Boarding party. Either strength or charisma can be the druid's dump stat. Starting at 13th level, finding treasure inspires your lust and paranoia towards it, leading you to search for hidden treasure troves. Druids are some of the most consistently powerful characters in Dungeons and Dragons, but players must learn the formula for building one. 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.) 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. All enemies take 5d6 psychic damage on a failed save and half as much damage on a successful one. This guide covers multiple strong subclasses for variety, but the Circle of the Moon is by far the druid's most powerful subclass. Skills: Choose three from Acrobatics, Deception, Intimidate, Insight, Perception, Performance, Stealth, Survival. And also their position like what their position in the crew which means for how they interact out in the world. 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. I stretch the truth for the sake of a good story. This repeats every two weeks until the creature has no eyes. Special Traits. I will do whatever it takes to become wealthy. Roll 1d10. you might wanna know more about Gladiator arena background 5e. Loyalty is the most important thing to you. Now you can quickly and easily. You may only use this skill once between long rests and cannot use it on a person who is already benefiting from it. I am a predator and the other ships are my prey. You have indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Everyone in the crew has so many responsibilities and also has a specific job. At the end of each of it's subsequent turns, it may attempt the same kind of save it previously failed. You regain all expended uses when you finish a short or long rest. If the target is magically healed, it is no longer blind. In addition, as a bonus action you can apply this basic poison to a weapon or five pieces of ammunition. Furthermore, when creating the bombs listed under explosives expert ability, you roll a d6 plus 2 to determine how many bombs you create. 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. I’m loyal to my captain first everything else second. When you choose this archetype at 3rd level, Cunning Pirates learn to create devious bombs to take down their opponents. The save against the poisons is your ability save. Firbolg are the only race here to get a +2 wisdom bonus, which is huge; their second stat boost is +1 strength, which isn't ideal but could be useful to melee-oriented builds. You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. Halflings in their original 5e forms wouldn't make this list as all (they're decent picks, but not the best); it's only with the introduction of the ghostwise halfling in the Sword Coast Adventurer's Guide that they become one of the top picks for a druid. 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. I will become the greatest pirate who ever lived. Wisdom is the ability that powers a druid's spells, so it should have the highest number out of all the ability scores. If those aren't appealing, then go with Lucky--it's the one feat that suits any class in the game. Those who swear fealty take 12d12 psychic damage when the effects end. You have indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. They treat the skill as if they were proficient in it for the next 24 hours. Dungeons & Dragons 5e: Best Druid Builds. Saving Throws: Dexterity, Charisma By sailing the high seas you have spend a good portion of your precious life. Living far away from civilization in most cases, druids venerate and protect nature in any and every environment, from scorching deserts to lush forests and deep underground caverns. Bloodshed and the pursuit of treasure are no strangers to you, and you've garnered a somewhat unsavory reputation in many a port town. In addition, you may use a bonus action on your turn to make a Perception check to find a hidden creature. 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. The dueling die changes as you gain Pirate levels, as shown in the Dueling Bonus column of the Pirate table. Slave. 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. Hit Dice: 1d8 per Pirate level 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. You have advantage on all Intimidation checks against those who recognize you. At 7th level, years of heavy drinking has left you hardy and resilient. This essentially means we travel the sea looking for adventure, treasure, and villians to beat up instead of plundering and being bad people. By sailing the high seas you have spend a good portion of your precious life. If on the high seas, enemies must pass a wisdom saving throw DC 13, on a fail, they jump ship. Cook. At 6th level, as a bonus action before your attack, you speak grimly to a target you’re dueling, either threatening to dismember it, to gouge out it's senses, or scar it's beauty. (Good), Greed. Nature and insight are pretty classic as druid skills go, and they're ruled by intelligence and wisdom respectively, so getting a good skill bonus for each shouldn't be difficult. First mate. Should the enemy you're dueling die or begin dying, dueling immediately ends, you regain HP equal to your class level, and if you were the one that put them into that state, you regain an additional 5 HP. Once applied, the poison retains potency for 5 minute before drying. You are the eyes, ears, and mouth of the captain. Starting at 3rd level, a lifetime of fighting on land and sea has taught you to travel with ease over any terrain. After the roll, you are free to determine which poisons you collect. At 20th level, you use your entire action to channel the spirit of Davy Jones. These enemies must pass a wisdom saving throw higher than your spell-save DC, on a failed save, these enemies swear fealty to you for the next hour. Here you have an advantage on (Wisdom) insight checks. Arcana and religion are two extremely important knowledge skills, which is why it's worth not making a druid's intelligence their lowest ability score. You gain a climb speed equal to your land speed, and proficiency in Athletics. You can observe the below table. (Lawful), Charity. Every ship needs someone who can go on land or aboard other ships and be the public face of the crew. 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