Draw Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the fairie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day.
okay let's see. just looking over basic class descriptions (man these haven't changed since 3.5.... what happened to the warlord? that was a good class)
Nah, I think there are subclasses that specialize in stuff outside of wild shape. Circle of the Moon is if you want to go full Wild Shape, but Shepherd lets you summon spirits, Land lets you use spells better, and Dreams gives you enchantment stuff i think
if none of the backgrounds suit you, you can make up your own. all you need is a minor skill that's mostly meant for roleplaying and two things you're proficient at
The evil deities who created other races, though, made those races to serve them. Those races have strong inborn tendencies that match the nature of their gods. I don't like this
FEATURE: WANDERER You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. in addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Explorer's Pack (10 gp). Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. I start with this thing lol
Herbalism Kit. This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs.
They are slightly shorter than
humans on average, ranging from well under 5 feet
tall to just over 6 feet.
When you reach 3rd level, you can cast the fairie fire
spell once per day. When you reach 5th level, you can
also cast the darkness spell once per day.
one of the ideas floating around was that she was some sort of chosen by that one evil drow goddessand went nahhttps://media.wizards.com/2017/dnd/downloads/UA-RevisedSubclasses.pdf favored soul's here (you can probably switch out cleric spells for druid easy)
The evil deities who created other races, though, made
I don't like thisthose races to serve them. Those races have strong
inborn tendencies that match the nature of their gods.
my world now
proficiency: herbalism kit
language: undercommon
FEATURE: WANDERER
You have an excellent memory for maps and geography,
and you can always recall the general layout of terrain,
settlements, and other features around you. in addition,
you can find food and fresh water for yourself and up to
five other people each day, provided that the land offers
berries, small game, water, and so forth.
Dex: 16 (+3)
Con: 13 (+1)
Int: 10 (+0)
Wis: 12 (+1)
Cha: 16 (+3)
-20 bolts
-component pouch?
-explorer's pack
-staff
-2 daggers
-hunting trap
-traveler's outfit
-10 gp on a belt pouch
Explorer's Pack (10 gp). Includes a backpack, a bedroll,
I start with this thing lola mess kit, a tinderbox, 10 torches, 10 days of rations, and
a waterskin. The pack also has 50 feet of hempen rope
strapped to the side of it.
Herbalism Kit. This kit contains a variety of
instruments such as clippers, mortar and pestle, and
pouches and vials used by herbalists to create remedies
and potions. Proficiency with this kit lets you add your
proficiency bonus to any ability checks you make to
identify or apply herbs.
Also, proficiency with this kit is
required to create antitoxin and potions of healing.
Intimidation, Persuasion, and Religion
Thorn Whip (druid spell with revised Favored Soul thing)
Mage Hand
Produce Flame (druid)
Message
Cure Wounds (free with Divine Magic)
Speak With Animals (druid)
Magic Missile (it's classic)