Dwarf Druid vs Evil Druid in D&D 5e
Are you thinking of roleplay with a believable dwarf druid or evil druid in D&D, considering dwarfs are not traditionally associated with forests?
Druids are connected with nature. You could have Arctic Druids, Aquatic Druid, Evil Druid or Desert Druids. For an evil druid, Swamp Circle of the Land Druid works excellent for this. You may plan spells like blight, insect swarm, contagion, 5e fog cloud, spike growth, or entangle. Secure your environment inhospitably. Fancy wild shapes like spiders, poisonous snakes, lizards, and rat. Cause infection to all of your enemies.
At Level 10, the blight druid may land gait like a ranger, but only through bushes. Additionally, when it does so, it destroys the plants around it, leaving others to travel in its vigil.
Subsequently, at Level 14, the blight druid enhances a master of blight, enabling it to replace lower-level spell slots to cast the Level 4 blight spell. The transfer rate is approximately the same as a sorcerer’s.
Circle of Blight
It is more of an evil druid than a true druid. In Dungeons and dragons, Blight Druids possess more in common with necromancers compared to others of the druidic path. Isolating themselves from the natural world, they may take on monstrous undead states and seize life with a vampiric touch. Utterly moving through a forest causes nature around blight druids to wilt and die.
Who apprehends what dark road evil druids of the Circle of Blight went down to drive them to hate nature the action they do. For the world, one might hope it happens to no other.
Suppose you choose this circle at the 2nd level. You can withdraw life from living creatures with your touch. You perform a melee spell attack. So, on a hit, the target will take 1d8 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. This feature does not affect undead or constructs.
Suppose you target a nonmagical shrub that is not a creature. You oughtn’t to make a spell attack in that case, such as a plant or a shrub. It fades and dies, and you retrieve five hit points.
You can apply this feature several times equal to your Wisdom modifier (but a minimum of once), and you retrieve all expended uses of it when you complete a long rest.
Beginning at the 2nd level, you may use your Wild Shape to convert into an undead version of yourself. Your druid level defines the type of undead you turn into, as well as the advantages you obtain.
Zombie Form of evil druid
You convert a crumbling, corpse-like version of your usual self. You earn 25 temporary hit points. While this feature is active, you achieve the following benefits described below. These benefits last for many hours equal to half your levels in this class till you lose all these temporary hit points or until you use your Wild Shape again:
- Your standard Strength score rises by an amount equal to your proficiency bonus or matches 12 (whichever is higher), your Dexterity score matches 6 (unless it is already lower). Your Charisma drops by 5 (minimum of 3).
- You may hold all of your ability and saving throw proficiencies.
- You are resistant to poison and any poisoned condition.
- You win darkvision out to 60 ft, except you previously have it.
- You can not cast spells, and you suffer your capacity to speak. Suppose you are lucky. You can still understand any languages you are usually able to. Transforming does not disclose your concentration on a spell you have already cast. However, block you from using actions that are part of a spell, such as a bolt of call lightning, that you’ve already cast.
- You obtain the Undead Fortitude feature. Suppose damage reduces your temporary hit points to zero. You might make a Constitution saving throw with a DC of 5 + the damage taken, except the damage is luminous or from a critical hit. Your temporary hit points drop to 1 temporary hit point alternatively on resolution, and you don’t revert to your standard form.
- You gain the Powerful Build feature. You count as one size larger when preparing your carrying capacity and the load you can push, drag, or lift.
- You get a slam attack which you may use to make unarmed strikes. If you hit with it, you dispense bludgeoning damage equivalent to 1d6 + your Strength modifier.
- You hold the benefit of any features from your class, race, or other cause and use them if the zombie form of Evil Druid is capable of doing so.
- Your equipment remains the same.
The point of the evil or dwarf Druid is that they have become in harmony with nature. They adore life and are the chamberlains of the circle of life and death. Forest druids are most common, but their most lesser-known associates are specialists of the most lesser-known nature. There are few places devoid of all life, devoid of the circle. The nature of avant-garde agriculture, mycology, fungus-alga, brightness, and the Underdark animals would no less be crucial if not more so to any society that wishes to thrive read:’ eat’.
You may create a dwarf Druid that focuses on dwarf nature. However, if you want to create a dwarf that is a Druid in the Forest, go right ahead. Not every dwarf was built in a Dwarven way like an evil or dwarf druid. Living creatures are diverse with equally varied backgrounds. How many beings live in your attack? There may be many histories, backgrounds, outliers, skill sets, opportunities, and attitudes.
As for role play, you might start by learning what you can regarding dwarven life. Mant DMs spoke about their farming practices, the fish/animals/insects they practice for cultivation, mining, and food. Learn about the spirituality of the Dwarves. You might imagine daily life and focus on the role of a Druid in the Dwarven community. What would be their role? You will have no question as to what nature does a Druid worship.
The individual personality is up to you, of course. In Dungeons and Dragons, a druid is no less or more likely to be any particular characteristic. Maybe they are a joyful sort with a lot of arrogance. Perhaps they are a thoughtful sort with grit on their toes. (Stats in RPG: TOON, but significant words none the less) once you comprehend their character, fill in the antiquity that made them who they are today. Please start with the most significant choices of their life.
How did Færfærįgnügen choose to be a Druid? What incident lead up to that, and how was that judgment for them? Why would they leave the society and venture forth? Depending on how detailed you like to go, you take bio info like relatives and what you know about them etc. and fill out the history.
Talk to your GM for revelation, and also, your GM may want specific details to be in your archives as it relates to your campaign.
Have fun. It sounds like a fun role concept. Think of evil & dwarf Druids not just as some wood priest but as characters who are deeply connected to nature in all of its forms. That includes all creature life as well as the weather. Maybe your character’s powers in nature started with obtaining an orphaned cave bear cub that goes on to enhance your animal companion on your experiences.
Or perhaps your personality got to progress with an older relationship on a trip topside to trade metalwork and discover an incredible new world. Unlike the timeless dwarven towns beneath the mountains, everything changed from season to season. He may find that life in the tunnels isn’t for him anymore and more and more often exposes excuses to go to the cover again. He may encourage a Druid he faces up there and begins to learn about their behaviours.
The contrast between the aesthetic norms of a fantasy race and the original you need to play can make for a lot of sound roleplaying. It may be Like a grimdark halfling, a Half-Orc scholar or an uncouth elf.