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Moon Druid of War

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This 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

------------------------------

Ranged Weapons: N/A

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POSTEDJul 22, 2024
ARCHIVEDJun 10, 2026