Greetings and welcome back to the Character Codex! Here we’ll conclude Vivien’s build, leveling her up to 20, making her more deadly to those that draw her ire.

Advancement:
Level 11 (Rogue 1/Ranger 5/Druid 5) – Continuing on our Druid journey, this level nets us 3rd level spells. Here we will pick up Conjure Animals. It allows us to call forth one to eight bestial fey spirits to aid us. The more we call forth, the weaker they are challenge rating-wise. So only calling one affords them to be a much sturdier creature.
It’s been said that some DM’s have a problem with Conjure Animals, as it can add an unruly amount of time to a players’ turn. Definitely consult with your DM if you plan on using this spell.
If Conjure Animals isn’t on the table, perhaps Elemental Weapon can do the trick. Casting it on a weapon allows us to deal an additional 1d4 acid, cold, fire, lightning, or thunder damage with every attack that hits using that weapon. If the weapon happens to be non-magical, it gains a +1 to its attack and damage. We can style it as the energy the land is giving off. A recently scorched forest, fire damage! Echoing woods, thunder damage! It can be a very neat way of interacting with the world. Alternatively Protection from Energy can function the same way, but defensively as it grants someone we touch resistance to one of the aforementioned damage types. We also get another cantrip pick here, and we’re going with Infestation for the little critters of nature.
Level 12 (Rogue 1/Ranger 5/Druid 6) – At this level we get our second subclass feature from Druid, Mighty Summoner. Now all the beasts and fey that we conjure or summon have two extra hit points per Hit Die it has, and the damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to non-magical attacks and damage. For spells, pick Tidal Wave to mimic a herd of wildebeest stampeding, or Dispel Magic to style as spirits of the forest cleansing debilitating effects.
Level 13 (Rogue 1/Ranger 6/Druid 6) – Heading back over to Ranger now. At 6th level we get Roving. It’s the second part to Deft Explorer. That allows us to increase our walking speed by 5 feet, and we gain a climbing speed and a swimming speed equal to our walking speed. This will help us get to vantage points that were not easily accessible or deftly get across a river to avoid vampires without magics.
Level 14 (Rogue 1/Ranger 7/Druid 6) – 7th level Ranger unlocks our Writhing Tide ability. We can control a part of our swarm to lift us up, as a bonus action, gaining a flying speed of 10 feet with the capability to hover. This only lasts for 1 minute and is usable a number of times equal to our proficiency bonus per long rest. At total level 14 that means five times. While a 10 foot flying speed is much slower than our typical 35 foot walking speed, keep in mind we have the ability to climb up a sheer surface, wall jump, hover, then rain down arrows on our foes. The best part is that this is concentration-less flight and hovering. A spell to consider picking up here would be Enhance Ability. It allows us to bestow a magical enhancement based off of some animals. Every choice comes with advantage to certain ability score checks (CON, STR, DEX, CHA, INT, or WIS), however the Bear (CON), Bull (STR), and Cat (DEX) add a little more: 2d6 temporary hit points, doubled carrying capacity, and no falling damage taken from 20 feet up or lower, respectively. It’s an odd choice that Eagle (CHA), Fox (INT), and Owl (WIS) give nothing else.
Level 15 (Rogue 1/Ranger 8/Druid 6) – Time for another ASI/Feat now. It’s between boosting Wisdom, evening out Constitution, or adding a bit more punch to our arrows. If a better save DC is what you’re after, go with +2 to WIS. If you want better health and concentration checks, go with Resilient CON. And if more raw damage is wanted (albeit while sacrificing a little accuracy) go with Sharpshooter. For Vivien, we’ll choose Sharpshooter. This will allow us to not have disadvantage on our long range shots, to ignore half and three-quarters cover, and add 10 damage to our ranged weapon attacks if we take a -5 penalty to the attack roll. It will even out at a -3 thanks to our Fighting Style. Land Stride also comes online at this level. With this feature, moving through non-magical difficult terrain costs us no extra movement and we take no damage being within them. As an extra bonus, we have advantage on saving throws against plants that try to impede our movement. Now the big choice here is continue with some more Ranger levels or finish off Druid with two more levels. For this build we’ll be doing the latter.
Half cover grants a +2 to AC, as well as a +2 to Dexterity saving throws. And three-quarters cover grants a +5 to AC, as well as a +5 to Dexterity saving throws. For Sharpshooter to ignore that much of a possible boost to AC, it’s definitely worth it to grab.
Level 16 (Rogue 1/Ranger 8/Druid 7) – There are no spells needed to grab here, but one to consider is Guardian of Nature. Guardian of Nature has two forms, but the one that is most helpful would be the Great Tree. Setting aside the arboreal change of appearance, we get 10 temporary hit points, advantage on Constitution saving throws and Dexterity and Wisdom based attack rolls, and so long as we are on the ground, it is considered difficult terrain for our enemies. Since Wisdom was increased last level, we do have another spell we can prepare. Locate Creature is very thematic, but its limitations might be a bit stifling. Giant Insect if you like creepy crawlers. Freedom of Movement is also one to think about for the restrictive options it negates.
Level 17 (Rogue 1/Ranger 8/Druid 8) – Last ASI/Feat selection, and since we didn’t pick it up two levels ago, we’re getting Resilient CON now. That’ll increase our Constitution to a 14, making our hit points go from 113 to 130 (if using median hit point rolls) at this point.
Level 18 (Rogue 1/Ranger 9/Druid 8) – Now at 9th level Ranger, we gain access to their 3rd level spells. Here we’ll learn Conjure Barrage. Firing an arrow from our bow with this spell causes each creature in a 60 foot cone from us to make a Dexterity saving throw or take 3d8 piercing damage, or half as much on a success. That’s a massive area to do some damage in. Just coordinate with your teammates as that damage is indiscriminate.
Level 19 (Rogue 1/Ranger 10/Druid 8) – At Ranger 10, we get Nature’s Veil. It allows us to become invisible, as a bonus action, until the start of our next turn proficiency bonus times per long rest. Not entirely in Vivien’s wheelhouse, but we’ll style it as nature spirits masking our presence to others. Also, we get the last feature from Deft Explorer; Tireless. This allows us to, as an action, give ourselves temporary hit points equal to 1d8 + our Wisdom modifier. And on top of that, reduce any levels of exhaustion we may suffer from by one level with only a short rest.
Level 20 (Rogue 1/Ranger 11/Druid 8) – Finally, for the capstone of this build, 11th level Ranger. While we do gain another spell here, let’s focus on our newest ability, Mighty Swarm. It improves our Gathered Swarm options: increasing the damage to a d8, if targets fail against the move they can also be knocked prone, and if the swarm moves us it acts as if we have half cover until the start of our next turn. More damage and utility! There is one final spell that’s up for grabs here. We could go with Lightning Arrow. It charges up our next arrow as a bonus action, and the target takes 4d8 lightning damage on a hit, or half on a miss. Then each creature within 10 feet of the target takes 2d8 lightning damage on a failed DEX save, half as much on a success. A good alternative to Conjure Barrage for when allies could be in the line of fire.
Okay. We’ve reached the end of this part of the build. Let’s see what we can do!
At 20th level I’ve cemented a lot of things I set forth in accomplishing:
- Sharpshooter makes sniping a breeze.
- Upcasting certain spells vastly increases damage output and controls the battlefield.
Level 20 stats are STR 10 (0), DEX 20 (+5), CON 14 (+2), INT 10 (+0), WIS 16 (+3), CHA 10 (+0). The Spell Save DC is 17, it’s pretty decent for a half-caster. Best skills are +15 Perception, +12 Arcana, Investigation, and Nature. +9 Animal Handling, and Survival. While having a +6 to Athletics, and Intimidation. The rest are the same; +5 to Acrobatics, Sleight of Hand, and Stealth, and the remainder have a +4 down to a +0 modifier, still with an AC of 17 in studded leather.
Techniques:
A 7th level Conjure Animals multiplies the amount created by three. So that’s three CR 2s, six CR 1s, twelve CR 1/2s, or twenty four CR 1/4s. A nightmare and hilarity on the battlefield. A 6th level Summon Beast gets three attacks. You would have to choose between the two, as both are concentration spells. Clear the path ahead of you by laying waste to minions and fodder with Conjure Barrage, or target a smaller area with Lightning Arrow. And don’t forget you can become invisible for a turn using a bonus action, so depending on your targets’ AC Sharpshooter will be on for at least one shot. Great mobility to get in and out and up to places. And if all else fails, become the Guardian of Nature daring those that come near you be knocked prone and pinned down in your aura.
That will wrap up this build. What do you think about Vivien? Is there anything you’d do different?
For the next character, let’s head to the streets and fight.
Until then, stay safe and have fun!
Peace!