4 Faery 4 Fun (5e Optimized Character Build)

From D&D Wiki
Jump to navigation Jump to search

Concept[edit]

A Faery Wildfire Druid who have a Pact with an efreeti Genie play to the chess on the battle field using his team mates as pieces of chees, moving
them across the map for better position. He is not very inteligent and for the investigation use his companion a Pact of the Chain Sprite and cat
shaped flying small elemental spirit. He is not the best Druid ever but surely is funny to play.

Starting Stats[edit]

Race[edit]

Fairy at first level give to you:

-Fly speed 30 ft same of walking speed

-Some interesting spell: druidcraft cantrip, faery fire and enlarge/reduce based on your WIS

-Fey type of creature so you can't be target by humanoid target spel but you can be target of same bad spell

Ability Scores, Skills and Starting Gear[edit]

Point buy: Str 8, Dex 14, Con 14, Int 8, Wis 15+2, Car 12+1

Studded leathear, scimitar and shield.

Perception, stelth, arcana, investigation.

From level 1 to 6[edit]

First level[edit]

You are a Druid you can pick 2 cantrips: Thorn Whip and Produce Flame.
With thorn whip you can lift to you while flight enemy large and
above and cause 1d6 magical piercing damage + 1d6 bludgeoning damage for
falling and impose the prone condition and than fly away.

Spells: 0 Thorn of whip, Produce flame, Druidcraft
1 Absorb Element, Healing Word, Goodberry, Faery Fire

Second level[edit]

From the second level you gain Wildfire spirit a small elemental who can assume the form you like so give them a faery aspect it woldn't be a problem.
We want this companion for the bonus action teleportation ability who you can use for move also your team friends a huge support to the mobility and also gives little fire damage, when you summon it also give 2d6 damage to all creature in the close area of apparition who faile a DEX saving trhow, and also have a range attack who scale whit your PB for damage 1d6+PB and your caster modifier for the hit, at the end also can teleport all the willing people who are at 5' foot from it to a 15' foot distance and deal 1d6+PB damage to all the creature who are in the departure zone and filed a ST on DEX on a save nodamage, but we are here for the teleport. So flying next to the enemy thorn whip them for 2d6 damage and prone condition, bonus action try to deal 1d6 and teleport you and wildfire spirit away. Now you have Burning Hand and you fly, so become very potent becouse launched in this way it can be treaten as a Area Damage Spell.

Spells:
Prepared
0 Thorn of whip, Produce flame
1 Absorb Element, Healing Word, Goodberry, Faery Fire, one more
Bonus prepared spells
0 Druidcraft
1 Burning Hands, Cure Wounds

Third level[edit]

Faeri Fire became always prepared spell and you have an use of it for free for long rest, thanks to the race. Now you have second level spells and maybe you can think of use Darkvision. And also now you have Scorching Ray a very good scaling offensive spell.
Now you have 6 spells to prepare you have more option but keep in mind that your spirit need the your bonus action for his action.
For the concentration, consider summon beast it can be an element for our positioning tricks, rapresent a pull of hit point to deal for your enemy so in a way you are still doing what you supposed to do, control the battle field and handel the hit point resources of you party and also deal some damage. Never use Flaming Sphere you need bonus action.

Bonus Preparated spells
0 Druidcraft
1 Burning Hands, Cure Wounds, Faery Fire (+1 cast Long Rest)
2 Flaming Sphere, Scorching Ray

Prepared Spells
0 Thorn Whip, Produce Flame
1 Absorb Elements, Goodberry, Healing Word
2 Darkvision, Summon Beast
You still have one spells to prepare

Fourth level[edit]

First ASI Fey touched, give us Misty step Always a good option to have and as first level spell we take Dissonant Whispers that later can give us a lethal combo of 98,5 damage, for now is a option more for move people around the battlefield and also increase our WIS to 18. As you can see this build progress at all levels.

Bonus Preparated spells
0 Druidcraft
1 Burning Hands, Cure Wounds, Faery Fire (+1 cast Long Rest), Dissoant Whisper(+1 cast Long Rest)
2 Flaming Sphere, Scorching Ray, Misty step(+1 cast Long Rest)

Prepared Spells
0 Thorn Whip, Produce Flame
1 Absorb Elements, Goodberry, Healing Word
2 Darkvision, Summon Beast
You still have three spells to prepare

Fifth Level[edit]

A new countrip +1 to PB who give also a plus 1 of straight damage to you spirit.
And also third leve spell we change Summon Beast for Summon Fey. Our bonus prepared spell are very usefull, and are also the best spell I think. I know Conjure Animals is tempting but trust me with this build you do a lot on the battlefield, move people summon vreatures, flying around make enemy prone, using Conjure Animals can be very froustating for some one of your party. Healing Spirit is dope for out of combat healing.

Bonus Preparated spells
0 Druidcraft
1 Burning Hands, Cure Wounds, Faery Fire (+1 cast Long Rest), Dissoant Whisper(+1 cast Long Rest)
2 Flaming Sphere, Scorching Ray, Misty step(+1 cast Long Rest)
3 Plant Growth, Revify, Enlarge/Reduce (+1 cast Long Rest)


Prepared Spells
0 Thorn Whip, Produce Flame, Guidabce
1 Absorb Elements, Goodberry, Healing Word
2 Darkvision
3 Dispel Magic, Summon Fey
You still have three spells to prepare

Sixth Level[edit]

While my wildfire spirit is present, I can have my spells originate from it (no range 'self') Also, I can then add 1d8 to a single roll of my spells that restore HP or deal fire damage. This is a game channching ability, the extra dices is always good, but the originate spells part is somenthing unique in all 5e edition, considering the only limit is our line of sight for casting, so now we want always summon the spirit in advance the combat, and produce flame now have only 0.5 average damage less than firebolt or Eldritch Blast, sure it is not force damage but still is somethings.

Bonus Preparated spells
0 Druidcraft
1 Burning Hands, Cure Wounds, Faery Fire (+1 cast Long Rest), Dissoant Whisper(+1 cast Long Rest)
2 Flaming Sphere, Scorching Ray, Misty step(+1 cast Long Rest)
3 Plant Growth, Revify, Enlarge/Reduce (+1 cast Long Rest)


Prepared Spells
0 Thorn Whip, Produce Flame, Guidabce
1 Absorb Elements, Goodberry, Healing Word
2 Darkvision
3 Dispel Magic, Summon Fey
You still have for spells to prepare

Seventh to the end[edit]

Seventh level[edit]

Now that we have thie extra damage why don't try to extend the bonus to all our damage spells? Imaging a Flame Thorn of Whip there is a way go Genie Warlock.
We gain a lot of things from that a first level slot rechargable with a short rest and a short rest also reset our wild shape so our capability to summon Wildfire spirit, and we now can have a short rest per long rest while the party moving if we trust them becouse someone must bring our vessel while we are inside.

Genie's Vessel (ring) My patron gifts me a magical vessel, a Tiny object, granting me a measure of its power I choose the vessel's appearance; I can use it as my spellcasting focus for warlock spells The vessel's AC is my spell save DC and it has my warlock level + Proficiency Bonus in HP If it is destroyed or lost, I can get a replacement with a 1-hour ceremony during a rest

Genie's Vessel: Bottled Respite

As an action, I can vanish and enter the extradimensional space inside my genie's vessel The vessel stays in its location; The space inside is a 20-ft high, 20-ft radius cylinder As a bonus action, I can exit my vessel; I exit it early if I die or the vessel is destroyed I can remain inside for twice my Proficiency Bonus in hours; Objects can be left inside

Efreeti's Wrath When I hit an attack, I can have it deal my Proficiency Bonus in extra fire damage

Whit Efreeti's Wrath now thorn whip became more powerfull and if someone is resistent or immune to the fire now we have eldritch blast, that for us is second option, and you can't see often someone multiclass in Warlock who don't use that all the time (we are proud of that ;D). From now on our strategy must be use Thorn Whip form above an enemy for 2d6 magical piercing + 1d6 falling bloudgening + PB fire + 1d8 Fire + prone condition for this level 18 avarage damage. And dissonant whisper at first level 3d6 psychic + PB fire + 1d8 fire 18 avarage damage.

Now we can peack minor illusion cantrip that can give us armor of agathis and comprheands lenguage.

Spells[edit]

Bonus Preparated Spells Druid and Racials
0 Druidcraft
1 Burning Hands, Cure Wounds, Faery Fire (+1 cast Long Rest), Dissoant Whisper(+1 cast Long Rest)
2 Flaming Sphere, Scorching Ray, Misty step(+1 cast Long Rest)
3 Plant Growth, Revify, Enlarge/Reduce (+1 cast Long Rest)


Prepared Spells Druid and Racials
0 Thorn Whip, Produce Flame, Guidabce
1 Absorb Elements, Goodberry, Healing Word
2 Darkvision
3 Dispel Magic, Summon Fey
You still have for spells to prepare

Warlock Spells
0 Minor Illusion, Eldritch Blast
1 Armor of Agathys, Comp. Languages (R)


Eighth Level[edit]

We are almost to the closing the build, now we deal some good damages, we heal very good, assumed you arrive to put the hands on a Moon Sikle now you can heal with a heal word 2d4+1d8+WIS dices or with a cure wounds 1d4+2d8+WIS WIS now is +4. But for our 98.5 combos we need 4th level spell slot and warcaster feat, so we go back to druid until level 8 for the ASI.

Level 7th Druid / 1st warlock
Now we have some potiantial for greater damage thanks to the 4th level spells, you all know which are the best spells there I want point out that, if we upcast the summon fey at 4th level and we use a Dissonant whisper near her for force an Opportunity Attack and than all her attacks land it wil be 3d6 psychic + 3 fire + 1d8 fire + 3d6 force + 3d6 piercing + 21 piercing = 60 of damage on avarage consider you now have 59 HP, wildfire spirit 40 HP and the summoned Fey 40 HP. So the chose is up to you but considering you want create more confusion possible on the battlefield this is a good way of. You now can combine Fire Shield and Armor of Aghatys for the little few times someone kill your spirit and you need backup/defensive strategy if someone want hit you they have 2d8 + 5 damage. Maybe later we find a way to arrive prepared to the battle, couse it seams you need a lot of preparation, you need the fey the spirit and at least Armor of Agathys at 3rd level maybe?


Spells[edit]

Bonus Preparated Spells Druid and Racials
0 Druidcraft
1 Burning Hands, Cure Wounds, Faery Fire (+1 cast Long Rest), Dissoant Whisper(+1 cast Long Rest)
2 Flaming Sphere, Scorching Ray, Misty step(+1 cast Long Rest)
3 Plant Growth, Revify, Enlarge/Reduce (+1 cast Long Rest)
4 Aura of Life, Fire Shield

Prepared Spells Druid and Racials
0 Thorn Whip, Produce Flame, Guidabce
1 Absorb Elements, Goodberry, Healing Word
2 Darkvision
3 Dispel Magic, Summon Fey
4 Polymorph, Wall of Fire You still have 3 spells to prepare

Warlock Spells
0 Minor Illusion, Eldritch Blast
1 Armor of Agathys, Comp. Languages (R)

Nineth Level[edit]

8th Druid / 1st Warlock Second ASI, I know at this point a full caster must go for 20 in the caster characteristic but, we are not conventional and so we go Warcaster becouse trust me, this give as a lot. We finally start to finish our build. Now we have +4 BP 2 4th level spell for the summon. So now, we summon the spirit while we approch the danger limiti of the combat, before arrive we summon the Fey both last for one hour, in the first turn we try to end the turn with the fey in melee with the target and the spirit at 20 feat above it, the second turn we approch in melle the target and cast dissonant whispers at 3rd level, if the enemy leave the treaten area why can make an opportunity attack, thanks to the warcaster feat that attack can originate from the thorn whip, so the target fall prone for the effect of dissonant whispers he must rise itself and move again far from us, so the fey now can make a attack of opportunity or better depense from your table I think, can the fey can attack the enemy before is stend up and gain advantage on the attack btw, the enemy now continue to move in direction opposite to us at halfed speed thanks to the ruls about rise up from prone condition, than your turn ends anthe fey now con make its multiattack, and with the bonus action you can make the spirit attack or teleport every one in safe. The damage if all land assuming the spirit if make the range attack or the damage for the teleport it won't be saved are: 5d6 PSY + 3d6 Force + 3d6 piercing + 21 piercing + 2d6 magical piercing + 1d6 bloudgening falling + 4 fire + 1d8 fire + 1d6 fire + 4 Fire = 86 HP on Avarage 57 from the avarage dice and 29 from plain damage.

It will be more inmpactfull but it is maybe too far if in the fisrst turn you made the spirit hit you and absorb element at third level for adding 3d6 fire damage i don't know if it worth it but it can be thematic and fun they are 10.5 point of damage added for 96.5 on avarege total 67.5 avarage dices + 29 plain.

Of course you can make wors things than that the limit is your imagination for example use scorching ray if you target only the moving creature in place of thorn whip or other 1 action one target spells.

Spells[edit]

Bonus Preparated Spells Druid and Racials
0 Druidcraft
1 Burning Hands, Cure Wounds, Faery Fire (+1 cast Long Rest), Dissoant Whisper(+1 cast Long Rest)
2 Flaming Sphere, Scorching Ray, Misty step(+1 cast Long Rest)
3 Plant Growth, Revify, Enlarge/Reduce (+1 cast Long Rest)
4 Aura of Life, Fire Shield

Prepared Spells Druid and Racials
0 Thorn Whip, Produce Flame, Guidabce
1 Absorb Elements, Goodberry, Healing Word
2 Darkvision
3 Dispel Magic, Summon Fey
4 Polymorph, Wall of Fire You still have 4 spells to prepare

Warlock Spells
0 Minor Illusion, Eldritch Blast
1 Armor of Agathys, Comp. Languages (R)

Tenth Level[edit]

From there until the end you can chose two way, or go Druid 19 / Worlock 1 and make a OP driven Choice or go more tricky and go dip in the fun and exagerate in this strategy.

If you want go Faery 4 Fun we need the fourth faery. A this moment there are us, the wild fire spirit and the summoned fey. If we indulge some more in Warlock we can achive our 4th stable member of the troup and start to bring our power out of combat in the role playing part scouting and also investigation.

Second level of Warlock give us the invocations so we free a prepared spells slot putting aside Darkvision and embrace Devil Sight that gives us 120ft of magical vision in the dark also magical darkness, and Grasp of Hadar for lift also bigger creatures than Large.

We now have 4 first level spells slot from druid and two from Warlok, so now we have in total 7 use of dissonant whispers at first level and so now can deal 7 time a simple combined damage dissonant whispers fey AO thorn Whip AO flame seed or teleport wildfire spirit fey attack 10d6+8+21+1d8 68,5 nine if you have at least one short rest.

Again here we can continue druid until the end or go far a little bit.

Spells[edit]

Bonus Preparated Spells Druid and Racials
0 Druidcraft
1 Burning Hands, Cure Wounds, Faery Fire (+1 cast Long Rest), Dissoant Whisper(+1 cast Long Rest)
2 Flaming Sphere, Scorching Ray, Misty step(+1 cast Long Rest)
3 Plant Growth, Revify, Enlarge/Reduce (+1 cast Long Rest)
4 Aura of Life, Fire Shield

Prepared Spells Druid and Racials
0 Thorn Whip, Produce Flame, Guidabce
1 Absorb Elements, Goodberry, Healing Word
2
3 Dispel Magic, Summon Fey
4 Polymorph, Wall of Fire You still have 5 spells to prepare

Warlock Spells
0 Minor Illusion, Eldritch Blast
1 Armor of Agathys, Comp. Languages (R)
You have another Spell to prepare

Twelfth Level[edit]

Druid 8/ Warlock 4

For the ASI for more utility and for two slot of second level in places of the first we indulge in Worlock a little bit more. Now we change the Grasp of hadar invocation for Voice of the chain master, infact we go pact of the chain for the sprite, now we have all the time neded for the preparation becouse we can send in scouting our wildfire spirit and the Sprite and becouse we have a very funny combination of powers we can cast spell and originate those from the spirit at long distance while share the sense with the sprite. So you can imagining that, the two creatures arrives near the enemy, you and the rest of the party prepare yourselfs for an umbush, someone can carry you while you cast somethings even summon fey your sprite is very inteligent and can coordinate the other two creatures, so you and the others party member arrives to the battlefield and can try to surprend the enemy. Funny or not? You can even start to moving people with thorn whip that now dels as all other countrip 1d more. At this point the sustain damage combos deals with first leve slot 72 damage on avarage and 75,5 white Warlok's second level spells slot on avarage. And the burst damage combos with included absorb element 3rd level and Dissonant Whispers 3rd level 103.5 damage on avarage. Also you now have capted WIS at 20. Also now we have the darness devil's sight shenigans, and more definsive option check the spells.

This is the last time we take Warlock levels. Now we touch only some other level of interest until the end.

Spells[edit]

Bonus Preparated Spells Druid and Racials
0 Druidcraft
1 Burning Hands, Cure Wounds, Faery Fire (+1 cast Long Rest), Dissoant Whisper(+1 cast Long Rest)
2 Flaming Sphere, Scorching Ray, Misty step(+1 cast Long Rest)
3 Plant Growth, Revify, Enlarge/Reduce (+1 cast Long Rest)
4 Aura of Life, Fire Shield

Prepared Spells Druid and Racials
0 Thorn Whip, Produce Flame, Guidabce
1 Absorb Elements, Goodberry, Healing Word
2
3 Dispel Magic, Summon Fey
4 Polymorph, Wall of Fire
You still have 5 spells to prepare

Warlock Spells
0 Minor Illusion, Eldritch Blast, Prestidigitation
1 Armor of Agathys, Comp. Languages (R), Find Familiar(R)
2 Invisibility , Mirror Image, Darkness
You have another Spell to prepare

Fourteenth Level[edit]

Druid 10/Warlock 4 Druid gives us:

Cauterizing Flames As a reaction when a Small or larger creature dies within 30 ft of me or wildfire spirit, I can have a spectral flame erupt in its space that lasts for 1 minute As a reaction when I see a creature enter the flame's space, I can extinguish the flame This heals or deals fire damage to the creature (my choice) equal to 2d10 + my Wis mod

And now we have PB 5 and 5th level spells and slots.

Now we can summon a big treath for helping the party to surprise the enemy. A Draconic Spirit the damage is less than the fey but it can be seen as a bigger treeth you can command him trought Voice of the chain Master from the familiar as the Fey and still you need someone must carry you if you want but probaly you can have line of sight for a more long distance by your own sense but it is always only a funny option you still have your old susteined damage or your burst damage turn. Level 2 dissonant whispers level 2 absorb element = 91,5 avarage damage level 5 dissonant whispers level 5 absorb element = 119,5 avarage damage

The damage of the Thorn of Whip now is: 3d6 + 1d6 + 5 + 1d8 = 23,5 on avarage and prone condition

Remeber at this point we have 101 HP Wildfire Spirit 55 HP and the Fey always 40 HP the sprite is irrilevant but thank to it now is better forgo healing word and use cure wounds trought it if we have a moon sikle now heal for 2d8 + 1d4 + 5

Spells[edit]

Bonus Preparated Spells Druid and Racials
0 Druidcraft
1 Burning Hands, Cure Wounds, Faery Fire (+1 cast Long Rest), Dissoant Whisper(+1 cast Long Rest)
2 Flaming Sphere, Scorching Ray, Misty step(+1 cast Long Rest)
3 Plant Growth, Revify, Enlarge/Reduce (+1 cast Long Rest)
4 Aura of Life, Fire Shield
5 Flame Strike, Mass Cure Wounds

Prepared Spells Druid and Racials
0 Thorn Whip, Produce Flame, Guidabce, Shape Water
1 Absorb Elements, Goodberry
2
3 Dispel Magic, Summon Fey
4 Polymorph, Wall of Fire
5 Summon Draconic Spirit
You still have 8 spells to prepare

Warlock Spells
0 Minor Illusion, Eldritch Blast, Prestidigitation
1 Armor of Agathys, Comp. Languages (R), Find Familiar(R)
2 Invisibility , Mirror Image, Darkness
You have another Spell to prepare

Sixteenth Level[edit]

Another big level 6th level slot means now the summon fey can be multiattack for three times also we gain an ASI Pick Your favorite as also for the spells. Level 1 dissonant whispers = 106.5 avarage damage Level 2 dissonant whispers level 2 absorb element = 117 avarage damage level 5 dissonant whispers level 5 absorb element = 138 avarage damage

Twentyth Level[edit]

Last level bring you an ASI Pick your favorite and the last subclass feature.

Blazing Revival If I drop to 0 HP and don't die, and my wildfire spirit is within 120 ft, it can save me at the cost of his life, I can have it drop to 0 HP;
I then regain half my HP and immediately rise to my feet

Also now we have a one 8th level slot so now damage now increse again also thnx PB increase and dice on the countrip
Level 1 (4 slot) dissonant whispers = 138
Level 2 (3 slot + 2 Slot) dissonant whispers = 141.5
level 7 dissonant whispers level 6 absorb element = 180 avarage damage

For the druid 143 HP
Wild fire spirit 85 HP
Summon Fey 8th level 80 hp
278 HP in total
You have 4 people to move around the sprite can be used for help action or for touching spells at distance so you have two point of origin for the
spell other than self and three for the touch spells, all trhee origines are flying, also have a fey that can teleport every turn and have
different effect on the enemy, you can sand the Sprite/Wildfire Spirit party for scouting or disturbing the enemy, now that you have the invisible
flying familiar you can have a short rest while the party move somewhere whitout impact the party with your short rest.
Also you have the way to don't make death saving trows tanks to goodberry, you can use Wild companion ability for turn the shape of your familiar or
for summon it as an action without cost and at this level last for 10 hours until I can found a 10 gp and use find familiar spell.
So enjoi this little funny group of little creatures.


Back to Main Page5e HomebrewOptimized Character Builds