numerek
2015-06-09, 11:48 PM
Circle of the Moon Druid 6 / Path of the Totem Warrior Barbarian 5
Concept
Be a Giant Elk with barbarian damage resistance, extra attack, any time advantage on attacks, plus feats to help get more attacks
You will have 70 speed(Fast Movement) so quite a bit to do the positioning necessary for the charge ability.
So move 20 feet straight towards a target and hit with a ram attack(2d6+4(+2 or more if raging)) on the same turn, then it takes an additional 2d6 and must succeed on a dc 14 strength saving throw or be knocked prone. It does not say that this can only happen once per turn.
Then if the target is knocked prone any subsequent attacks can be stomps that deal 4d8+4(+2 or more if raging)
Race
Rock Gnome
Advantage on 3 stats saves against magic
Other Races
human variant for a free feat
Half orc relentless endurance savage attacks
Starting stats
Strength 13
Dexterity 14
Constitution 16
Intelligence 10
wisdom 13
Charisma 9
Equipment
hide armor until gets unarmored defense from barbarian
shield
Skills
animal handling, athletics, perception, survival
Progression
* indicates war domain spells
Standard level one druid stuff nothing build specific
Hopefully your dm lets you have seen a good animal
Standard druid stuff
The build needs Great weapon Master (first ability doesn't have the heavy weapon requirement), after that maybe sentinel, mage slayer, lucky, if your dm would let you get the bonus action grapple with a ram and/or stomp and/or let you use your proficiency bonus instead of the Giant Elks(+2) then Tavern Brawler would be very good.
Standard druid stuff, can possibly conjure a giant elk, though 2 ways it may not work for seeing a giant elk dm may apply seen requirement, The summoned Giant Elk is a fey spirit that takes the form of a Giant Elk.
If you haven't seen a Giant Elk yet its not so bad hopefully you've seen a challenge rating 2 beast, beast attacks are magical very important
Barbarian rage extra damage, advantage on athletics, limited damage resistance, unarmored defense, yes I know you can't rage and concentrate but its only 2 minutes a day and your spell slots aren't unlimited.
Reckless attack, I think this works pretty well with beast high damage attacks and alternate hitpoint pool, but ymmv, danger sense more advantage on saving throws
Bear totem sweet sweet resistance
Some feat you didn't take at 4th level
Extra Attack, Fast Movement, if you haven't seen a giant Elk by now then your SOL.
Team support
You would be one of the best targets for haste
Second best target behind sneak attacking rogue if you can stomp for Commander's strike
Beyond That
Tons of option though some my require changing initial stats
Barbarian another rage per day totem feature, 2 get advantage on initiative and harder to surprise
War domain Cleric, quick dip to get a few bonus action attacks per day, or 2 level dip for 1 attack hitting every short rest
Druid higher level shapes more spell slots, higher level spells
Fighter Mariner fighting style if you can get it no other ones work as a giant elk RAW, second wind kinda makes up for having few spell slots, 2 action surge, 3 champion or battle master(precision strike!)
Paladin more healing, another way to burn spell slots
Alternatives
You could do Path of the Berserker which would be great for dpr but survivability would suffer and Giant Elks actually have less hitpoints than a challenge rating 1 giant hyena
You could swap barbarian 5 for fighter 5 but again survivability, the Giant Elk's attacks are only good if you can stay in the form.
If your a extra attack fan you can do barbarian first then do the druid levels.
Advantages
84 alternate hitpoints per short rest with 101(4 more if you start barbarian) base hitpoints
3(4 if you go to barbarian 6) times per day resistance to all damage types except psychic
mobility
High damage magical attacks
no need to use Ability Score increases on stats, Circle of the Moon druid in general is a great choice if you rolled low stats you don't even really need wisdom
You are effectively a 1/2 caster and can be more than that if you switch back to leveling druid at level 12.
Disadvantages
low AC (Giant Elk is 14 but if you dm doesn't have natural armor count against you for qualifying for unarmored defense then 15)
Standard multiclass disadvantages Delay/give up higher level abilities of one class
Huge size so can't be used with low overhead/small room (would need to use a smaller form=less damage)
beast's to hit is not stated to be effected by your proficiency modifier(see dm fiat section)
Melee not near as good when wild shapes run out
DM Fiat
Let you use your proficiency(+4 at level 11) to hit instead of beasts(+2) perhaps via feat tavern brawler/weapon master(this is consider one of the worst feats and as is it would only be +2 to +4 with a situation weapon)
Let you consider your attacks as great weapons since they are greater than any other weapon/ or potentially allow to qualify for dueling
Concept
Be a Giant Elk with barbarian damage resistance, extra attack, any time advantage on attacks, plus feats to help get more attacks
You will have 70 speed(Fast Movement) so quite a bit to do the positioning necessary for the charge ability.
So move 20 feet straight towards a target and hit with a ram attack(2d6+4(+2 or more if raging)) on the same turn, then it takes an additional 2d6 and must succeed on a dc 14 strength saving throw or be knocked prone. It does not say that this can only happen once per turn.
Then if the target is knocked prone any subsequent attacks can be stomps that deal 4d8+4(+2 or more if raging)
Race
Rock Gnome
Advantage on 3 stats saves against magic
Other Races
human variant for a free feat
Half orc relentless endurance savage attacks
Starting stats
Strength 13
Dexterity 14
Constitution 16
Intelligence 10
wisdom 13
Charisma 9
Equipment
hide armor until gets unarmored defense from barbarian
shield
Skills
animal handling, athletics, perception, survival
Progression
* indicates war domain spells
Standard level one druid stuff nothing build specific
Hopefully your dm lets you have seen a good animal
Standard druid stuff
The build needs Great weapon Master (first ability doesn't have the heavy weapon requirement), after that maybe sentinel, mage slayer, lucky, if your dm would let you get the bonus action grapple with a ram and/or stomp and/or let you use your proficiency bonus instead of the Giant Elks(+2) then Tavern Brawler would be very good.
Standard druid stuff, can possibly conjure a giant elk, though 2 ways it may not work for seeing a giant elk dm may apply seen requirement, The summoned Giant Elk is a fey spirit that takes the form of a Giant Elk.
If you haven't seen a Giant Elk yet its not so bad hopefully you've seen a challenge rating 2 beast, beast attacks are magical very important
Barbarian rage extra damage, advantage on athletics, limited damage resistance, unarmored defense, yes I know you can't rage and concentrate but its only 2 minutes a day and your spell slots aren't unlimited.
Reckless attack, I think this works pretty well with beast high damage attacks and alternate hitpoint pool, but ymmv, danger sense more advantage on saving throws
Bear totem sweet sweet resistance
Some feat you didn't take at 4th level
Extra Attack, Fast Movement, if you haven't seen a giant Elk by now then your SOL.
Team support
You would be one of the best targets for haste
Second best target behind sneak attacking rogue if you can stomp for Commander's strike
Beyond That
Tons of option though some my require changing initial stats
Barbarian another rage per day totem feature, 2 get advantage on initiative and harder to surprise
War domain Cleric, quick dip to get a few bonus action attacks per day, or 2 level dip for 1 attack hitting every short rest
Druid higher level shapes more spell slots, higher level spells
Fighter Mariner fighting style if you can get it no other ones work as a giant elk RAW, second wind kinda makes up for having few spell slots, 2 action surge, 3 champion or battle master(precision strike!)
Paladin more healing, another way to burn spell slots
Alternatives
You could do Path of the Berserker which would be great for dpr but survivability would suffer and Giant Elks actually have less hitpoints than a challenge rating 1 giant hyena
You could swap barbarian 5 for fighter 5 but again survivability, the Giant Elk's attacks are only good if you can stay in the form.
If your a extra attack fan you can do barbarian first then do the druid levels.
Advantages
84 alternate hitpoints per short rest with 101(4 more if you start barbarian) base hitpoints
3(4 if you go to barbarian 6) times per day resistance to all damage types except psychic
mobility
High damage magical attacks
no need to use Ability Score increases on stats, Circle of the Moon druid in general is a great choice if you rolled low stats you don't even really need wisdom
You are effectively a 1/2 caster and can be more than that if you switch back to leveling druid at level 12.
Disadvantages
low AC (Giant Elk is 14 but if you dm doesn't have natural armor count against you for qualifying for unarmored defense then 15)
Standard multiclass disadvantages Delay/give up higher level abilities of one class
Huge size so can't be used with low overhead/small room (would need to use a smaller form=less damage)
beast's to hit is not stated to be effected by your proficiency modifier(see dm fiat section)
Melee not near as good when wild shapes run out
DM Fiat
Let you use your proficiency(+4 at level 11) to hit instead of beasts(+2) perhaps via feat tavern brawler/weapon master(this is consider one of the worst feats and as is it would only be +2 to +4 with a situation weapon)
Let you consider your attacks as great weapons since they are greater than any other weapon/ or potentially allow to qualify for dueling