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-----CHARACTER CREATION & LEVEL 1-----

Starting Class: Paladin

Subclass: Oath of Ancients

Race: Any (I like Drow)

Background: Any

Skills: Any

Stats:

  • STR = 10
  • DEX = 14
  • CON = 13
  • INT = 8
  • WIS = 16 (17 if using Hag's Hair)
  • CHA = 14

Unlocks:

- +3 Lay on Hands Charges

- +1 Channel Oath Charge

- Lay on Hands

  • Heal a creature 2xLVL, 4xLVL, or Cure of all Diseases and Poisons

- Divine Sense (Short Rest)

  • Gain Advantage on Attack Rolls against Celestials, Fiends, and Undead for 2 turns

- Healing Radiance (Channel Oath)

  • Heal yourself and all allies within 3m for Proficiency Bonus + Paladin Level + Charisma Modifier HP
  • Heal the same amount at the start of the next turn


Note: You will start with Paladin gear. There should be a Quarterstaff on a corpse aboard the Nautiloid. Make sure to grab it as this build will utilize Staves for the entire game (and some clubs optional). 


--------------------LEVEL 2--------------------

Multiclass: Druid

Unlocks: 

- 2 Level 1 Spell Slots

Cantrips:

- Shillelagh

  • Imbue Staff or Club to deal 1d8+ Wisdom Modifier Bludgeoning Damage
  • Imbued Weapon uses Spellcasting Ability for Attack Rolls

- Poison Spray

  • 1d12 Poison Damage
  • 2d12 Poison Damage at Level 5
  • 3d12 Poison Damage at Level 10

Prepared Spells:

- 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

- Healing Word

  • Heal 1d4 + Spellcasting Modifier  HP
  • +1d4 HP per upcast

- Longstrider (Ritual)

  • +3m Movement Speed

- Speak with Animals (Ritual)

  • Speak with animals!

- Thunderwave (Optional)

  • 2d8 Thunder Damage
  • Pushes creatures away
  • +1d8 Thunder Damage per upcast


--------------------LEVEL 3--------------------

Paladin 2

Fighting Style: Great Weapon Fighting (Respec to Defence for Late Game)

  • When you roll a 1 or 2 on an attack with a Two-Handed Weapon, reroll and take the new dice

Fighting Style (Late Game): Defence

  • +1 AC when wearing Armour

Unlocks:

- +1 Level 1 Spell Slots

- Divine Smite

  • +2d8 Radiant Damage
  • Extra +1d8 Radiant Damage to Fiends and Undead
  • +1d8 Radiant Damage per upcast (Capped at 5d8)
  • Can be activated when you land a Melee Weapon Attack
  • Choose Spell Slot to expend
  • Does not expend Spell Slot on miss

Prepared Spells:

- Thunderous Smite

  • +2d6 Thunder Damage
  • Pushes target 3m
  • Chance to knock target Prone

- Bless (Concentration)

  • Bless up to 3 creatures for 10 turns
  • +1d4 Attack Rolls
  • +1d4 Saving Throws
  • +1 target per upcast

- Divine Favour (Concentration)

  • +1d4 Radiant Damage on Weapon Attacks

- Cure Wounds

  • Heal 1d8 + Spellcasting Modifier HP
  • +1d8 per upcast


--------------------LEVEL 4--------------------

Druid 2

Subclass: Circle of the Spores

Unlocks:

- +1 Level 1 Spell Slot

- +2 Level 2 Spell Slots

- +2 Wild Shape Charges

- Wild Shape 

  • Badger
  • Cat
  • Spider
  • Wolf

- Halo of Spores (Reaction)

  • Is a Reaction, but can be used like an Action during your turn
  • 1d4 Necrotic Damage
  • 1d6 Necrotic Damage at Level 6
  • 1d8 Necrotic Damage at Level 10

- Symbiotic Entity (Wild Shape Charge)

  • Gain 4 Temporary HP per Druid Level
  • +1d6 Necrotic Damage
  • Cast Halo of Spores with Double Damage
  • Ends early if you use Wild Shape

Cantrip:

- Bone Chill

  • 1d8 Necrotic Damage
  • Target cannot regain HP for 1 turn
  • If target is Undead, has Disadvantage on Attack Rolls
  • 2d8 Necrotic Damage at Level 5
  • 3d8 Necrotic Damage at Level 10

Prepared Spell:

- Thunderwave

  • 2d8 Thunder Damage
  • Pushes creatures away
  • +1d8 Thunder Damage per upcast


--------------------LEVEL 5--------------------

Druid 3

Unlocks:

- +1 Level 2 Spell Slot

- Blindness (Always Prepared)

  • Blind a creature for 10 turns
    • Creature’s ranged attacks and spells have a range of 3m
    • Creature’s Attack Rolls have Disadvantage
    • Attack Rolls against creature have Advantage
    • +1 target per upcast

- Detect Thoughts (Ritual) (Concentration) (Always Prepared)

  • Read the thoughts of creatures while talking to them

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 6--------------------

Druid 4

Feat: Ability Improvement (+2 Wisdom)

Note: It may be more beneficial to take Resilience: Constitution here first. I will leave that up to you though.

Unlocks:

- +2 Level 3 Spell Slots

- Wild Shape: Deep Rothe

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:

- Gust of Wind

  • Clear areas such as Fog and Cloudkill
  • Push creatures back 5m
  • Cause creatures to become Off Balance


--------------------LEVEL 7--------------------

Druid 5

Unlocks:

- +1 Level 3 Spell Slot

- Wild Strike

  • While Wild Shaped, you can make an extra attack after making an Unarmed Attack

- Animate Dead (Always Prepared)

  • Animate a corpse as a servant while not in combat
  • Level 4 Upcast raises 3 minions instead of 1
  • Level 5 Updated raises a Ghoul or Flying Ghoul

- Gaseous Form (Concentration) (Always Prepared)

  • Transform yourself or an ally into a cloud of mist
  • Resistant to all Damage
  • Advantage on STR, CON, and DEX Saving Throws
  • Become Tiny in size
  • Cannot attack, cast spells, or speak
  • Strength and Dexterity set to 10 while transformed

Prepared Spells:

- Call Lightning (Concentration)

  • 3d10 Lightning Damage
  • Can recast for free once per turn
  • +1d10 Lightning Damage per upcast

- Plant Growth

  • Create 6m Area of Plant Growth for 10 turns
    • Quarter creatures Movement Speed
    • Fire burns the surface away



--------------------LEVEL 8--------------------

Druid 6

Unlocks:

- +1 Level 4 Spell Slot

- Wild Shape: Panther

- Wild Shape: Owlbear

- +4 Fungal Infestation Charges

- Fungal Infestation

  • Raise a Fungal Zombie from a corpse

Prepared Spell:

- Lesser Restoration

  • Cure the target of Diseased, Poisoned, Paralysis, or Blinded


--------------------LEVEL 9--------------------

Druid 7

Unlocks:

- +1 Level 4 Spell Slot

- Blight (Always Prepared)

  • 8d8 Necrotic Damage
  • Plants take maximum damage
  • Plants have Disadvantage on Saving Throw against it
  • Does not affect Undead or Constructs
  • +1d8 Necrotic Damage per upcast

- Confusion (Concentration) (Always Prepared)

  • Confuse a group of creatures for 3 turns
    • Hostile to everyone
    • Wanders aimlessly
    • Chance to skip turn
  • Larger AoE per upcast

Prepared Spell:

- Conjure Woodland Being

  • Conjure a Dryad
    • Nature’s Step
    • Entangle
    • Summon Wood Woad


--------------------LEVEL 10--------------------

Druid 8

Feat: Resilience: Constitution

  • +1 Constitution
  • Proficiency in Constitution Saving Throws

Unlocks:

- +1 Level 4 Spell Slot

- +1 Level 5 Spell Slot

Prepared Spell:

- Conjure Minor Elemental

  • Azer (Fire)
  • Ice Mephits
  • Mud Mephits


--------------------LEVEL 11--------------------

Druid 9

Unlocks: 

- +1 Level 5 Spell Slot

- Cloudkill (Concentration) (Always Prepared)

  • 5d8 Poison Damage
  • Create 6m Area of Cloudkill
    • 5d8 Poison Damage per turn
    • Heavily Obscured
  • Can reposition the cloud each turn

- Contagion (Always Prepared)

  • Poison a target
  • Disease a target
    • Filth Fever
    • Flesh Rot
    • Slimy Doom
    • Seizure
    • Mindfire
    • Blinding Sickness
  • If the target passes 3 CON Saves, it recovers
  • If the target fails 3 CON Saves, it contracts the chosen disease
  • Target has Disadvantage on Attack Rolls and Checks

Prepared Spell:

- Insect Plague (Concentration)

  • Create 6m Area of Difficult Terrain: Insect Swarm
    • 4d10 Piercing Damage per turn
    • Movement Speed halved
    • Disadvantage on Perception Checks
  • +1d10 Piercing Damage per upcast


--------------------LEVEL 12--------------------

Druid 10

Unlocks:

- +1 Level 6 Spell Slot

- Improved Wild Strike

  • While Wild Shaped, you can make 2 extra attacks after making an Unarmed Attack

- Wild Shape: Dilophosaurus

- Spreading Spores

  • Available while Symbiotic Entity is active
  • Create 3m Area of Spores
    • 2d8 Necrotic Damage per turn
    • Does not harm you or allies
    • Does not use Concentration
    • Spores disappear when Symbiotic Entity ends

Cantrip: Any

Prepared Spell:

- Conjure Elemental

  • When cast at Level 5, summon:
    • Air Elemental
    • Earth Elemental
    • Fire Elemental
    • Water Elemental
  • When cast at Level 6, summon:
    • Air Myrmidon
    • Earth Myrmidon
    • Fire Myrmidon
    • Water Myrmidon


--------------------GEAR--------------------

Important Items:

- Hag's Hair (Optional)

- Necromancy of Thay (Optional)


Note: With this build's healing capabilities, I would recommend any piece of gear that buffs healing. I will not list every piece, but there might be a few. Just something to keep in mind as you play through the game.

-------ACT 1-------

Head:

- Wapira’s Crown***

  • When healing a creature, the wearer regains 1d6 HP

Location: Reward for Save the Refugees (Accept the Reward)

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

Chest:

Note: I suggest wearing the Chainmail and Chainmail +1 Armours until Grymforge in Act 1. 

- Adamantine Splint 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:

- Hellrider’s Pride

  • +1 Strength Saving Throws
  • When you heal a creature, it gains Blade Ward
    • Blade Ward:
      • Resistance to Bludgeoning, Piercing, and Slashing by Weapon Attacks

Location: Purchased or Stolen from Zevlor at Druid Grove, or earned as a reward for Investigate Kagha

- Herbalist’s Gloves

  • When the wearer heals a Poisoned creature, it is cured of Poisoned

Location: Purchased from Derryth Bonecloak in the Myconid Colony

- Gloves of Baneful Striking

  • When you deal damage with a Weapon Attack, the target receives a -1d4 Penalty against your next spell’s Saving Throw

Location: Purchased from Lady Esther at Rosymorn Monastery Trail

- Daredevil Gloves (Optional)

  • +1 Bonus to Spell Attack Rolls
  • Can make Ranged Spell Attacks as Melee Spell Attacks when adjacent to an enemy; Toggleable

Location: Purchased from the Trader at Crèche Y'llek

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

Boots:

- Boots of Genial Striding

  • Movement Speed is unimpeded by Difficult Terrain

Location: Purchased from Blurg in the Myconid Colony

- Disintegrating Night Walkers

  • Cannot be Enwebbed, Entangled, or Ensnared
  • Cannot slip on Grease or Ice
  • Misty Step (Short Rest)
    • Teleport to a clear space you can see within 18m

Location: Dropped from True Soul Nere in Grymforge

Note: I recommend these boots for damn near all builds, but they are particularly useful for the Fungal Knight, considering the plethora of Difficult Terrain Spells.

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

Cloak: N/A

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

Amulet:

- 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

- 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

- Necklace of Elemental Augmentation

  • When your Cantrip deals Acid, Cold, Fire, Lightning, or Thunder Damage, deal Bonus Damage equal to Spellcasting Modifier

Location: Inside a display case in Inquisitor's chamber at X: 1379 Y: -662, Crèche Y'llek

- Pear of Power Amulet

  • Pearlescent Restoration
    • Restore a single Spell Slot of 3rd Level or lower

Location: Purchased from Omeluum in the Myconid Colony

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

Rings:

- Ring of Poison Resistance

  • Resistance to Poison Damage

Location: Shattered Sanctum X:388 Y:14

- Caustic Band

  • +2 Acid Damage on Weapon Attacks

Location: Purchased from Derryth Bonecloak in the Myconid Colony

- Ring of Elemental Infusion

  • When you deal Acid, Cold, Fire, Lightning, or Thunder Damage with a Spell or Cantrip, infuse your weapon with that element until the end of your next turn for one successful hit
    • +1d4 Elemental Damage with Weapon Attack

Location: Looted from Gish Umr'a'ac in Infirmary, Crèche Y'llek

- The Whispering Promise

  • When you heal a creature, grant them Bless for 2 turns
    • Bless:
      • Creature gains +1d4 Bonus to Attack Rolls and Saving Throws

Location: Purchased from Volo in Druid Grove, or Grat the Trader in Goblin Camp

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

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

- 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:

- Bow of Awareness (Optional)

  • +1 Enchantment
  • +1 Initiative*

Location: Purchased from Roah Moonglow in Shattered Sanctum in Goblin Camp

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

-------ACT 2-------

Head: N/A

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

Chest:

- Sharpened Snare Cuirass

  • 14 AC + Full Dexterity Modifier
  • Creatures have Disadvantage on Saving Throws against attacks or spells that inflict Restrained (Entangled)

Location: Purchased from Roah Moonglow in Moonrise Towers

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

Gloves:

- Poisoner’s Gloves

  • Whenever you deal Poison Damage, the target must pass a CON Saving Throw or become Poisoned

Location: House of Healing X-199 Y: 78

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

Boots: N/A

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

Cloak:

- Derivation Cloak

  • Heal 1d4 HP when you Poison a foe

Location: Looted from Balthazar’s Chambers in Moonrise Towers

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

Amulet:

- Spellcrux Amulet

  • Spell Slot Restoration (Bonus Action) (Long Rest)
    • Replenish a Spell Slot of any Level

Location: Looted from The Warden in Moonrise Towers Prison

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

Rings:

- Ring of Free Action

  • Ignore Difficult Terrain
  • Immune to Paralysed and Restrained

Location: Purchased from Araj at Moonrise Towers

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

Shields:

- Sentinel Shield (Optional)

  • +3 Initiative
  • Advantage on Perception Ability Checks
  • Shield Bash (Reaction)
    • When hit with a melee attack, counter with a chance to knock them Prone

Location: Purchased at Moonrise Towers

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

Melee Weapons:

- Ironwood Club (Optional)

  • +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

Note: This weapon is useless without using Shillelagh.

- Argument Solver (Optional)

  • +1 Enchantment
  • Poison Mist:
    • On a hit, deal extra Poison Damage equal to Proficiency Bonus and create a Noxious Cloud
    • Chance to poison creatures in vicinity

Location: Dropped by Mig in Moonrise Towers

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

Ranged Weapons: N/A

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

-------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

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

Chest:

- Armour of the Sporekeeper

  • 13 AC + Dexterity Modifier
  • +1 Spell Save DC
  • +1 Necrotic Damage whenever you deal Necrotic Damage
  • While imbued with Symbotic Entity, you can spread:
    • Bibberbang Spores
      • 2d4+1 Poison Damage
      • Create Area: Noxious Fumes (2m Radius)
        • Creatures within take 1d4 Poison Damage per turn
        • Creatures must succeed a Constitution Saving Throw to take half damage
        • If failed the Saving Throw, creatures take an additional 2d4 Poison Damage
    • Timmask Spores
      • 2d4+1 Poison Damage
      • Creates Area: Timmask Spores (2m Radius)
        • Beffudled: Enemy wanders aimlessly without control
    • Haste Spores
      • Creates Area: Haste Spores (2m Radius)
        • +2 AC
        • Advantage on Dexterity Saving Throws
        • Movement Speed x2
        • Extra Action per turn

Location: Purchased or looted (not guaranteed) from Mystic Carrion in Philgrave's Mansion inside the Lower City

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

Gloves:

- Gemini Gloves (Optional)

  • Cantrips can target an additional creature or the same creature twice

Location: Purchased from the Devil’s Fee

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

Boots:

- 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:

- Cloak of the Weave

  • +1 Spell Attack Rolls
  • +1 Spell Save DC
  • Absorb Elements (Short Rest):
    • Take half damage from an elemental attack, and deal 1d6 damage of that same element on your next attack

Location: Purchased at the Devil's Fee

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

Amulet:

- Amulet of Greater Health

  • Set Constitution to 23
  • Advantage on Constitution Saving Throws

Location: House of Hope

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

Rings:

- Ring of Regeneration (Optional)

  • Regain 1d4 HP at the start of each turn

Location: Sorcerous Sundries or Ramazith’s Tower

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

Melee Weapons:

Note: Markoheshkir. 

- Hollow’s Staff

  • +1 Enchantment
  • +1d4 Necrotic Damage
  • Creatures have Disadvantage on Saving Throws against your Necromancy Spells
  • Arms of Hadar (Level 3)(Long Rest)
    • 4d6 Necrotic Damage in 3m Radius
    • Creatures cannot take Reactions for 1 turn if they fail a Strength Saving Throw

Location: Lucretious

- Staff of Cherished Necromancy

  • +2 Enchantment
  • +1d4 Necrotic Damage
  • Creatures have Disadvantage on Saving Throws against your Necromancy Spells
  • Gain Life Essence when you kill a hostile creature with a spell
    • Life Essence (Lasts until Long Rest)
      • Cast Necromancy Spells without consuming a Spell Slot

Location: Mystic Carrion

Note: You can literally cast unlimited Necromancy Spells for free. This was patched IN with Patch 4. Wtf?

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

Ranged Weapons: N/A

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Comments

PURGE EVIL

1/25/24 - Consider this build complete! Note that there may be occasional updates as with any build, the beauty of written format VS videos