Default Rules : The Intelligence bonus is wasted on the Ranger, and. Default Rules : Gnome Cunning is always nice, but the Intelligence is wasted. Nimble Escape helps you get out of melee when you need to, enabling hit-and-run tactics and protecting ranged builds from getting dragged into melee.
Fury of the Small is a nice damage boost. Default Rules : A viable option for a Strength-based build. You also get Darkvision and Fey Ancestry. Default Rules : The Charisma is totally wasted on the Ranger, but the other abilities are great. Consider the full Orc instead. The additional skill proficiency reduces the skill gap, Lucky Footwork brings you closer to Evasion, and Rabbit Hop can help in place of Cunning Action. A great starting point. Basically any rubrace will work with those traits as a basis.
It provides a great way to turn near-miss failed rolls into successes, especially if you have numerous allies nearby. Default Rules : Fantastic ability increases, and the free skills help close the skill gap between rangers and rogues. Pack Tactics is still geat, and Sunlight Sensitivity is still a pain, but Pack Tactics conveniently provides a way to negate it.
Default Rules : A Dexterity increase and Darkvision are a grat start. Pack Tactics is absolutely unfair. Make as many attacks as you possibly can, and your damage output will be reliably high. If you need an easy way to keep an ally in melee, play a Beast Master and keep your companion in melee with your target.
Among the better aquatic options, Leviathan Will provides a robust defensive option against a long list of harmful status conditions which any adventurer is sure to face. Default Rules : Increases to both Strength and Dexterity make it easier to build a Strength-based build because you can more easily afford 16 Strength and 14 Dexterity without making sacrifices elsewhere, though sticking to Dexterity still works fine. Two additional skills help close the skill gap with Rogue, and Leviathan Will protects you from several annoying status conditions.
Taken as a whole, the Locathah is a versatile and capable race which can work in a variety of builds. Note that errata has corrected the multiple versions of the Orc to all provide the same traits. The Intelligence decrease has been removed, and the Primal Intuition now allows selecting two skills from a list. Compare that to the Tabaxi, which provides similar benefits but is less dependent on your Bonus Action.
Where the Goliath is sturdy and safe, the Orc is comparably high risk but also high reward. Flight, Darkvision, and Stealth proficiency are perfect for nearly any ranger. Default Rules : Kenku is a better option, but the two provide similar benefits. The innate spellcasting is Charisma-based, so anything which requires an attack or a save is difficult for the Ranger to use.
Your best bet is to combine the Feral variant with a subrace which provides usable spellcasting or with the Winged variant. Default Rules : Tortle natural armor matches the AC cap for medium armor. That means that you get the same AC as other Strength-based rangers without needing to get 14 Dexterity to fill out your armor and without suffering Disadvantage on Dexterity Stealth checks, allowing you to easily focus one increasing other ability scores instead.
Like the half-elf, having three increases is great for a MAD class like the Ranger. Telepathic Insight protects you from the most common mental saves. Limited Telepathy is great for sneaky rangers. A good package for a durable ranger.
The innate spellcasting is garbage, but spamming Animal Friendship on snakes feels like a thing that rangers would do, so maybe you can make it useful somehow. Setting-specific races are address below. Talk to your DM about what races are allowed in your game. Instead, consider a race that can cast Disguise Self as an innate spell. Dual Mind provides an important defense, but other options like the Yuan-Ti Pureblood and the Verdan are more appealing and may be more broadly effective at protecting you from stuff that hurts your brains.
You can move the Constitution increase around, but increasing Constitution is still the best way to use that increase. Default Rules : The ability increases work fine thanks to the flexibility ability increase, and the bonus resistances and bonus AC make you abnormally durable for a ranger. 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. Grab Mobile and consider casting Longstrider, and you can do hit-and-run tactics with as many attacks as two-weapon fighting while still using a shield or a two-handed weapon. Default Rules : An interesting choice for a Strength-based melee build. Charge provides similar benefits to two-weapon fighting while allowing you to use a shield, allowing you to achieve a unique blend of durability and speed.
Throw Mobile into the mix and you can easily achieve very effective hit-and-run tactics. Default Rules : An excellent option for a Druidic Warrior build, though not a good choice for other builds. Customized Origin : Hammering Horns is of limited usefulness to the Ranger, and without their signature trait there is little reason to play a minotaur. Hammering Horns eats your Bonus Action, which is hard for rangers since you typically rely on two-weapon fighting or some other Bonus Action damage boost Planar Warrior, etc.
Default Rules : Bad ability spread. Default Rules : A possibility for Strength-based builds, but you may struggle to keep your Constitution high enough to keep Daunting Roar effective. Everything else is hard for the Ranger to use. 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. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream. Re: Working with a stupid idea: Druid archer Tough one. Maybe a level of Scout and Swift Avenger feat for skirmish-type archery, or six levels of Druid to qualify for Prestige Ranger. Since they're taking stuff from Scout and Ranger respectively they're not very elegant. Re: Working with a stupid idea: Druid archer.
Originally Posted by darksolitaire. Tough one. Hill Giant Games I make indie gaming books for you! STaRS : A non-narrativeist, generic rules-light system. Grod's Guide to Greatness, 2e : A big book of player options for 5e. Grod's Grimoire of the Grotesque : An even bigger book of variant and expanded rules for 5e.
Giants and Graveyards : My collected 3. Grod's Law : You cannot and should not balance bad mechanics by making them annoying to use. Re: Working with a stupid idea: Druid archer Have you looked at this one? Re: Working with a stupid idea: Druid archer Elf takes care of the bow proficiency. Druid 8 brings large-size ape into play: Spoiler.
Re: Working with a stupid idea: Druid archer I'm going to step outside my usual mechanical analysis and just talk about fluff, because this amuses me. Perhaps he has special toxins from their native saps and juices, with leaves for fletchings.
He's akin to the never-unarmed because he can "grow" a bow and arrows from the environs. I'm seeing him use his Wild Shape abilities to get into sniping positions, and then a longbow to strike from a distance.
Perhaps his magics also lend themselves to empowering Treants and animate trees to wield giant longbows which fire in tandem with him.
Edit to add: Mechanically, go Elf if you're not multiclassing to Ranger; it gets you the proficiencies in bows. Last edited by Segev; at PM. It's probably the biggest boost to hit and damage you'll get, especially with Owl's Insight. You can just spend your human bonus feat on EWP:Greatbow. If you take Otherworldly or otherwise get a type other than humanoid you can take the Fangshields sub levels, most importantly the "Wild Shape Hands " ability.
That should let you use your sizing Greatbow while wildshaped into a high-Str form. Originally Posted by Darrin. Elf takes care of the bow proficiency.
Druid 8 brings large-size ape into play: Hmm. Too bad girallon is a magical beast, otherwise dual longbows. MoMF could do dual longbows. Re: Working with a stupid idea: Druid archer Elf for bow proficiency and arcane archer. Worst part for the person who played this build was that, even spending a feat, it was hard to keep the animal companion relevant.
Shiba Protector Oriental Adventures costs three crap feats to enter, but gives you Wis to attack and damage as a bonus, no less! If you take the Urban Companion ACF, you can get Alertness through your pseudo-familiar, though you lose animal companion power that way.
Originally Posted by nedz. Have you looked at this one? Originally Posted by Segev. I'm going to step outside my usual mechanical analysis and just talk about fluff, because this amuses me. Originally Posted by sleepyphoenixx. You need to be human for Shiba Protector. Originally Posted by Zaq. Sounds like Shiba Protector is incompatible with Fangshields, then, but it sounds like a neraph would work just fine, no?
Been a while since I've actually looked at the Fangshields levels, so I'll have to dig that up. Re: Working with a stupid idea: Druid archer Question 1: How important do you want wildshape to be? Question 2: what is maximum number of non druid levels acceptable? Second, it can only attack targets which you can see and teleport to places that you can see. The second portion of this feature allows you to originate spells from your spirit instead of from yourself.
Druids are notoriously frail medium armor, no metal, d8 hit dice , so allowing you to cast short-range spells like Burning Hands while remaining at a safe distance is a huge benefit. However, remember that the spirit takes its turn immediately after yours, so positioning for this tactic can be difficult. Consider using the Ready action to cast a spell once your spirit reaches its target position. Limiting this to your Reaction prevents you and your allies from running through a series of these spectral flames in one turn to rapidly heal, and limiting the whole effect to small or larger creatures prevents shenanigans like murdering a bag of rats and rolling your party through the spectral flames to produce bottomless healing.
However, if you walk into a room full of goblins or kobolds, it starts to look like a room full of health potions. Circle of the Land is arguably the most approachable full spellcaster. This makes the Circle of the Land Druid a great option for new players to learn how to play a spellcaster. Circle of the Moon allows the Druid to use Wild Shape as a combat form. However, in most parties the Druid is taking the place of the Cleric-equivalent, so you may need to drop out of Wild Shape in order to cast spells from time to time.
Because Wild Shape adds a second pool of hit points on top of your regular hit points, Circle of the Moon is arguably the most durable druid, and at level 2 the Circle of the Moon Druid is arguably the strongest character in the game. Circle of the Shepherd offers excellent options for the Druid to support their party and to summon more powerful creatures with Conjure Animals and Conjure Fey.
If you enjoy summoning creatures and buffing your allies, this is a great option. If you want to focus on other aspects of druid spellcasting, Circle of the Land is a better choice. Because summoning creatures is so central to the Circle of the Shepherd, I strongly recommend reading my Practical Guide to Summoning Creatures. No WIS bonus is the real downside here. Advantage on saving throws against being charmed and immunity to sleep keeps you healing and helping your party in dangerous situations.
Gnome : INT is useless for Druids. Advantage on saving throws against being charmed and immunity to being put to sleep keeps you healing and helping your party in dangerous situations. Human : Humans are always decent. STR : This is a definite dump stat. If you need to be strong Wild Shape into a Bear. The exception to this is if you are playing a Circle of the Moon Druid who will cast a Concentration spell and then get in close in a Wild Shape form. If you must, the overall effectiveness of the character will suffer.
Hit Points : Druids have a middle-of-the-road d8 hit dice , better than the Sorcerer or the Wizard. A decent AC, powerful healing spells, and extra hp from Wild Shapes, paired with their decent hit dice allows Druids to tank a relatively high amount of damage. WIS saves come up a bit in later levels but INT saves are very rare and it is also one of your dump stats. They can only choose two of the following eight skills. Druidic : A secret language that only other Druids can know is cool and has the chance of coming up a couple of times in a campaign.
Spellcasting : Druids cast their spells with WIS and they are considered a full caster class. Druids can use any item crafted from nature, such as a yew wand, as their spellcasting focus. Wild Shape : Wild Shape is a versatile ability that can make your Druid effective in just about any situation. Whether you find yourself in a combat, stealth, exploration, or survival situation, there are ways to put Wild Shape to use. Here are some of the best beasts to Wild Shape into and their uses.
This tool allows you to choose your Wild Shape, manage your HP, and roll ability checks, attack rolls, and damage.
You can check it out via the link below:. There are a couple of interesting differences between this and the spell, the best of which is it allows you to ignore the 1hr casting time, making it a viable option to perform in combat. You only get the familiar for an amount of time equal to half your Druid level. Because this uses the same resource as Wild Shape, you must take into consideration the best times to use Wild Companion:.
Outside of these circumstances, Wild Companion can end up competing with Wild Shape which is a core Druid feature. If you want to have an animal companion permanently, it would be worth taking the Magic Initiate feat and picking up the Find Familar spell.
The Circle of Dreams uses magic drawn from the Feywild to heal others. While all Druids have decent healing capabilities, this Circle is more heavily focused on the craft. Circle of the Land focuses on the caster nature of the Druid. They get access to extra cantrips, can regenerate spell slots on a short rest, and get access to a larger spell list. Their features beyond 6th-level are particularly impressive, but they get extra spells as they level up, thanks to the Circle Spells feature.
The Circle of the Moon specializes in the art of the Wild Shape. Druids following the Circle of the Moon get access to more powerful Wild Shapes and make them more versatile in combat. Masters over life and death, Circle of Spores find beauty in decay. They use spores and fungi to improve your combat prowess, poison your enemies, and control the body of dead enemies. Draw power from the stars of the night sky.
Druids following the Circle of Stars can channel the constellations through themselves with their Wild Shape to improve the abilties. Wildfire Druids walk a fine line between destruction with fire and healing with magic. Timeless Body : Not sure if aging more slowly will come into play during your campaign. This is the best thing since sliced bread if you are a Circle of the Moon Druid. Since Druids are a full caster class, maximizing their WIS to get the most out of spells should be a priority.
This means that taking too many feats is usually a bad idea.
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