strike while in Wild Shape
- Wild Shape: Dilophosaurus
Take the shape of a Dilophosaurus whose corrosive spit can dissolve a target's armour class
- Wild Shape: Air Myrmidon
Take the shape of an air myrmidon.
Your air myrmidon shape has a starting health of 90 hit points that increases every two druid levels.
It can cast Invisibility, Electrified Flail, and Raging Vortex
- Wild Shape: Earth Myrmidon
Take the shape of an earth myrmidon.
Your earth myrmidon shape has a starting health of 103 hit points that increases every two druid levels.
It can cast Muck to Metal, Sludgy Sling, and Burrow
- Wild Shape: Fire Myrmidon
Take the shape of a fire myrmidon.
Your fire myrmidon shape has a starting health of 90 hit points that increases every two druid levels.
It can cast Scorching Strike, Myrmidon's Immolation, and Cinderous Swipe
- Wild Shape: Water Myrmidon
Take the shape of a water myrmidon.
Your water myrmidon shape has a starting health of 90 hit points that increases every two druid levels.
It can cast Hiemal Strike, Healing Vapours, and Explosive Icicle
Cantrip: Any
Prepared Spell: Any
--------------------LEVEL 12--------------------
Multiclass: Sorcerer
Subclass: Draconic Bloodline
- Draconic Resilience
13 AC while not wearing Armour
- Draconic Resilience: Hit Points
+1 HP per Sorcerer level
- Dragon Ancestor: White
Armour of Agathys
Gain 5 Temp HP and deal 5 Cold Damage to attackers while Temp HP persists
+5 Temp HP and Damage per upcast
Lasts until Long Rest or Temp HP is gone
Cantrips:
- Light
Infuse an object with an aura of light with a radius of 7.5m
- Friends (Concentration) (10 turns)
Advantage on Charisma Checks against non-hostiles creatures
Can be used in Dialogue
Can be cast while Silenced
- Mage Hand
Summons an incorporeal hand that can manipulate and interact with objects
Lasts for 10 turns
- Minor Illusion
Creates an Illusion that compels creatures to investigate
Can be cast while Silenced
Can remain hidden when cast
Can last for 10 turns
Spells:
- Shield (Reaction)
When about to be hit, can use a Reaction to cast Shield
+5 AC
Immune to Magic Missile
Lasts until start of your next turn
- Magic Missile
1d4 + 1 Force Damage per missile
Always hits
+1 missile per upcast
Note: Respec with Sorcerer as Level 1 for Constitution Proficiency unless relying on Amulet of Greater Health. In that case, you can opt for Druid 11
--------------------GEAR--------------------
Important Items:
- Hags Hair (+1 WIS)
-------ACT 1-------
Head:
- Grymskull Helm
Immune to Critical Hits
Fire Resistance
Hunter’s Mark (Long Rest) (Concentration)
+1d6 Physical Damage to Weapon Attacks
Can recast without expending spell slots
Location: Dropped by Grym in Grymforge
------------------------------
Chest:
- The Jolty Vest
Medium Armour
14 AC + DEX Modifier (Max 2)
Take 1 less Slashing Damage
When the wearer takes damage while having Lightning Charges, the attacker must succeed a Dexterity Saving Throw or become Shocked
Location: Sold by Brem in the Zhentarim Hideout
- The Oak Father’s Embrace
13 AC + 2 (from DEX)
Medium Armour
Undead creatures that hit wearer received 1d6 Radiant Damage
Beasts that hit wearer deal bonus 1d6 Radiant Damage
Location: Owlbear Nest
- Adamantine Scale Mail
16 AC
-1 All Incoming Damage
Immunity to Critical Hits
When hit with a Melee Attack, the attacker is sent Reeling for 3 turns
Reeling:
-1 Attack Rolls for every turn remaining
Location: Grymforge
- Adamantine Splint Armour
Heavy Armour
18 AC
-2 All Incoming Damage
Immunity to Critical Hits
Disadvantage on Stealth Checks
When hit with a Melee Attack, the attacker is sent Reeling for 3 turns
Reeling:
-1 Attack Rolls for every turn remaining
Location: Grymforge
------------------------------
Gloves: N/A
------------------------------
Boots:
- The Watersparkers
When standing in water during combat, it becomes Electrified
If the weared starts their turn on an Electrified Surface, gain 3 Lightning Charges
Location: Found in a gilded chest in Minthara's area of the Shattered Sanctum. X: 339 Y: 41
- Disintegrating Night Walkers
Cannot be Enwebbed, Entangled, or Ensnared
Cannot slip on Grease or Ice
Misty Step (Short Rest)
Location: Dropped by Nere
------------------------------
Cloak: N/A
------------------------------
Amulet:
- Broodmother’s Revenge
Whenever the wearer is healed, their weapon deals an additional 1d6 Poison Damage
Location: Looted from Kagha in Druid Grove AND/OR The High Hall in Act 3
- Pearl of Power Amulet
Pearlescent Restoration (Long Rest)
Restore a Level 3 Spell Slot or lower
Location: Purchased from Omeluum
- Amulet of Silvanus
Lesser Restoration (Once Per Long Rest)
Cure a creature of Paralysis, Blinded, Diseased, or Poisoned
Location: Druid Grove X:262 Y:481
------------------------------
Rings:
- The Sparkswall
Cannot be Electrocuted
Lightning Resistance
Location: Arcane Tower Basement
- Strange Conduit Ring
+1d4 Psychic Damage on Weapon Attacks while Concentrating
Location: Inside an elegant chest in Inquisitor's Chamber, Crèche Y'llek X: 1360 Y: -657
- Shapeshifter’s Boon Ring
+1d4 Checks while Shapeshifted or Disguised
Location: Act One: Can be looted from the Strange Ox in the Druid Grove. Killing the Strange Ox there will not reward the Hat of Fire Acuity.
Act One: Can trade with the Strange Ox to obtain the ring. First, you send a single party member to attack the Strange Ox but you must lose. Second, resurrect this party member at camp. Lastly, return and talk to the Strange Ox to make amends with a gift and the ring will be tradable.
Act Two: Can be looted from the Strange Ox at Dammon's blacksmith in the Last Light Inn.
Act Three: Given as a reward for completing Help the Devilish Ox or looted from Strange Ox in Rivington. If you assist the Strange Ox you will lose out on the Hat of Fire Acuity.
------------------------------
Melee Weapons:
- Nature’s Snare
Chance to Ensare target on hit if it is not a Plant or Beast
Location: Looted from Underground Passage under Druid Grove
- Pale Oak
Immunity to Ensnared by Druidic Vines
Druidic Vines do not count as Difficult Terrain to wearer
Faithwarden’s Vines (Long Rest) (Similar to Entangle Spell)
Location: Reward for Investigate Kagha and both Persuading and Sparing Kagha. Must be completed before Rescue the Druid Halsin. Only available to Druids
- Club of Hill Giant Strength
Set STR to 19
Location: Break the chair in Arcane Tower
- The Spellsparkler
When dealing damage with this weapon, gain 2 Lightning Charges
Location: Reward for rescuing Florrick at Waukeen’s Rest
- Gold Wyrmling Staff
+1 Enchantment
+1d4 Fire Damage
Firebolt (Cantrip)
Location: Bought or stolen from Roah Moonglow in the Shattered Sanctum X: 275 Y: -29.
On a pedestal beneath the stained glass window behind the lava and water elementals on the ground floor of Sorcerous Sundries, Lower City X: -2 Y: -66
- Mourning Frost
+1 Enchantment
+1d4 Cold Damage
Ray of Frost (Cantrip)
+1 Cold Damage when dealing Cold Damage
When dealing Cold Damage, chance to Chill target
Location: Created by combining the components carried by the three Drow mages competing to discover the Adamantine Forge. They are found at various locations within the Underdark
- Cacophony
+1 Enchantment
+1d4 Thunder Damage
Thunderous Smite (Short Rest)
+2d6 Thunder Damage
Pushes target 3m
Chance to knock target Prone
Location: Purchased from Lady Esther at Rosymorn Monastery Trail
------------------------------
Ranged Weapons: N/A
------------------------------
-------ACT 2-------
Head:
- Flawed Helldusk Helmet
+1 Constitution Saving Throws
+2 Saving Throws against Spells
Location: Obtained by giving Infernal Iron to Dammon
------------------------------
Chest:
- Barkskin Armour
Medium Armour
AC 16
Advantage on Constitution Saving Throws
Location: Sold by Quartermaster Talli in Last Light Inn
- Dwarven Splintmail
19 AC
+2 CON
Take 1 less Piercing Damage
+1 STR Saving Throws
+1 Ability Checks
Disadvantage on Stealth Checks
Location: Sold by Lann Tarv in the main floor of Moonrise Towers, if you convince Disciple Z'rell to give you additional aid in finding Ketheric's relic
------------------------------
Gloves:
- Flawed Helldusk Gloves
+1d4 Fire Damage with Weapon Attacks
+1d4 Necrotic Damage with Unarmed Attacks
Unarmed Attacks have a chance to inflict Bleeding
+1 Strength Saving Throws
Location: Purchased from Dammon
------------------------------
Boots: N/A
------------------------------
Cloak:
- Cloak of Protection
+1 AC
+1 Saving Throw
Location: Purchase from trader at Last Light Inn
------------------------------
Amulet:
- Strange Tendril Amulet
Cast Evard’s Black Tentacles once per Long Rest
Location: Looted from a Wooden Chest X: 85 Y: -1007 inside a hidden room near the main entrance of the House of Healing Morgue
- Spellcrux Amulet
Spell Slot Restoration (Long Rest)
Replenish any Level Spell Slot as a Bonus Action
Location: Looted from The Warden in Moonrise Towers Prison X: 569 Y: -650
------------------------------
Rings:
- Ring of Free Action
Ignore Difficult Terrain
Immune to Paralysed and Restrained
Location: Purchased from Araj at Moonrise Towers
------------------------------
Melee Weapons:
- Ironwood Club
+1 Enchantment
When imbued with Shillelagh, grants Ironwood Harmony
Ironwood Harmony
+1d4 Bludgeoning Damage
Location: Dropped by an enemy at Ruined Battlefield X:40 Y:60
------------------------------
Ranged Weapons:
- Darkfire Shortbow
Shortbow
+2 Enchantment
Resistance to Fire Damage
Resistance to Cold Damage
Haste (Long Rest)
Gain an extra action
Double movement speed
+2 AC
Advantage on Dexterity Saving Throws
When Haste ends, become Lethargic (lose a turn)
Location: Purchased from Dammon
------------------------------
-------ACT 3-------
Head:
- Helm of Balduran
+1 AC
+1 Saving Throws
Regain 2 HP at the start of each turn
Immunity to Stunned
Immunity to Critical Hits
Location: The Dragon’s Sanctum
- Shapeshifter Hat
+1 Wild Shape Charge
+1 Nature
Location: Devil’s Fee
------------------------------
Chest:
- Armour of Moonbasking
Light Armour
11 AC + DEX Modifier
+2 AC
+22 Temporary HP after casting Wild Shape
-1 Incoming Damage while Temp HP is active
Advantage on Saving Throws against Spells (persists while Wild Shaped)
Location: Sold by Voiceless Penitent Bareki X: -157 Y: 939 in the Undercity Ruins of the Lower City sewers. Bareki is next to the Undercity Ruins Ancient Rune Circle
- Helldusk Armour
Heavy Armour
21 AC
Considered Proficient with this armour while wearing it
When you succeed a Saving Throw, the caster receives Burning for 3 turns
Resistance to Fire
Immunity to Burning
-3 Damage from all sources
Fly
Location: Looted from Raphael
- Armour of Persistence
20 AC
-2 ALL incoming damage
Resistance (Permanent)
Blade Ward (Permanent)
Disadvantage on Stealth Checks
Location: Dammon
------------------------------
Gloves:
- Helldusk Gloves
+1 Spell Attack Rolls
+1 Spell Save DC
+1 STR Saving Throws
+1d6 Fire Damage with Weapon Attacks
+1d6 Necrotic Damage with Unarmed Attacks
Unarmed Attacks may inflict Bleeding
Rays of Fire (Cantrip) (Short Rest)
3d6 Fire Damage per ray (3)
Location: Dropped by Haarlep in the House of Hope
------------------------------
Boots:
- Helldusk Boots
Immune to Prone
Immune to Difficult Terrain
Can use Reaction to succeed a failed Saving Throw
Hellcrawler (Short Rest)
Teleport to an area and deal 2d8 Fire Damage where you land in a 3m radius
Location: Found in a locked Gilded Chest X: -32 Y: 219 on the top floor of Wyrm's Rock Fortress. Taking this item after Gortash's coronation makes Gortash and all Steel Watchers on this floor permanently hostile. If Gortash's deal has been taken and the party has killed Orin, taking this item does not permanently make everyone hostile. Taking this item before the coronation does not turn anyone hostile or before Gortash leaves the throne room.
- Boots of Persistence
+1 Dexterity Saving Throws
Gain Permanent Longstrider
+3m Movement Speed
Gain Permanent Freedom of Movement
Movement Speed unimpeded by Difficult Terrain
Immune to Paralysed and Restrained
Location: Purchased from Dammon in Baldur’s Gate
------------------------------
Cloak: N/A
------------------------------
Amulet:
- Amulet of Greater Health
Set CON to 23
Advantage on CON Saving Throws
Location: House of Hope
- Corvid Token
+1.5m Jumping/Flying
Featherfall
Featherfall while Wild Shaped or Polymorphed
Polymorph: Dire Raven
Location: Sold by Mattis in Rivington
- Spell Savant Amulet
Gain an additional Level 2 Spell Slot
Location: Vault 1 in the Counting House
- Khalid’s Gift
Aid (Long Rest)
+1 WIS
Location: In a display case in Jaheira's Basement
------------------------------
Rings:
- Keepsake Ring
Dominate Beast (Long Rest)
Location: Can be found on the floor of the Elfsong Tavern Basement X: -859 Y: 531
------------------------------
Melee Weapons:
- Markoheskir