On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours. Retaliation Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
Path of the Storm Herald All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that Spiked Retribution rage into a mantle of primal magic, which swirls around them. Starting at 14th level, when a creature within 5 feet of you hits When in a fury, a barbarian ofthis path taps into the forces of you with a melee attack, the attacker takes 3 piercing damage nature to create powerful magical effects.
As you enter the Barbarian berserker's rage, you thrill in the chaos of battle, heedless of Level Feature your own health or well-being. The aura extends 10 feet from you in every direction, but not through total cover. Frenzy Your aura has an effect that activates when you enter your Starting when you choose this path at 3rd level, you can go rage, and you can activate the effect again on each of your into a frenzy when you rage.
If you do so, for the duration of turns as a bonus action. Choose desert, sea, or tundra. When your below. You can change your environment choice whenever you rage ends, you suffer one level of exhaustion. Beginning at 6th level, you can't be charmed or frightened Desert. When this effect is activated, all other creatures in while raging.
If you are charmed or frightened when you enter your aura take 2 fire damage each. The damage increases your rage, the effect is suspended for the duration of the rage. When this effect is activated, you can choose one other Most barbarian tribes consider a totem animal to be kin to a creature you can see in your aura. The target must make a particular clan. In such cases, it is unusual for an individual to Dexterity saving throw. The target takes 1d6 lightning damage have more than one totem animal spirit, though exceptions on a failed save, or half as much damage on a successful one.
The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and Path of The Totem Warrior Features 4d6 at 20th level. Barbarian Tundra.
When this effect is activated, each creature of your Level Feature choice in your aura gains 2 temporary hit points, as icy spirits 3rd Spirit Seeker, Totem Spirit inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th 6th Aspect of the Beast level, 4 at 10th level, 5 at 15th level, and 6 at 20th level. The benefits are based on the environment Spirit Seeker you chose for your Storm Aura.
Yours is a path that seeks attunement with the natural world, Desert. Moreover, as an action, you can speak with animals spells, but only as rituals. Totem Spirit Sea. You gain resistance to lightning damage, and you can At 3rd level, when you adopt this path, you choose a totem breathe underwater. You also gain a swimming speed of 30 spirit and gain its feature. You must make or acquire a feet.
Moreover, as an action, you can touch water attributes that are reminiscent of your totem spirit. For and turn a 5-foot cube Of it into ice, which melts after 1 example, if you have a bear totem spirit, you might be minute. This action fails if a creature is in the cube. Shielding Storm Your totem animal might be an animal related to those At 10th level, you learn to use your mastery of the storm to listed here but more appropriate to your homeland.
For protect others. Each creature of your choice has the damage example, you could choose a hawk or vulture in place of an resistance you gained from the Storm Soul feature while the eagle. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you Raging Storm tough enough to stand up to any punishment.
At 14th level, the power of the storm you channel grows Eagle. While you're raging and aren't wearing heavy armor, mightier, lashing out at your foes.
The effect is based on the other creatures have disadvantage on opportunity attack rolls environment you chose for your Storm Aura. Immediately after a creature in your aura hits you on your turn. The spirit of the eagle makes you into a predator with an attack, you can use your reaction to force that who can weave through the fray with ease. On a failed save, Elk. While you're raging and aren't wearing heavy armor, the creature takes fire damage equal to half your barbarian your walking speed increases by 15 feet.
The spirit of the elk level. When you hit a creature in your aura with an attack, Tiger. While raging, you can add 10 feet to your long jump you can use your reaction to force that creature to make a distance and 3 feet to your high jump distance.
The spirit of Strength saving throw. On a failed save, the creature is the tiger empowers your leaps. While you're raging, your friends have advantage on Tundra. Whenever the effect of your Storm Aura is melee attack rolls against any creature within 5 feet of you activated, you can choose one creature you can see in the that is hostile to you. The spirit of the wolf makes you a leader aura. That creature must succeed on a Strength saving throw, of hunters.
Aspect of the Beast At 6th level, you gain a magical benefit based on the totem Path of the Totem Warrior animal of your choice. You can choose the same animal you The Path of the Totem Warrior is a spiritual journey, as the selected at 3rd level or a different one. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.
You gain the might of a bear. Your carrying capacity including maximum load and maximum lift is doubled, and Path of The Zealot Features you have advantage on Strength checks made to push, pull, Barbarian lift, or break objects. Level Feature Eagle. You gain the eyesight of an eagle. You can see up to 1 3rd Divine Fury, Warrior of the Gods mile away with no difficulty, able to discern even fine details as though looking at something no more than feet away 6th Fanatical Focus from you. Additionally, dim light doesn't impose disadvantage 10th Zealous Presence on your Wisdom Perception checks.
Whether mounted or on foot, your travel pace is 14th Rage Beyond Death doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated. The Divine Fury elk spirit helps you roam far and fast. Starting when you choose this path at 3rd level, you can Tiger. You gain proficiency in two skills from the following channel divine fury into your weapon strikes.
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Wilson Crunch. Michael Simpson. Rodrigo L D Krause. Kamen Hristov. The innate spellcasting is borderline useless, but magic resistance and immunity to poison are extremely helpful for front-line builds which will attract a lot of attacks. Default Rules : Bad ability spread, but thematically a snake druid would be really interesting. I just wish that the stats lined up better. Setting-specific races are address below. Talk to your DM about what races are allowed in your game.
Default Rules : Bad ability spread, and druids can already turn into stuff. Dual Mind and Mental Discipline make the Kalashtar very resilient to mental attacks. Mind Link is neat, allowing you to perform two-way communication while using Wild Shape.
If you want to play Circle of the Moon without giving up the ability to communicate, I think this is your best bet. Default Rules : A good Wisdom increase, and you may be able to speak telepathically while you use Wild Shape. You can move the Constitution increase around, but increasing Constitution is still the best way to use that increase. None of it works in Wild Shape, though, so avoid Circle of the Moon.
While the design intent for Dragonmarks was that they would offer some innate spellcasting for everyone, every dragonmark includes an expanded spell list which is arguably a more significant benefit than most of the provided racial traits. Dragonmark traits replace some of your normal racial traits, as described in the entry for each Dragonmark. Strength-based melee attacks are a poor choice for the Druid, and without the attacks there is little reason to play a centaur.
Default Rules : Centaurs are built really well for melee combat, but most of those traits go away with Wild Shape. Even if you avoid Wild Shape, using Shillelagh to enhance your melee weapon is usually a better option for druids than relying on Strength.
Without a need for Dexterity, you can invest in other ability scores and explore skill-based roles which are normally difficult for the Druid. Default Rules : Excellent ability cores for the Druid, and a handful of useful passive benefits. Strength-based melee attacks are a poor choice for the Druid, and without the attacks there is little reason to play a minotaur. Vedalken Dispassion is an excellent defensive option, and it applies while using Wild Shape.
Mirthful Leaps is fun but rarely impactful, so Magic Resistance and skills are the big appeal here. The best comparison is to the Yuan-Ti Pureblood, which trades the skills for poison resistance and some bad innate spellcasting. Wildemount elves share the core traits of PHB elves, but Wildemount adds two new subraces. See above for more information on other elf subraces.
Wildemount halflings share the core traits of PHB halflings, but Wildemount adds a new subrace. See above for information on other halfling subraces. Lineages are applied on top of a base race. Despite selecting a base race, you do not count as a member of your race for the purposes of any other effect, such as qualifying for feats or using magic items. Wisdom is the only ability score that most druids absolutely need, and there is a lot to be gained from a feat.
The damage bonus on weapon attacks is great, but if you use Wild Shape forms that grapple targets, you can also choose to give the target of hex Disadvantage on ability checks of one type, which can make it harder for enemies to get out of your grapple. Using Ancestral Legacy to get flight could do the trick, but at that point you would be better served by almost any other flying race.
Instead, this section will cover the options which I think work especially well for the class, or which might be tempting but poor choices. Racial feats are discussed in the Races section, above. Instead, this section will cover feats which I think work especially well for the class or which might be tempting but poor choices. Instead, turn into something with claws. If you do need a real weapon, carry a club or a quarterstaff and cast Shilleagh.
Armor is a difficult prospect for the druid. With a shield and high Dexterity that may be enough, but Druids benefit very little from Dexterity so it may be hard to justify investing your Ability Score Increases. Most druids can realistically expect to have an AC of at most 16 with 14 Dex, Studded Leather Armor, and a shield, while druids that get a racial Dexterity increase might hit If you have someone in the party who can cast Mage Armor, beg them to do cast it on you.
For more on multiclassing, see my Practical Guide to Multiclassing. Keep in mind that Druids are prohibited form wearing metal armor. Before multiclassing, consider how that might affect your armor options. The spellcasting provided by the staff convenient allows you to skip several druid spells which are too situational to prepare on a daily basis, but which feel so thematically appropriate to the Druid that it feels weird to not have them ready.
The wild-looking dwarf stands stout and strong, their bark-brown hair streaked with silver and braided with vibrant green plantlife. They lean on a gnarled staff of oak engraved with strange symbols, wrapped in leather, and topped with a sprig of holly. Garbed in well-worn leather armor, a vine rope belt laden with pouches of herbs, a knife, and a small sickle for harvesting shrubs, moss, and the like hangs loosely around the hips.
They move slowly, purposefully, and their emerald eyes shine with a subdued wisdom. If you need a functional build with nothing fancy or complicated, this is a great place to start. Circle of the Land is often decried as boring because it adds more spellcasting, but no new features. Combining the two gives us a mechanically robust if somewhat dull druid. Hill Dwarf. A bit of Wisdom and a whole pile of durability are a great combo. Wood Elf is a great candidate, too. Nature is among the most iconic of druid skills, and in many campaigns it will be very useful.
Animal Handling also fits thematically, but you can go an entire campaign without needing it even as a Druid, so take Perception instead. Druids really only need high Wisdom. Other ability scores are helpful defensively, but even then you can often get more out of a feat.
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