Friday, October 10, 2014

5th edition Aquatic Builds (Druids and Rangers)

Original artwork from the brilliant Pathfinder supplement, Cerulean Seas

The druid and ranger classes have builds that are easily adapted to aquatic settings with few changes, so both classes will be presented here.



Druids

The coastal druid circle and circle of the moon can be used as-is for characters coming from island or, obviously, coastal settings. Druids focusing on shapeshifting have a wide range of marine life to choose from and require only one alteration. The druid may wild shape into creatures with a swim speed at 2nd level if the druid's race either includes a swim speed (such as merfolk and merrow), or they are not required to pay extra movement while swimming (such as sea elves or selkies).

Characters coming from entirely aquatic settings, or those wishing to focus more on marine life, may use the following variation:


Circle of Ocean

Bonus Cantrip
In addition to the standard druid cantrips, you may choose from ray of frost and shocking grasp as your bonus cantrip. These spells are considered druid spells.

Circle Spells
3rd: alter self, darkvision
5th: water breathing, water walk
7th: control water, freedom of movement
9th: conjure elemental, scrying

Land's Stride
This ability applies to aquatic plants such as kelp beds and other seaweed, in addition to land plants. This applies to all druids, not just those of the ocean circle.

Nature's Ward
This ability is unchanged.

Nature's Sanctuary
This ability is unchanged.


Rangers

Aquatic rangers may follow either of the established archetypes with no changes. Both hunters and beastmasters can apply their considerable abilities to marine creatures.

As with druids, the Land's Stride class feature applies to aquatic plants such as kelp beds and other seaweed, in addition to land plants. This applies to all rangers.

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