Champion of The Wild Character Build Guide

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Champion of the Wild

Adventurers League Build Guide

A 1st-20th level build guide suitable for Adventurers League play

Not for resale. Permission granted to print or photocopy this document for personal use only. CHAMPION OF THE WILD
1
Champion of the Wild
Adventurers League Build Guide

A 1st-20th level build guide suitable for Adventurers League play

Writing: David Friant and Doug Vehovec


Editing: Doug Vehovec
Layout and Design: Doug Vehovec

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers
League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their
distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized
use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe,
4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

2 CHAMPION OF THE WILD Not for resale. Permission granted to print or photocopy this document for personal use only.
Druid is our starting character class we imagine
Serendipity this character starting out as a student of life. Their
interest in the flow of life takes a dark turn though,
When we were working on a video about what as they learn to manipulate that flow.
classes are best for an aasimar character, we no-
ticed their traits like Healing Hands and Radiant
Soul would work while Wild Shaped. So we got the Proficiencies
idea for a divine guardian of nature ready to lay Armor: Light armor, medium armor, shields (druids
down the hurt on those that would despoil the land. will not wear armor or use shields made of metal)
— Nerdarchy
Weapons: Clubs, daggers, darts, javelins, maces,
PHB +1 quarterstaffs, scimitars, sickles, slings, spears

Volo's Guide to Monsters Tools: Herbalism kit

Since the sublasses for our Champion of the Wild Saving Throws: Intelligence, Wisdom
character both come from the Player’s Handbook Skills: Arcana, Nature
we went to Volo's Guide to Monsters for our race Languages: Druidic
selection. This character is all about protecting the
natural world, and a Protector aasimar is a great
choice for this character whose sacred duty is rep- Step 3 — Ability Scores
resenting the magical side of nature.
STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 10 (+0) 10 (+0) 15 (+2) 14 (+2)
Step-by-step character build guide
Each step of the way, this guide will show you the Step 4 — Background
choices made that are significant to this character Folk Hero
build. Options that are of particular importance to
this character’s effectiveness are in bold. Skills: Animal Handling, Survival
Tools: Carpenter's tools, Vehicles (land)
Languages: None
Step 1 — Race
This character comes from a simple, rustic upbring-
Protector Aasimar ing. But because of their divine heritage they were
Race option from Volo's Guide to Monsters. Aasimar destined for more. Their deep love of nature and a
are described as celestial champions and hidden desire to protect both the natural world and those
wanderers, and both of these themes fit perfectly who live in and respect it compels them to stand
with our idea for this character who keeps to the against forces that would despoil it. Folk heroes
wild, doing their best as a guardian of the natural represent a sort of champion of the people and this
world. Perhaps their angelic guide leans more to- character's heroic deed awoke the power within.
ward natural law, and certainly good!
Aasimar enjoy a bonus to Wisdom and Charisma,
plus their racial abilities work while Wild Shaped! Step 5 — Class and Level Progression
Level Class Gains

Proficiencies 1 Druid Druidic, Proficiences —


Herbalism Kit, Insight,
Armor: None Perception Spellcasting
Weapons: None 2 Druid Wild Shape, Druid Circle —
Tools: None Circle of the Moon
Skills: None 3 Druid
Languages: Common, Celestial 4 Druid Ability Score Improvement —
Wisdom +2, Wild Shape
Improvement
Step 2 — Class 5 Paladin Divine Sense, Lay on Hands
1st level 6 Paladin Divine Smith, Fighting Style —
Start with Druid Defense, Spellcasting

Not for resale. Permission granted to print or photocopy this document for personal use only. CHAMPION OF THE WILD
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7

Paladin Sacred Oath — Oath of the
Ancients, Divine Health D&D Encounters
8 Paladin Ability Score Improvement — • The Roper Wrangler Monster BFF Series
Charisma +2 • Kobold Cavalry Encounter
9 Paladin Extra Attack • The Hag's Apprentice Encounter
10 Paladin Aura of Protection • Druid Circle from the Beyond
11 Druid — Contains encounter ideas, new monsters and
12 Druid Primal Strike a new druid Circle option for players
13 Druid
14 Druid Wild Shape Improvement
15 Druid Other Character Guides
16 Druid Elemental Wild Shape • Mind Breaker Paladin Character Build Guide

17 Druid • Zen Archery Master Character Build Guide

18 Druid Ability Score Improvement — • Sewer Ninja Tortle Character Build Guide
Wisdom +2 • Nature Possessed Warforged Character Build Guide
19 Druid • Scaled Skald Character Build Guide
20 Druid Thousand Forms • Quick Strike Character Build Guide
• Night Parade Character Build Guid
• Combat Medic Character Build Guide
Conclusion • Ultimate Duelist Character Build Guide
A paladin is a champion and protector, druids are • Justicar: Path of Justice Barbarian Character
stewards of the natural world, so combining the Build Guide
two makes for a character ready to combat any
threat to nature. And they can do it while in the • Ultimate Spell Duelist Character Build Guide
form of an elemental with angelic wings and smit- • Extreme Adventurer Character Build Guide
ing attacks!
• Whirling Devish
• Library Agent Character Build Guide
Final Ability Scores
• Shadow-Haunted Rogue
STR DEX CON INT WIS CHA • Flesh Render Character Build Guide
13 (+1) 10 (+0) 10 (+0) 10 (+0) 20 (+5) 20 (+5) • Stealer of Souls (Hexadin) Character Build Guide
• Spell Savant Character Build Guide
Proficiencies
• Master of Undeath Character Build Guide
Armor: Light armor, medium armor, shields (druids
will not wear armor or use shields made of metal)
Weapons: Martial weapons, simple weapons
Tools: Caprenter's tools, herbalism kit, vehicles (land)
Saving Throws: Intelligence, Wisdom
Skills: Animal Handling, Insight, Perception, Survival
Languages: Common, Celestial, Druidic

Further Resources
Character creation, build, roleplaying tips and
backstory elements are discussed in a video on
the Nerdarchy YouTube channel here. In the video
description, you can find a link to this character
build on D&D Beyond.

4 CHAMPION OF THE WILD Not for resale. Permission granted to print or photocopy this document for personal use only.
For Dungeon Masters within 5 feet of the second tree. Both trees much be
Large or bigger.
Wise Strikes. The primeval guardian adds its Wisdom
Natural Law. A primeval guardian is created when modifer to attack and damage rolls with its Shillelagh.
the land itself cries out in anguish to the gods.
A Circle of Druids cultivate a special plant that
grows into a humanoid shape, imbued with divine Actions
and natural energies. When the plant blossoms,
Multiattack. The primeval guardian makes two attacks
it is plucked from the vine and set to a task of
with its shillelagh.
guarding a particular area.
Shillelagh. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Armed and Armored by the Wild. Primeval guard-
one target. Hit: 14 (4d4 +4) bludgeoning damage.
ians are equipped with very special protection and
weapons by the druids that create it. Ironwood
plate armor and shield are grown and made from Lair Actions
special trees kept secret by druids, and the prime-
val guardian wields a stout shillelagh, letting the Primeval guardians lair where the natural world is
Wisdom of the natural world guide its strikes. most threatened, acting as a bulwark against despoil-
ing the land.
When fighting inside its lair, an primeval guardian
Primeval Guardian can invoke the ambient magic to take lair actions. On
Medium plant, lawful neutral initiative count 20 (losing initiative ties), the primeval
guardian takes a lair action to cause one of the fol-
Armor Class 20 (ironwood plate and shield) lowing effects:
Hit Points 75 (10d8 + 30) Natural Retaliation. On initiative count 20 (losing
Speed 30 ft., climb 30 ft. initiative ties), the primeval guardian can take one
lair action to awaken the land itself to batter at the
STR DEX CON INT WIS CHA primeval guardian’s enemies. The primeval guardian
13 (+1) 12 (+1) 16 (+3) 10 (+0) 18 (+4) 8 (-1) can target a single creature it can see within 90 feet
of it. The target must succeed on a DC 13 Dexterity
Saving Throws Intelligence +3, Wisdom +4
saving throw or take 10 (3d6) bludgeoning damage.
Skills Athletics +7, Perception +4, Stealth +4
Hold of the Wild. The primeval guardian can call on
Damage Resistances Bludgeoning, Piercing the spirit of the land to impede enemies within its
Damage Vulnerabilties Fire lair. The primeval guardian can target a single crea-
ture it can see within 90 feet of it. The target must
Condition Immunities Charmed, Frightened
succeed on a DC 13 Strength or Dexterity saving
Senses Darkvision 60 ft., passive Perception 14 throw (their choice) or be restrained until the end of
Languages Celestial, Sylvan their next turn as the surrounding landscape holds
them fast. While restrained this way, the creature re-
Challenge 6 (2,300 XP) peats the saving throw at the end of each of its turns.
On a success, it frees itself.
Natural Camouflage. The primeval guardian has ad- Treacherous Terrain. The ground in a 20-foot radius
vantage on Dexterity (Stealth) checks it makes in any centered on a point within 150 ft. becomes peril-
terrain with ample obscuring natural features. ous as leaves become sharp as blades, hard spikes
thrust up out of the ground and other natural hazard
Regeneration. The primeval guardian regains 10 hit
emerge. Until the start of the primeval guardian's net
points at the start of its turn if it is in contact with
turn, the area becomes difficult terrain. When a crea-
the ground. If the primeval guardian takes fire dam-
ture moves into or within the area, it takes 5 (2d4)
age, this trait doesn't function at the start of the
piercing damage for every 5 feet it travels.
primeval guardian's next turn. The primeval guard-
ian dies only if it starts its turn with 0 hit points and
doesn't regenerate.
Tree Stride. Once on each of its turns, the primeval
guardian can use 10 feet of its movement to step
magically into one living tree within 5 feet of it and
emerge from a second living tree within 60 feet of
it that it can see, appearing in an unoccupied space

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