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D&D 5E Need help with a homebrew background idea/backstory for a Firbolg Druid.

KahlessNestor

Adventurer
how so?


Agreed.

Also, OP, have you ever read The Wheel of Time series? There is a character in that that your character reminds me of.

What if if they are adventuring see the world and write about it?
Because fey are essentially nature spirits. This is why all your Conjure Animals and Fond Familiars are fey and why their language is called Sylvan. The Feywild is tje expression of the world in its wold and untamed state, ripe with magic and fertility. Like the Emerald Dream in Warcraft.

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doctorbadwolf

Heretic of The Seventh Circle
Because fey are essentially nature spirits. This is why all your Conjure Animals and Fond Familiars are fey and why their language is called Sylvan. The Feywild is tje expression of the world in its wold and untamed state, ripe with magic and fertility. Like the Emerald Dream in Warcraft.

Which is distinct from nature magic. Druidic nature magic is very different from Fey magic.

The Feylock doesn't even have nature magic spells. It's got...beguiling Fey magic. Which is cool as heck, but it's not a witch if the wilds.
 
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StarSapphire22

First Post
So, right now...my thoughts are that the Firbolg clan becomes allies with the settlement of Elventree while my character is very young, probably due to them becoming unexpected allies during a drow invasion or some such (the enemy of my enemy and all that) and then realizing that the citizens are all "Forest-friendly", decide to continue the relationship. Many of the citizens of Elventree are druids, rangers, nature clerics, artists, herbalists, etc. so perhaps my young druid begins expanding upon her normal firbolg training in the village, gaining a name and learning of herbs and nature and art from the citizens (or maybe a specific mentor there).

This is as far as I've gotten. I still can't figure out the impetus to leave...perhaps after having her eyes opened to the possibilities outside her forest and seeing the benefits of training with people outside her clan, she leaves to seek wisdom elsewhere and come back to her tribe a stronger druid (and eventually better leader) for it? It makes sense, but it feels kind of cliche and cop-out-ish to me...



Still also looking for more input on the background mechanics too, if anyone has ideas.
 

StarSapphire22

First Post
I'm not really sure on what other mechanics would be a good fit, but what would be cool, is if you actually have a little notebook or something that you actually take notes of things that you encounter. If you come across something and the team figures out that it is weak against fire, have that noted down next to the name and description of the creature.

Yep, that is the plan! I've already digitally created some sheets of a few critters and plants found in her home forest. As an example...

Firiona's Guide pg 10.jpg
 


jrowland

First Post
I was leaning towards painting supplies, I guess because it seems more important to me that I capture physical appearance correctly than how fancy my handwriting is. Any old quill will do for jotting down notes, you know?

I suppose I should have been clear...one or the other, BOTH is superfluous. Calligraphy is more than just writing letters/words. I figured you would want to include "margin" pictures (and I see your wonderful pseudodragon!) as an embellishment to the image rather than words as an embellishment to the picture. Pick one, but you don't need both.

The trapper's kit is an intriguing idea, and I like the direction that feature is heading in...my thought is that I can see a creature and (especially if I fight it) take notes on the features I see in use. For example, a bulette is visibly armored so that I could notice. An Aurumvorax is resistant to bludgeoning damage due to its dense coat, but I might not know that until I whack it with my staff and see that it isn't very bothered by the minimal damage I just did. Then maybe my character realizes, "oh, this creature eats metal and it's hide is made of a similar dense material, perhaps it is naturally armored in some way." Make sense?

That is exactly the intent. Painting/Trapping works very well.
 


StarSapphire22

First Post
@StarSapphire22 Oh wow, that's nice. It looks like you are going to have a lot of fun with this character.

Thanks! :D

Have you seen the newest Unearthed Arcana for Druids? The optional rules for wild shaping into creatures that you observe seem pretty thematically appropriate for this character.

I have! I thought about it, possibly even using the Shepherd circle. I'm just not sure if I can get away with asking for a homebrew background AND a UA... :/

I do wish it started with more than 3 forms though. I understand the whole point is to go out and discover more forms...but (to me at least) the way a druid really shines is through their versatility. They aren't the best at melee or magical damage, they're decent at control/buffs but not outstanding, they aren't a dedicated healer, they can soak up some punishment but being a damage sponge isn't exactly exciting. Take away the "transform into pretty much anything at any time" and druids seem a bit lackluster. Maybe I'm thinking about it the wrong way?

I do agree though, it definitely makes sense fluff-wise.
 


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