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Ranger/druid... advice on how to divide levels an build my character?
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<blockquote data-quote="RogueJK" data-source="post: 7894719" data-attributes="member: 170"><p>Moon Druids are laser-focused around using Wild Shape in combat, and Combat Wild Shape is heavily level-dependent. That Bear form that seems so powerful at Level 2 is weak by Level 7 and completely outclassed by Level 10. A serious Moon Druid only wants to multiclass in extremely small amounts, for very specific purposes, like dipping 1 level of Barbarian or Monk to raise your Wild Shape AC and gain a few other small benefits. Any other multiclassing is a waste for a Moon Druid.</p><p></p><p>However, dipping a few levels of another type of Druid with a Ranger is workable, for some basic Wild Shape forms and some cantrips and a bit of additional spellcasting. Though a likely better option would be starting with Ranger 5 and then going straight Druid, since Ranger is honestly rather lackluster at higher levels and works best as a 3-5 level dip from another class. The other Druid subclasses are less heavily dependent on Druid levels than a Moon Druid, so you won't notice the missing 5 levels as much, especially since you're focusing more on melee fighting.</p><p></p><p></p><p>Another great option for an even more effective melee-focused nature character is to go Ranger/Nature Cleric. A Nature Cleric dipping 5 levels of Ranger trades some of its spellcasting power for a very nice bump to its melee effectiveness, with an Extra Attack, a few nice lower level Ranger spells, and some extra melee damage from Ranger subclasses like Hunter or Gloomstalker. Compared to a Ranger/Druid, you still get the "Melee Champion of Nature" vibe, just in a slightly different flavor. It has a higher melee damage output than the Ranger/Druid, but you do lose out on some of the Druid's utility. You're giving up some of the Druid's more utility-focused spells, as well as the ability to use Wild Shape for exploration, but you get noticeably more melee-focused spells and abilities instead.</p><p></p><p>A Ranger 5/Nature Cleric X can rock Medium/Heavy Armor and a Shield, make two Attacks, have extra damage from Gloomstalker/Hunter plus eventually Divine Strike, plus make a Bonus Action attack with Spiritual Weapon, and also be concentrating on a spell like Hunter's Mark, Bless, or Spirit Guardians for extra damage or attack bonuses. </p><p></p><p>For this route, I'd go Ranger 1, then Cleric 1, then 4 more Ranger levels up to Ranger 5, then straight Cleric from there. It's a capable melee fighter with some added spellcasting and buffs from the get-go, but ramps up steadily at Level 4 (<em>Extra melee damage from Ranger Subclass - Hunter or Gloomstalker</em>), Level 6 (<em>Extra Attack</em>), Level 8 (<em>Spiritual Weapon bonus attack</em>), Level 10 (<em>Spirit Guardians</em>), and Level 13 (<em>Divine Strike</em>).</p></blockquote><p></p>
[QUOTE="RogueJK, post: 7894719, member: 170"] Moon Druids are laser-focused around using Wild Shape in combat, and Combat Wild Shape is heavily level-dependent. That Bear form that seems so powerful at Level 2 is weak by Level 7 and completely outclassed by Level 10. A serious Moon Druid only wants to multiclass in extremely small amounts, for very specific purposes, like dipping 1 level of Barbarian or Monk to raise your Wild Shape AC and gain a few other small benefits. Any other multiclassing is a waste for a Moon Druid. However, dipping a few levels of another type of Druid with a Ranger is workable, for some basic Wild Shape forms and some cantrips and a bit of additional spellcasting. Though a likely better option would be starting with Ranger 5 and then going straight Druid, since Ranger is honestly rather lackluster at higher levels and works best as a 3-5 level dip from another class. The other Druid subclasses are less heavily dependent on Druid levels than a Moon Druid, so you won't notice the missing 5 levels as much, especially since you're focusing more on melee fighting. Another great option for an even more effective melee-focused nature character is to go Ranger/Nature Cleric. A Nature Cleric dipping 5 levels of Ranger trades some of its spellcasting power for a very nice bump to its melee effectiveness, with an Extra Attack, a few nice lower level Ranger spells, and some extra melee damage from Ranger subclasses like Hunter or Gloomstalker. Compared to a Ranger/Druid, you still get the "Melee Champion of Nature" vibe, just in a slightly different flavor. It has a higher melee damage output than the Ranger/Druid, but you do lose out on some of the Druid's utility. You're giving up some of the Druid's more utility-focused spells, as well as the ability to use Wild Shape for exploration, but you get noticeably more melee-focused spells and abilities instead. A Ranger 5/Nature Cleric X can rock Medium/Heavy Armor and a Shield, make two Attacks, have extra damage from Gloomstalker/Hunter plus eventually Divine Strike, plus make a Bonus Action attack with Spiritual Weapon, and also be concentrating on a spell like Hunter's Mark, Bless, or Spirit Guardians for extra damage or attack bonuses. For this route, I'd go Ranger 1, then Cleric 1, then 4 more Ranger levels up to Ranger 5, then straight Cleric from there. It's a capable melee fighter with some added spellcasting and buffs from the get-go, but ramps up steadily at Level 4 ([I]Extra melee damage from Ranger Subclass - Hunter or Gloomstalker[/I]), Level 6 ([I]Extra Attack[/I]), Level 8 ([I]Spiritual Weapon bonus attack[/I]), Level 10 ([I]Spirit Guardians[/I]), and Level 13 ([I]Divine Strike[/I]). [/QUOTE]
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