Herobizkit
Adventurer
PREAMBLE: I realize this is not optimal; I am building for fun over utility.
I am soon playing a Half-Drow Sea Druid. Sailor background, grew up on ships and the like. I plan on playing her as the Team Mom. As such, she often got into, well, brawls with her fellow crewmates at taverns, sometime even dragging a few crew members home by force. Later in my career, I'm going to go the Circle that gives the swank monster shifting abilities.
Based on your experiences with Druids in general, about where should my STR, DEX and CON sit to be a decent grappler who doesn't get slaughtered?
Note that my DM also favors high story over raw combat, so there will be ample opportunity for shenanigans with improvised weapons and the like.
I am soon playing a Half-Drow Sea Druid. Sailor background, grew up on ships and the like. I plan on playing her as the Team Mom. As such, she often got into, well, brawls with her fellow crewmates at taverns, sometime even dragging a few crew members home by force. Later in my career, I'm going to go the Circle that gives the swank monster shifting abilities.
Based on your experiences with Druids in general, about where should my STR, DEX and CON sit to be a decent grappler who doesn't get slaughtered?
Note that my DM also favors high story over raw combat, so there will be ample opportunity for shenanigans with improvised weapons and the like.
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