Portions of the materials used are property of Wizards of the Coast. RPGBOT is unofficial Fan Content permitted under the Fan Content Policy. Keep in mind that the state of the meta periodically changes as new source materials are released, and the article will be updated accordingly as time allows. The advice offered below is based on the current State of the Character Optimization Meta as of when the article was last updated. We also won’t cover Unearthed Arcana content because it’s not finalized, and we can’t guarantee that it will be available to you in your games. We will not include 3rd-party content, including content from DMs Guild, in handbooks for official content because we can’t assume that your game will allow 3rd-party content or homebrew. Blue: Fantastic options, often essential.Red: Bad, useless options, or options whichĪre extremely situational.RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance. If you’re looking for a little hybrid role action, halfway between blasterĪnd healer, this subclass may be exactly what you’re looking for. If all it had was a 15-foot combat teleport for And the fire damage from the Wildfire Spirit Sure, if all we ever did was fire spells that wouldīe an issue, but we have options. One could argue that the abundance of fire resistance and immunity cause us Together with the already impressive Druid spell list, this package allows for a flexible role on the battlefield where round by round the Wildfire druid can switch from damage to support depending on which spells it casts. The Wildfire Druid is set up as a healing support, with tools for positioning and bonuses to healing magic, that also has an array of fire spells not normally on the Druid list. Equipment that merges with the form has no effect until you leave the form.Did you know that you can stop someone from bleeding out by burning the wound shut? The Druid Circle of Wildfire turns this simple fact into a very cohesive theme for a subclass. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it.However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so.Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast. You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form.As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. When you revert to your normal form, you return to the number of hit points you had before you transformed. When you transform, you assume the beast's hit points and Hit Dice.If the creature has any legendary or lair actions, you can't use them. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores.While you are transformed, the following rules apply: You automatically revert if you fall unconscious, drop to 0 hit points, or die. You can revert to your normal form earlier by using a bonus action on your turn. You then revert to your normal form unless you expend another use of this feature. You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. You regain expended uses when you finish a short or long rest. Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before.
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