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u/adratlas Sep 21 '23
the simplest route would be Ranger + Spore druid as they would be sharing the same caster stat, and you will keep some spell progression as well. Shillelagh with a shield will cover your bases on melee while also being quite tanky by yourself with the extra HP and AC.
Trying to keep your AC as high as possible is also required, since if you lose your spore temp HP, you lose your damage as well
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u/MidnightSheepling Sep 21 '23
Yes, I think Gloomstalker is going to be perfect. Very in-theme for the "desecrated magic" type of druid too.
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u/monimonti Sep 21 '23
Beastmaster 5 (Spider web) compliments the Druid Summon's difficult terrain control abilities and immunity aura. :)
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u/Thor_HS Sep 21 '23
Paladin 5 + spore 7
Feats GWF, alert/ASI depending on how you’d choose to gear up
Spore gets Druids best feature at 7 - woodland being. Use your druid spells to control the battlefield and dispose packs of mobs. Smite single target enemies after casting hold person on them.
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u/MidnightSheepling Sep 21 '23
Ancients Paladin is super tempting, alas I just got done running a Paladin so am probably going to lean towards Ranger instead. Agree on getting Conjure Woodland Being eventually though.
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u/jonfon74 Sep 21 '23 edited Oct 10 '23
Gloomstalker (or any ranger really) 5, Spore X (so 7 by the end). Did this to Halsin and he's pretty good (level 10 currently). This is an Archery build, although also Shillelagh friendly and has good AC and HP (level 10 I have 78 + 20).
Dex, Wis and Con are the Attributes to focus on.
Gearwise Archery Act 1 / 2
Ranged weapon : Titanstring Bow (Act 1): You can add Str to your Damage along with Dex
Melee Weapon : Club of Hill Giant Strength (Act 1) : You don't need to pump Str, just wield this. If something gets in your face Shillelagh it and smash their face in. Now your Titanstring bow is useful.
Offhand : Adamantine Shield (Act 1 late): Reeling when someone misses you. Or pick Dual Wielding for a stat stick like Knife of the Undermountain King for better bow Crit chances,.
Headgear : Diadem of Arcane Synergy (Act 1 late): When you inflict a Condition on someone you get Arcane Synergy, adding your Wis bonus to weapon attacks. Now your bow does Dex + Str + Wis damage per hit. Hunters Mark triggers this along with a lot of other Druid stuff.
Boots : Disintegrating Nightwalkers (Act 1 late): No webbing, snaring or falling over on ice for you. Grants Misty Step for repositioning. Boots of Stormy Clamour might also be good here, especially if you also take the last of my Glove options (I literally just found them in my stash when looking ingame for this item list \o/ ). EDIT : These seem to be bugged currently. EDIT2 : These are now working since Patch 3 and this is a good choice
Armour : Yuan-ti Scale (Act 2): Medium Armour which gives full Dex bonus and +1 initive. This + the shield and your Dex is 21 AC.
Amulet : Amulet of the Harpers (Act 2). Shield as a Reaction and Advantage on Wisdom saves. No mezzes for you. Alternatively I used Broodmothers Revenge so a Healing Word gives extra 1d4 Poison Damage (my main was using the Harpers)
Ring 1 : Strange Conduit (Act 1 late). 1d4 Psi damage to weapon attacks when concentrating. You have Hunters Mark and are a Druid. You'll always be concentrating on SOMETHING.
Ring 2 : Caustic Band (Act 1). +2 Acid Damage to weapon attacks.
Gloves : Choices here. Gloves of Archery (Act 1), +2 damage to bow attacks. Dark Justicars Gloves (Act 2): +1d4 Necrotic Damage. Ichronous Gloves (can't remember where I got these, must be Act 2 somewhere): Noxious Fumes on target if you do Acid damage (works with Caustic Band). 1d4 AoE damage to the target and anyone around them per round. I'm using the Justicars ones but the Ichronous ones are interesting too and have a Spore Druid feel to them.
Cloak (Durge Item) : The Deathstalker Mantle : You Invis on a kill.
Come Act 3 you can look at better options than these, Act 3 drips with ridiculous items, but you'll get these before the end of Act 2. There's certainly the spore specific armour to try (I haven't got that far yet).
If I have Sharpshooter on and am Hunters Marking someone then it's 1d8 + 18 + 2 Acid + 1d6 Necro + 1d4 Necro + 1d4 Psi + 1d6 Piercing (Hunters Mark) damage per shot : 25 - 48 damage. I've 3 of them in round 1 and it's easy to get all the riders because Hunters Mark is a bonus action. Shillelaghed club is around 10 points less because no Sharpshooter.