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druid support?
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<blockquote data-quote="CreamCloud0" data-source="post: 8702877" data-attributes="member: 7034710"><p>Given what you’ve told us I’d probably lean hard into support, control and tanking but stealth is also maybe a possibility, I’d start with the Ghostwise halfling(sword coast adventures handbook) personally, +1 wis if you’re playing with fixed ASI and that 30ft telepathy would give wildshape a way to communicate without shifting back.</p><p></p><p>I might use one of my ASI increases on a feat, either Metamagic Adept offers some good options(Extended, Subtle or Twinned Spell most likely) or if you take the starter equipment wooden shield to use the Interception or Protection fighting styles from Fighting Initiate feat (druids can use scimitars so already pass the proficiency with a martial weapon requirement)</p><p></p><p>Spells i would probably go with some of(starting with cantrips and going up from there): You already get Guidance from Stars subclass, Resistance, Produce Flame, Mending, Mold Earth, Absorb Elements, Charm Person, Entangle, Faerie Fire, Speak With Animals, Cure Wounds Goodberry and Healing Word are still useful to have even with an existing primary healer, Fog Cloud, Guiding Hand, Augury, Beast Sense, Enhance Ability, Enlarge/Reduce, again Healing Spirit and Lesser Restoration useful even with a healer, Hold Person, Pass Without Trace, Summon Beast(and all the other summoning spells in general), Warding Wind, Aura Of Vitality, Dispel Magic, Elemental Weapon, Plant Growth, Protection From Energy, Revivify, Speak With Plants, Charm Monster, Confusion, Divination, Grasping Vine, Guardian Of Nature, Stoneshape, Stoneskin.</p><p></p><p>Dex, Con and Wis are probably going to want to be your highest scores, Maybe some Int in there too...</p><p></p><p>I don’t really know enough to pick out an appropriate background, outlander or sage seems appropriate, noble possibly? Urchin gives alot of benefits to where your character might want them but I don’t know if it really fits them properly?</p></blockquote><p></p>
[QUOTE="CreamCloud0, post: 8702877, member: 7034710"] Given what you’ve told us I’d probably lean hard into support, control and tanking but stealth is also maybe a possibility, I’d start with the Ghostwise halfling(sword coast adventures handbook) personally, +1 wis if you’re playing with fixed ASI and that 30ft telepathy would give wildshape a way to communicate without shifting back. I might use one of my ASI increases on a feat, either Metamagic Adept offers some good options(Extended, Subtle or Twinned Spell most likely) or if you take the starter equipment wooden shield to use the Interception or Protection fighting styles from Fighting Initiate feat (druids can use scimitars so already pass the proficiency with a martial weapon requirement) Spells i would probably go with some of(starting with cantrips and going up from there): You already get Guidance from Stars subclass, Resistance, Produce Flame, Mending, Mold Earth, Absorb Elements, Charm Person, Entangle, Faerie Fire, Speak With Animals, Cure Wounds Goodberry and Healing Word are still useful to have even with an existing primary healer, Fog Cloud, Guiding Hand, Augury, Beast Sense, Enhance Ability, Enlarge/Reduce, again Healing Spirit and Lesser Restoration useful even with a healer, Hold Person, Pass Without Trace, Summon Beast(and all the other summoning spells in general), Warding Wind, Aura Of Vitality, Dispel Magic, Elemental Weapon, Plant Growth, Protection From Energy, Revivify, Speak With Plants, Charm Monster, Confusion, Divination, Grasping Vine, Guardian Of Nature, Stoneshape, Stoneskin. Dex, Con and Wis are probably going to want to be your highest scores, Maybe some Int in there too... I don’t really know enough to pick out an appropriate background, outlander or sage seems appropriate, noble possibly? Urchin gives alot of benefits to where your character might want them but I don’t know if it really fits them properly? [/QUOTE]
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