When considering the best race for playing a druid, there are several options to consider: wood elves, water genasi, ghostwise halflings, variant humans, and firbolgs all make an outstanding start to a druidic build.
It's insanely useful at any level, and at high levels, a Circle of the Moon druid can take on some truly terrifying forms in battle--fire elemental, anyone? (This increases to 6d6 at the 14th level.). Roll a d4 and add 2 to determine how many bombs you are able to create within that hour, any bombs made beyond your maximum are immediately sold for 5 gold pieces each. Through this Circle, players can gain some other nice offensive abilities and even experiment with necromancy and raising undead. Struck targets must make a Consitution saving throw vs your ability save or take an extra 1d4 poison damage. You have indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. There's also spells which control water and wind, which is brilliant for controlling a ship. This damage increases to 1d6 at 9th level. The target must be able to understand at least one language you can speak. After the roll, you are free to determine which bombs you create. A captain always would act almost like a nobleman in the entire world expecting the respect and also reverence versus a slave those who would likely choice to be the unseen whenever possible. (I.E. If you make an Acrobatics check equal to or greater than the damage inflicted, you suffer only half the damage, on a natural 20 you dodge completely.
You may pick 5 enemies + your charisma modifier within 120 feet of you. These equipments you have. You gain advantage on one attack made against one enemy that has been fighting you, or your allies, for more than three rounds. The go-to source for comic book and superhero movie fans. Spend 20 gold pieces and roll a separate d4 to determine how many vials of poison you are able to purchase up to a maximum capacity of 8. Then, there are the bottom three stats: strength, intelligence, and charisma. If the target is not magically healed within two weeks, one eye rots and falls out. At 20th level, you use your entire action to channel the spirit of Davy Jones. In addition, you may use a bonus action on your turn to make a Perception check to find a hidden creature.
It works great because as she is a moon circle druid she can transform into aquatic creatures. The different druidic circles serve as subclasses, and there are five in total (though technically, one subclass has several offshoots within it too): Circle of Dreams, Circle of the Land, Circle of the Moon, Circle of Spores, and Circle of the Shepherd. Enemies who enter or begin their turn within 30 feet of you have disadvantage on attack rolls against you and your allies. At 6th level, you can attempt to blind a target you’re dueling. I stretch the truth for the sake of a good story. However you were not a sailor of good repute and you were the d&d pirate background 5e. I mean, the easiest way to make a character Evil is make them willing and able to do Evil things - and to have done them. If the target is healed, pass resistance, or takes a short or long rest, the damage is stopped. Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn. I’m loyal to my captain first everything else second. Upon the 8th level, a parrot will notice your scent and will do your bidding to the best a bird can.
If you threaten to dismember it, the target must make a Constitution saving throw. At 1st level, while wielding a finesse weapon if you’re the target of a melee or melee-spell attack from a target that you are dueling, you may use your reaction to add a +2 bonus to your AC. A one-stop shop for all things video games. As like you have learned to read people and also to see the true intentions behind of their words and actions. Meanwhile, variant humans are perfect in any situation: whatever class they're put into, they'll excel, as players can choose their ability stat boosts and a starting feat. At 17th level, when a creature within 30 feet of you that you have line of sight on takes an action, you may use your reaction to make a melee or ranged attack, including targeted spell attacks (as appropriate) against that creature. Intelligence could be a dump stat if players are interested in roleplaying a certain character type, but it's needed for intelligence-based skills such as nature, arcana, and religion, so the druid's intelligence score should be higher than the other two in most cases. When you find an enclosed container with gold pieces in it, you may search it for hidden compartments. By sailing the high seas you have spend a good portion of your precious life. Equipment: a flask, grappling hook and also a rapier. Tools: Navigator's tools Your target must make a Dexterity saving throw vs your ability save or be blinded until your next turn. If they fail the save you may pick one of these untrained skills. Starting at 3rd level, a lifetime of fighting on land and sea has taught you to travel with ease over any terrain. If I don’t forget it, i will ignore it. You are used to being the second in command. Perception is easily the most rolled skill in any D&D campaign and druids have high wisdom anyway, so this is a natural pick. Dueling ends if you or the target are put into a dying state, rendered unconscious, or restrained. A hungry crew is a useless crew. Search by name on the left, click background name to display on the right. Bloodshed and the pursuit of treasure are no strangers to you, and you've garnered a somewhat unsavory reputation in many a port town. Dodge on a natural 19. You may only give these bombs to other characters if their intelligence is at 9 or above, and may only give 1 for each point of intelligence they have 9 or above (Int 9 give 1, Int 10 give 2, ect.) However you were not a sailor of good repute and you were the d&d pirate background 5e.
This is limited to Beasts and Humanoids. You can carry up to 6 bombs in any combination of types on your person, and can store up to 12 more. All enemies take 5d6 psychic damage on a failed save and half as much damage on a successful one. Now, you've become a feared pirate in your own right. Beginning at 18th level, as an action, you may begin to radiate an aura of pure menace inspiring hopelessness and dread in all who enter it for up to 10 minutes. This advantage even other dnd backgrounds can not have. (Evil), People. I am always calm, no after the situation. You start with the following equipment, in addition to the equipment granted by your background: Beginning at 1st level, when you willingly try to attack a target on your turn, you may begin dueling with them as a bonus action. Starting at 2nd level, if you take damage from a melee attack, as a reaction you may allow yourself to be flung backwards, thereby lessening the impact. My pride will probably lead to my destruction. Skills: Choose three from Acrobatics, Deception, Intimidate, Insight, Perception, Performance, Stealth, Survival. 5E Dungeons & Dragon Treasure Generator. It's hard to go wrong by playing as a druid, but players will still need a few pointers here and there--so check out this guide to maximizing the character's effectiveness in any situation. I enjoy sailing into new ports and making new friends over a flagon of ale. You have indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. When a target within 10 feet of you that you’re dueling takes the disengage action, you may use your reaction to move up to your target's movement speed to keep up with your target. Wisdom is the ability that powers a druid's spells, so it should have the highest number out of all the ability scores. If you threaten it's beauty, the target must make a Charisma saving throw. As normal, you can't increase an ability score above 20 using this feature. You have advantage on all Intimidation checks against those who recognize you.
If the area has glass, roll a d4 plus two to determine how many vials of powdered glass you gain. Starting at 3rd level, whenever you spend an hour in town collecting bomb materials, you may also collect vials of poison. You are a master at creating ship food seem edible, Ambassador.
Weapons: Simple weapons, crossbows, flintlock pistols, rapiers, shortswords 2 years ago. They treat the skill as if they were proficient in it for the next 24 hours. Good for a first time DM. On rolling 5-10, you find that many stacks of your proficiency modifier X 5 in gold pieces. (Neutral).
You cannot be put at a disadvantage on any non-attack checks that involve rope, chain, or hooks. I am incredibly slow to trust, those who seem fairest often have to most to hide. This guide covers multiple strong subclasses for variety, but the Circle of the Moon is by far the druid's most powerful subclass. Of course you raided the port towns and also you plundered ships. Boarding party. You gain a climb speed equal to your land speed, and proficiency in Athletics. At 20th level, whenever you hit with a finesse weapon you may choose to sever a muscle in one of the areas on your target listed below. Everyone in the crew has so many responsibilities and also has a specific job. Furthermore, when creating the bombs listed under explosives expert ability, you roll a d6 plus 2 to determine how many bombs you create. Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Pirate level after 1st, Armor: Light armor, shields The dueling die changes as you gain Pirate levels, as shown in the Dueling Bonus column of the Pirate table. you might wanna know more about Gladiator arena background 5e. Beginning at 4th level, while wearing the awe-inspiring Pirate Garb, you gain +2 to AC and cannot be put at a disadvantage on skill checks involving Performance, Persuasion, Insight, Deception, or Intimidation. Prerequisites. Pirate. At 7th level, years of heavy drinking has left you hardy and resilient. I aim to get it back. Someone who can look and seem trustworthy and law abiding, that is you. This parrot is useful for picking up small materials or scouting secret areas. The ship is most important, crewmates and captains come and go. The sea is freedom, the freedom to go anywhere and do anything. On a hit, the creature takes no damage or status effects, but their action is spent without having taken effect. You’re moved 5 feet away from the source of damage. To create these new bombs you must spend 50 gold pieces and spend 6 hours in a village, town, or city. First mate. Why your character would have been turned to piracy, you should think about it. I will do whatever it takes to become wealthy. After that, players are free to take their newly-built druid, go forth, and conquer the Dungeons & Dragons playing field. They also get Disguise Self and Detect Magic for free, the ability to naturally be understood by plants and animals (which most druids have to learn to do) and a once per short rest invisibility-type spell--all in all, a no-brainer for the druid class. Need to generate some treasure for 5E Dungeons and Dragons? If there’s a plan ill forget it. Wrapping up character creation by selecting a background for the druid such as Hermit, Faction Agent, or Sage would also be a smart move, as each background grants extra skills that a druid could make use of. Your word is your bond, and is as good as law. Only usable against creatures with physical eyes. Of course you raided the port towns and also you plundered ships.
Once a day, you may spend 2 hours and 25 gold pieces in a village, town, or city collecting materials to create bombs of your choice. Skills Proficiencies: In Intimidation and also deception you have gained proficiency. Other player characters that throw your bombs must succeed on a Dexterity saving throw at a DC of 13 or drop the lit bomb at their feet. That will never happen again.
You have advantage on all Perception rolls initiated by the DM. Starting at 14th level, word has spread of your terrors.