Fungal Knight
Added 2024-01-19 19:24:33 +0000 UTC-----CHARACTER CREATION & LEVEL 1-----
Starting Class: Paladin
Subclass: Oath of Ancients
Race: Any (I like Drow)
Background: Any
Skills: Any
Stats:
- STR = 10
- DEX = 14
- CON = 13
- INT = 8
- WIS = 16 (17 if using Hag's Hair)
- CHA = 14
Unlocks:
- +3 Lay on Hands Charges
- +1 Channel Oath Charge
- Lay on Hands
- Heal a creature 2xLVL, 4xLVL, or Cure of all Diseases and Poisons
- Divine Sense (Short Rest)
- Gain Advantage on Attack Rolls against Celestials, Fiends, and Undead for 2 turns
- Healing Radiance (Channel Oath)
- Heal yourself and all allies within 3m for Proficiency Bonus + Paladin Level + Charisma Modifier HP
- Heal the same amount at the start of the next turn
Note: You will start with Paladin gear. There should be a Quarterstaff on a corpse aboard the Nautiloid. Make sure to grab it as this build will utilize Staves for the entire game (and some clubs optional).
--------------------LEVEL 2--------------------
Multiclass: Druid
Unlocks:
- 2 Level 1 Spell Slots
Cantrips:
- Shillelagh
- Imbue Staff or Club to deal 1d8+ Wisdom Modifier Bludgeoning Damage
- Imbued Weapon uses Spellcasting Ability for Attack Rolls
- Poison Spray
- 1d12 Poison Damage
- 2d12 Poison Damage at Level 5
- 3d12 Poison Damage at Level 10
Prepared Spells:
- 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
- Healing Word
- Heal 1d4 + Spellcasting Modifier HP
- +1d4 HP per upcast
- Longstrider (Ritual)
- +3m Movement Speed
- Speak with Animals (Ritual)
- Speak with animals!
- Thunderwave (Optional)
- 2d8 Thunder Damage
- Pushes creatures away
- +1d8 Thunder Damage per upcast
--------------------LEVEL 3--------------------
Paladin 2
Fighting Style: Great Weapon Fighting (Respec to Defence for Late Game)
- When you roll a 1 or 2 on an attack with a Two-Handed Weapon, reroll and take the new dice
Fighting Style (Late Game): Defence
- +1 AC when wearing Armour
Unlocks:
- +1 Level 1 Spell Slots
- Divine Smite
- +2d8 Radiant Damage
- Extra +1d8 Radiant Damage to Fiends and Undead
- +1d8 Radiant Damage per upcast (Capped at 5d8)
- Can be activated when you land a Melee Weapon Attack
- Choose Spell Slot to expend
- Does not expend Spell Slot on miss
Prepared Spells:
- Thunderous Smite
- +2d6 Thunder Damage
- Pushes target 3m
- Chance to knock target Prone
- Bless (Concentration)
- Bless up to 3 creatures for 10 turns
- +1d4 Attack Rolls
- +1d4 Saving Throws
- +1 target per upcast
- Divine Favour (Concentration)
- +1d4 Radiant Damage on Weapon Attacks
- Cure Wounds
- Heal 1d8 + Spellcasting Modifier HP
- +1d8 per upcast
--------------------LEVEL 4--------------------
Druid 2
Subclass: Circle of the Spores
Unlocks:
- +1 Level 1 Spell Slot
- +2 Level 2 Spell Slots
- +2 Wild Shape Charges
- Wild Shape
- Badger
- Cat
- Spider
- Wolf
- Halo of Spores (Reaction)
- Is a Reaction, but can be used like an Action during your turn
- 1d4 Necrotic Damage
- 1d6 Necrotic Damage at Level 6
- 1d8 Necrotic Damage at Level 10
- Symbiotic Entity (Wild Shape Charge)
- Gain 4 Temporary HP per Druid Level
- +1d6 Necrotic Damage
- Cast Halo of Spores with Double Damage
- Ends early if you use Wild Shape
Cantrip:
- Bone Chill
- 1d8 Necrotic Damage
- Target cannot regain HP for 1 turn
- If target is Undead, has Disadvantage on Attack Rolls
- 2d8 Necrotic Damage at Level 5
- 3d8 Necrotic Damage at Level 10
Prepared Spell:
- Thunderwave
- 2d8 Thunder Damage
- Pushes creatures away
- +1d8 Thunder Damage per upcast
--------------------LEVEL 5--------------------
Druid 3
Unlocks:
- +1 Level 2 Spell Slot
- Blindness (Always Prepared)
- Blind a creature for 10 turns
- Creature’s ranged attacks and spells have a range of 3m
- Creature’s Attack Rolls have Disadvantage
- Attack Rolls against creature have Advantage
- +1 target per upcast
- Detect Thoughts (Ritual) (Concentration) (Always Prepared)
- Read the thoughts of creatures while talking to them
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 6--------------------
Druid 4
Feat: Ability Improvement (+2 Wisdom)
Note: It may be more beneficial to take Resilience: Constitution here first. I will leave that up to you though.
Unlocks:
- +2 Level 3 Spell Slots
- Wild Shape: Deep Rothe
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:
- Gust of Wind
- Clear areas such as Fog and Cloudkill
- Push creatures back 5m
- Cause creatures to become Off Balance
--------------------LEVEL 7--------------------
Druid 5
Unlocks:
- +1 Level 3 Spell Slot
- Wild Strike
- While Wild Shaped, you can make an extra attack after making an Unarmed Attack
- Animate Dead (Always Prepared)
- Animate a corpse as a servant while not in combat
- Level 4 Upcast raises 3 minions instead of 1
- Level 5 Updated raises a Ghoul or Flying Ghoul
- Gaseous Form (Concentration) (Always Prepared)
- Transform yourself or an ally into a cloud of mist
- Resistant to all Damage
- Advantage on STR, CON, and DEX Saving Throws
- Become Tiny in size
- Cannot attack, cast spells, or speak
- Strength and Dexterity set to 10 while transformed
Prepared Spells:
- Call Lightning (Concentration)
- 3d10 Lightning Damage
- Can recast for free once per turn
- +1d10 Lightning Damage per upcast
- Plant Growth
- Create 6m Area of Plant Growth for 10 turns
- Quarter creatures Movement Speed
- Fire burns the surface away
--------------------LEVEL 8--------------------
Druid 6
Unlocks:
- +1 Level 4 Spell Slot
- Wild Shape: Panther
- Wild Shape: Owlbear
- +4 Fungal Infestation Charges
- Fungal Infestation
- Raise a Fungal Zombie from a corpse
Prepared Spell:
- Lesser Restoration
- Cure the target of Diseased, Poisoned, Paralysis, or Blinded
--------------------LEVEL 9--------------------
Druid 7
Unlocks:
- +1 Level 4 Spell Slot
- Blight (Always Prepared)
- 8d8 Necrotic Damage
- Plants take maximum damage
- Plants have Disadvantage on Saving Throw against it
- Does not affect Undead or Constructs
- +1d8 Necrotic Damage per upcast
- Confusion (Concentration) (Always Prepared)
- Confuse a group of creatures for 3 turns
- Hostile to everyone
- Wanders aimlessly
- Chance to skip turn
- Larger AoE per upcast
Prepared Spell:
- Conjure Woodland Being
- Conjure a Dryad
- Nature’s Step
- Entangle
- Summon Wood Woad
--------------------LEVEL 10--------------------
Druid 8
Feat: Resilience: Constitution
- +1 Constitution
- Proficiency in Constitution Saving Throws
Unlocks:
- +1 Level 4 Spell Slot
- +1 Level 5 Spell Slot
Prepared Spell:
- Conjure Minor Elemental
- Azer (Fire)
- Ice Mephits
- Mud Mephits
--------------------LEVEL 11--------------------
Druid 9
Unlocks:
- +1 Level 5 Spell Slot
- Cloudkill (Concentration) (Always Prepared)
- 5d8 Poison Damage
- Create 6m Area of Cloudkill
- 5d8 Poison Damage per turn
- Heavily Obscured
- Can reposition the cloud each turn
- Contagion (Always Prepared)
- Poison a target
- Disease a target
- Filth Fever
- Flesh Rot
- Slimy Doom
- Seizure
- Mindfire
- Blinding Sickness
- If the target passes 3 CON Saves, it recovers
- If the target fails 3 CON Saves, it contracts the chosen disease
- Target has Disadvantage on Attack Rolls and Checks
Prepared Spell:
- Insect Plague (Concentration)
- Create 6m Area of Difficult Terrain: Insect Swarm
- 4d10 Piercing Damage per turn
- Movement Speed halved
- Disadvantage on Perception Checks
- +1d10 Piercing Damage per upcast
--------------------LEVEL 12--------------------
Druid 10
Unlocks:
- +1 Level 6 Spell Slot
- Improved Wild Strike
- While Wild Shaped, you can make 2 extra attacks after making an Unarmed Attack
- Wild Shape: Dilophosaurus
- Spreading Spores
- Available while Symbiotic Entity is active
- Create 3m Area of Spores
- 2d8 Necrotic Damage per turn
- Does not harm you or allies
- Does not use Concentration
- Spores disappear when Symbiotic Entity ends
Cantrip: Any
Prepared Spell:
- Conjure Elemental
- When cast at Level 5, summon:
- Air Elemental
- Earth Elemental
- Fire Elemental
- Water Elemental
- When cast at Level 6, summon:
- Air Myrmidon
- Earth Myrmidon
- Fire Myrmidon
- Water Myrmidon
--------------------GEAR--------------------
Important Items:
- Hag's Hair (Optional)
- Necromancy of Thay (Optional)
Note: With this build's healing capabilities, I would recommend any piece of gear that buffs healing. I will not list every piece, but there might be a few. Just something to keep in mind as you play through the game.
-------ACT 1-------
Head:
- Wapira’s Crown***
- When healing a creature, the wearer regains 1d6 HP
Location: Reward for Save the Refugees (Accept the Reward)
------------------------------
Chest:
Note: I suggest wearing the Chainmail and Chainmail +1 Armours until Grymforge in Act 1.
- Adamantine Splint 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
- Reeling:
Location: Grymforge
------------------------------
Gloves:
- Hellrider’s Pride
- +1 Strength Saving Throws
- When you heal a creature, it gains Blade Ward
- Blade Ward:
- Resistance to Bludgeoning, Piercing, and Slashing by Weapon Attacks
- Blade Ward:
Location: Purchased or Stolen from Zevlor at Druid Grove, or earned as a reward for Investigate Kagha
- Herbalist’s Gloves
- When the wearer heals a Poisoned creature, it is cured of Poisoned
Location: Purchased from Derryth Bonecloak in the Myconid Colony
- Gloves of Baneful Striking
- When you deal damage with a Weapon Attack, the target receives a -1d4 Penalty against your next spell’s Saving Throw
Location: Purchased from Lady Esther at Rosymorn Monastery Trail
- Daredevil Gloves (Optional)
- +1 Bonus to Spell Attack Rolls
- Can make Ranged Spell Attacks as Melee Spell Attacks when adjacent to an enemy; Toggleable
Location: Purchased from the Trader at Crèche Y'llek
------------------------------
Boots:
- Boots of Genial Striding
- Movement Speed is unimpeded by Difficult Terrain
Location: Purchased from Blurg in the Myconid Colony
- Disintegrating Night Walkers
- Cannot be Enwebbed, Entangled, or Ensnared
- Cannot slip on Grease or Ice
- Misty Step (Short Rest)
- Teleport to a clear space you can see within 18m
Location: Dropped from True Soul Nere in Grymforge
Note: I recommend these boots for damn near all builds, but they are particularly useful for the Fungal Knight, considering the plethora of Difficult Terrain Spells.
------------------------------
Cloak: N/A
------------------------------
Amulet:
- 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
- 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
- Necklace of Elemental Augmentation
- When your Cantrip deals Acid, Cold, Fire, Lightning, or Thunder Damage, deal Bonus Damage equal to Spellcasting Modifier
Location: Inside a display case in Inquisitor's chamber at X: 1379 Y: -662, Crèche Y'llek
- Pear of Power Amulet
- Pearlescent Restoration
- Restore a single Spell Slot of 3rd Level or lower
Location: Purchased from Omeluum in the Myconid Colony
------------------------------
Rings:
- Ring of Poison Resistance
- Resistance to Poison Damage
Location: Shattered Sanctum X:388 Y:14
- Caustic Band
- +2 Acid Damage on Weapon Attacks
Location: Purchased from Derryth Bonecloak in the Myconid Colony
- Ring of Elemental Infusion
- When you deal Acid, Cold, Fire, Lightning, or Thunder Damage with a Spell or Cantrip, infuse your weapon with that element until the end of your next turn for one successful hit
- +1d4 Elemental Damage with Weapon Attack
Location: Looted from Gish Umr'a'ac in Infirmary, Crèche Y'llek
- The Whispering Promise
- When you heal a creature, grant them Bless for 2 turns
- Bless:
- Creature gains +1d4 Bonus to Attack Rolls and Saving Throws
- Bless:
Location: Purchased from Volo in Druid Grove, or Grat the Trader in Goblin Camp
------------------------------
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
- 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:
- Bow of Awareness (Optional)
- +1 Enchantment
- +1 Initiative*
Location: Purchased from Roah Moonglow in Shattered Sanctum in Goblin Camp
------------------------------
-------ACT 2-------
Head: N/A
------------------------------
Chest:
- Sharpened Snare Cuirass
- 14 AC + Full Dexterity Modifier
- Creatures have Disadvantage on Saving Throws against attacks or spells that inflict Restrained (Entangled)
Location: Purchased from Roah Moonglow in Moonrise Towers
------------------------------
Gloves:
- Poisoner’s Gloves
- Whenever you deal Poison Damage, the target must pass a CON Saving Throw or become Poisoned
Location: House of Healing X-199 Y: 78
------------------------------
Boots: N/A
------------------------------
Cloak:
- Derivation Cloak
- Heal 1d4 HP when you Poison a foe
Location: Looted from Balthazar’s Chambers in Moonrise Towers
------------------------------
Amulet:
- Spellcrux Amulet
- Spell Slot Restoration (Bonus Action) (Long Rest)
- Replenish a Spell Slot of any Level
Location: Looted from The Warden in Moonrise Towers Prison
------------------------------
Rings:
- Ring of Free Action
- Ignore Difficult Terrain
- Immune to Paralysed and Restrained
Location: Purchased from Araj at Moonrise Towers
------------------------------
Shields:
- Sentinel Shield (Optional)
- +3 Initiative
- Advantage on Perception Ability Checks
- Shield Bash (Reaction)
- When hit with a melee attack, counter with a chance to knock them Prone
Location: Purchased at Moonrise Towers
------------------------------
Melee Weapons:
- Ironwood Club (Optional)
- +1 Enchantment
- When imbued with Shillelagh, grants Ironwood Harmony
- Ironwood Harmony
- +1d4 Bludgeoning Damage
- Ironwood Harmony
Location: Dropped by an enemy at Ruined Battlefield X:40 Y:60
Note: This weapon is useless without using Shillelagh.
- Argument Solver (Optional)
- +1 Enchantment
- Poison Mist:
- On a hit, deal extra Poison Damage equal to Proficiency Bonus and create a Noxious Cloud
- Chance to poison creatures in vicinity
Location: Dropped by Mig in Moonrise Towers
------------------------------
Ranged Weapons: N/A
------------------------------
-------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
------------------------------
Chest:
- Armour of the Sporekeeper
- 13 AC + Dexterity Modifier
- +1 Spell Save DC
- +1 Necrotic Damage whenever you deal Necrotic Damage
- While imbued with Symbotic Entity, you can spread:
- Bibberbang Spores
- 2d4+1 Poison Damage
- Create Area: Noxious Fumes (2m Radius)
- Creatures within take 1d4 Poison Damage per turn
- Creatures must succeed a Constitution Saving Throw to take half damage
- If failed the Saving Throw, creatures take an additional 2d4 Poison Damage
- Timmask Spores
- 2d4+1 Poison Damage
- Creates Area: Timmask Spores (2m Radius)
- Beffudled: Enemy wanders aimlessly without control
- Haste Spores
- Creates Area: Haste Spores (2m Radius)
- +2 AC
- Advantage on Dexterity Saving Throws
- Movement Speed x2
- Extra Action per turn
- Creates Area: Haste Spores (2m Radius)
- Bibberbang Spores
Location: Purchased or looted (not guaranteed) from Mystic Carrion in Philgrave's Mansion inside the Lower City
------------------------------
Gloves:
- Gemini Gloves (Optional)
- Cantrips can target an additional creature or the same creature twice
Location: Purchased from the Devil’s Fee
------------------------------
Boots:
- 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:
- Cloak of the Weave
- +1 Spell Attack Rolls
- +1 Spell Save DC
- Absorb Elements (Short Rest):
- Take half damage from an elemental attack, and deal 1d6 damage of that same element on your next attack
Location: Purchased at the Devil's Fee
------------------------------
Amulet:
- Amulet of Greater Health
- Set Constitution to 23
- Advantage on Constitution Saving Throws
Location: House of Hope
------------------------------
Rings:
- Ring of Regeneration (Optional)
- Regain 1d4 HP at the start of each turn
Location: Sorcerous Sundries or Ramazith’s Tower
------------------------------
Melee Weapons:
Note: Markoheshkir.
- Hollow’s Staff
- +1 Enchantment
- +1d4 Necrotic Damage
- Creatures have Disadvantage on Saving Throws against your Necromancy Spells
- Arms of Hadar (Level 3)(Long Rest)
- 4d6 Necrotic Damage in 3m Radius
- Creatures cannot take Reactions for 1 turn if they fail a Strength Saving Throw
Location: Lucretious
- Staff of Cherished Necromancy
- +2 Enchantment
- +1d4 Necrotic Damage
- Creatures have Disadvantage on Saving Throws against your Necromancy Spells
- Gain Life Essence when you kill a hostile creature with a spell
- Life Essence (Lasts until Long Rest)
- Cast Necromancy Spells without consuming a Spell Slot
- Life Essence (Lasts until Long Rest)
Location: Mystic Carrion
Note: You can literally cast unlimited Necromancy Spells for free. This was patched IN with Patch 4. Wtf?
------------------------------
Ranged Weapons: N/A
------------------------------
Comments
1/25/24 - Consider this build complete! Note that there may be occasional updates as with any build, the beauty of written format VS videos
PURGE EVIL
2024-01-26 03:51:02 +0000 UTC