Greetings! So, I have an idea for a Bard character and I was hoping if you guys could provide any help or advice on how to go about it.
For context, DM is running a series of mini-campaigns in a homebrew world we all had a hand in creating. My contribution revolves around a culture that comprise (mostly) of genasi, divided into four tribes that correspond to their respective element; fire genasi form a fire-themed tribe, water genasi form a water tribe, etc. These tribes have a culture that is based around nature and the elements, and they live in isolated city-states that are build around elemental temples that contain portals to their respective elemental plane.
Each tribe is led by a powerful Druid, and only they are allowed entry into the temples. In order for a Druid to assume the mantle of leadership in their tribe. they have to journey to each temple and successfully pass whatever trials that lie within (DM's discretion, I'm really looking forward to seeing what they come up with). My character is one such Druid; a water genasi from the water tribe who has started their pilgrimage in order to face the elemental trials and take up the throne, so to speak, of their tribe.
Only...they aren't a Druid.
The truth is, they are...I guess you'd call them a socialite, a mover and shaker within the water tribe's high society, whose idea of responsibility is throwing the next big party. They know some magic, and they have the potential to become a powerful spellcaster, but their connection to (and interest in) nature is basically zilch, and this has pretty much made them the black sheep of their staunchly Druidic family.
So, why are they bothering with posing as a Druid to gain access to these temples? Because they believe their sister, the druidic golden child of the family, has gone missing on her pilgrimage and they are the only one who seemingly cares enough to be worried. So, they've gone on a pilgrimage of their own, breaking some of their culture's sacred laws by posing as a Druid for access they wouldn't normally get otherwise in order to find clues as to their sister's whereabouts. And the only thing they have going for them at the moment is how much of an awesome liar they are.
Alrighty, so if you managed to slog through that wall of text, I'd really love some help with the character I'm working on. What I have right now is:
- They are a water genasi (MMoTM version), and we are going point buy for character creation.
- They are a Bard. I'm going for College of Eloquence because of the character's social background and the fact that they are ultimately built around lying their butt off. But if you recommend another subclass I'd love to hear it.
- I was thinking Charlatan for their background, but I'm also looking at Courtier or Noble as well. I know backgrounds don't really matter in a character build, but they give me ideas sometimes, so...yeah. (Also, I sort of like the idea of my character getting annoyed with someone if they recommend they wild shape into something. Like, "Wow, stereotype much? You think because I'd a Druid I can turn into a mongoose on command? Hey, why don't you go ask that cleric over there to heal that boo-boo on your head while you're at it!" "What boo-boo?" *bonk*)
And what I would like help with:
- What feats do you recommend for a character who is pretending to be a Druid? I was thinking Actor and/or Magic Initiate but if you have other ideas, I'd love to hear them. I don't know at what level the game will end but I always assume lvl.20 when building a character. It never happens, but still!
- What weapon(s) would you recommend for such a build. I was thinking maybe a quarterstaff shaped like a druidic focus like a coral staff, but if you guys have better ideas for weapons that look like druidic foci then that'd be great. That said, it may be a moot point anyway because I don't really plan to go into melee all that often, if at all.
- What Bard spells do you recommend that could fit a Druid, or could be flavoured as such? Preferably spells with a water theme (because water genasi/water tribe), or spells that could be flavoured as having a water theme. For example, casting Hold Person encases the target in coral until the spell ends. Magical Secrets can give me access to Druid spells eventually so I guess I'm looking for spells to use until then.
- Assuming I choose to multiclass at some point, which class would you recommend and at what point should I multiclass? I feel I should say that I'd be reluctant to multiclass into Druid or even Cleric because I think that would defeat the purpose of what I'm trying to build, but if it makes sense I guess never say never.
And I believe that's it! Thank you for bearing with me through this post, and thanks a lot for whatever help you can provide.
Interesting… my first thought is to recommend College of Lore instead of Eloquence because this will give you more Magical Secrets sooner for picking up more proper Druid spells for tailoring your build.
Eloquence is of course the best sub-class hands down for steamrolling social checks, but if you're masquerading as something then where's the fun being basically incapable of being found out? If you do stick with Eloquence, I'd recommend speaking to your DM about the fact that it'll become basically impossible for you to fail a roll, and discuss "yes but…" successes, i.e- you succeed but there might be a later complication, for example, you might have persuaded someone for now but they'll become suspicious later as something doesn't quite add up.
For spells there is some crossover with Druid; you do get a few staples like animal friendship, animal messenger, speak with animals so these should easily serve for convincing someone you're a "proper" Druid. Bard classics like disguise self can also help to give you the appearance of one. You're not going to be able to "wildshape" though until you hit 7th-level and can take polymorph.
Water spells are tricky as Bards don't get a lot of offensive spell options without using their Magical Secrets, you could ask your DM to let you re-skin earth tremor as a lesser version of tidal wave; it does bludgeoning damage and knocks enemies prone, and you could argue difficult terrain because the ground is wet? Thunderwave and shatter fit a "storm" theme that's vaguely water related? Cloud of daggers could be ice, or debris kicked up within a vortex?
Definitely going to be tricky to get a lot of water theming in without Magical Secrets, so Lore may be a good route as you get two extra picks at 6th-level.
All of that is very useful, thank you very much I appreciate it! And you make a good point about Eloquence Bards and in hindsight the unlikeliness of getting caught out may take some of the fun out of masquerading as a Druid. So, yeah, I think I might go Lore Bard instead for the extra Magical Secrets. :D
I agree with Haravikk. I too was thinking of Lore Bard for earlier access to Magical Secrets at first and my first approach would definitely be to look at spells that are available to both class' spell lists. Unfortunately the filter on DnDBeyond isn't restrictive enough to show only spells that are on both lists if you select both classes, so there's no other way than to go through the list on your own and write the according spells down.
Another thing you should probably talk about with your DM is the use of the spellcasting focus. For spells with a material component (that doesn't get consumed nor has a gp cost) Bards can only use a musical instrument as spellcasting focus RAW (except for some subclasses like Sword and Spirit) and Druids only a druidic focus. That could become a huge problem to the whole character concept. You could circumvent that by using a Component Pouch though.
Also since the trials are aimed at druids it might be a good idea to think about what those could be. Druids can wild shape into different things that can make them very big, very small, let them fly, let them walk on walls, let them swim etc. You probably should think about how to solve trials aimed at these kinds of things as well. Spells like Mage Hand, Unseen Servant, Enlarge/Reduce and Polymorph could help you out there depending on how your DM designs the trials. Spiderclimb, Gaseous Form and Fly would be great as well though those aren't on the Bard's spell list unfortunately. Comprehend Languages is also basically a must-pick for this kind of character concept since druids have their own secret language (spoken as well as written) they don't teach anyone. It'd be pretty embarrassing to find yourself in a position where you can't even enter the place of trials because the way to enter it is written in druidic but you skipped out on this spell lol
Edit: I have unfortunately no idea how to directly link spells here or I would've done so lol
Ooh! You make an excellent point about the Druids speaking the language they don't teach outsiders so Comprehend Languages is most definitely a must pick. Great catch, there! I think that Polymorph is an absolute must have when I reach the appropriate level so I have that on my list of spells to grab. All of these spells are giving me some pretty good ideas so I'll see what works best.
Also, good point about the spellcasting focus. I'll either have to go for a component pouch for my spellcasting or come up with a way to disguise their instrument into something appropriately druidic. Perhaps their 'driftwood wand' is in actuality a piccolo made to resemble a wand at first glance. Or perhaps the 'totem' they wear around their neck, made from coral, ocean crystal or maybe sea glass, has holes one could blow through because it's actually a cleverly disguised ocarina.
So, I made a rough draft for a list of spells I might grab for my character up to 9th level (reaching that far is never going to happen but I always assume lvl. 20 when building a character). It looks like I'm more or less going to be the designated healer of the party so I've selected spells and Magical Secrets from the Druid list with that in mind, as well as spells that can help sell the illusion of the character posing as a Druid. I'd love your input.
Also, apologies for the lack of links to the spells, I have no idea how to do it like that.
Cantrips - Acid Splash (Call to the Wave) - Mage Hand -- flavoured as a hand made of water. - Minor Illusion - Vicious Mockery - Message
1st Level - Create or Destroy Water (Call to the Wave) - Cure Wounds OR Healing Word - Speak With Animals - Detect Magic - Comprehend Languages - Disguise Self
2nd Level - Heat Metal - Lesser Restoration
3rd Level - Water Walk (Call to the Wave) - Tongues - Speak With Plants - Revivify (Magical Secrets) - Aura of Vitality (Magical Secrets)
Or perhaps the 'totem' they wear around their neck, made from coral, ocean crystal or maybe sea glass, has holes one could blow through because it's actually a cleverly disguised ocarina.
Technically, a conch or other shell can be used as a horn... (ron burgundy news team assemble dot gif)
Rollback Post to RevisionRollBack
Active characters:
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter) Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I'm currently playing a warlock who tries to convince people upon first meeting them that he's a wizard For Reasons, and there's two things I'd recommend keeping in mind:
1) getting crossover druid spells is important, but you also need to consider the opposite -- how to sell spells and abilities that are unmistakably bardish. Anyone who knows anything about the classes will be on to you the first time you cast vicious mockery or give someone inspiration (btw -- to create the link, enclose the spell name with [ spell ] and [ /spell ], with the spaces removed. This also works for monster, condition, magicitem etc)
My warlock calls his eldritch blast a "frosty ray" and describes it as blue and glittering like ice crystals, for example
2) figure out in advance who will and won't be in on the deception. If you do decide your character's party won't be in on it, that doesn't necessarily mean you can't tell the other players. You can just trust them to RP it appropriately rather than trying to keep them in the dark and maintain the charade just between you and the DM. It's a risk/reward equation, really -- not telling the other players could create a great payoff down the road, but it's a lot more work, and it could also create sour feelings if you don't stick the landing. Telling the players but not the characters simplifies things a great deal, and lets you focus on fooling NPCs when necessary
Rollback Post to RevisionRollBack
Active characters:
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter) Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Or perhaps the 'totem' they wear around their neck, made from coral, ocean crystal or maybe sea glass, has holes one could blow through because it's actually a cleverly disguised ocarina.
Technically, a conch or other shell can be used as a horn... (ron burgundy news team assemble dot gif)
I'm currently playing a warlock who tries to convince people upon first meeting them that he's a wizard For Reasons, and there's two things I'd recommend keeping in mind:
1) getting crossover druid spells is important, but you also need to consider the opposite -- how to sell spells and abilities that are unmistakably bardish. Anyone who knows anything about the classes will be on to you the first time you cast vicious mockery or give someone inspiration (btw -- to create the link, enclose the spell name with [ spell ] and [ /spell ], with the spaces removed. This also works for monster, condition, magicitem etc)
My warlock calls his eldritch blast a "frosty ray" and describes it as blue and glittering like ice crystals, for example
2) figure out in advance who will and won't be in on the deception. If you do decide your character's party won't be in on it, that doesn't necessarily mean you can't tell the other players. You can just trust them to RP it appropriately rather than trying to keep them in the dark and maintain the charade just between you and the DM. It's a risk/reward equation, really -- not telling the other players could create a great payoff down the road, but it's a lot more work, and it could also create sour feelings if you don't stick the landing. Telling the players but not the characters simplifies things a great deal, and lets you focus on fooling NPCs when necessary
The rest of the party already know the basics (it was mostly to make sure we're not overlapping with each other too much with our classes) but not anything that DM and I discussed privately. So, they know the character's a Bard posing as a Druid OOC and we all trust each other not to use information we already know about our characters in-game until our characters have that info. Which makes things simple for me since it's now a matter of fooling the NPCs, like you say.
Admittedly I have no idea how to sell Vicious Mockery (hey, it works! thank you!) as anything but a bardic spell so I may have to switch it out for something else, but I think that's the only spell that's unmistakably bardic, and I can flavour stuff like Polymorph as some janky wild shape. Better yet, sell it in a way that the character is becoming the animal and not simply taking its form and thus is arguably closer to nature. Dimension Door could take the form of sea plants springing up from the ground and opening a doorway like a limited form of Transport via Plants. Just a couple of ideas, anyhoo.
Greetings! So, I have an idea for a Bard character and I was hoping if you guys could provide any help or advice on how to go about it.
For context, DM is running a series of mini-campaigns in a homebrew world we all had a hand in creating. My contribution revolves around a culture that comprise (mostly) of genasi, divided into four tribes that correspond to their respective element; fire genasi form a fire-themed tribe, water genasi form a water tribe, etc. These tribes have a culture that is based around nature and the elements, and they live in isolated city-states that are build around elemental temples that contain portals to their respective elemental plane.
Each tribe is led by a powerful Druid, and only they are allowed entry into the temples. In order for a Druid to assume the mantle of leadership in their tribe. they have to journey to each temple and successfully pass whatever trials that lie within (DM's discretion, I'm really looking forward to seeing what they come up with). My character is one such Druid; a water genasi from the water tribe who has started their pilgrimage in order to face the elemental trials and take up the throne, so to speak, of their tribe.
Only...they aren't a Druid.
The truth is, they are...I guess you'd call them a socialite, a mover and shaker within the water tribe's high society, whose idea of responsibility is throwing the next big party. They know some magic, and they have the potential to become a powerful spellcaster, but their connection to (and interest in) nature is basically zilch, and this has pretty much made them the black sheep of their staunchly Druidic family.
So, why are they bothering with posing as a Druid to gain access to these temples? Because they believe their sister, the druidic golden child of the family, has gone missing on her pilgrimage and they are the only one who seemingly cares enough to be worried. So, they've gone on a pilgrimage of their own, breaking some of their culture's sacred laws by posing as a Druid for access they wouldn't normally get otherwise in order to find clues as to their sister's whereabouts. And the only thing they have going for them at the moment is how much of an awesome liar they are.
Alrighty, so if you managed to slog through that wall of text, I'd really love some help with the character I'm working on. What I have right now is:
- They are a water genasi (MMoTM version), and we are going point buy for character creation.
- They are a Bard. I'm going for College of Eloquence because of the character's social background and the fact that they are ultimately built around lying their butt off. But if you recommend another subclass I'd love to hear it.
- I was thinking Charlatan for their background, but I'm also looking at Courtier or Noble as well. I know backgrounds don't really matter in a character build, but they give me ideas sometimes, so...yeah. (Also, I sort of like the idea of my character getting annoyed with someone if they recommend they wild shape into something. Like, "Wow, stereotype much? You think because I'd a Druid I can turn into a mongoose on command? Hey, why don't you go ask that cleric over there to heal that boo-boo on your head while you're at it!" "What boo-boo?" *bonk*)
And what I would like help with:
- What feats do you recommend for a character who is pretending to be a Druid? I was thinking Actor and/or Magic Initiate but if you have other ideas, I'd love to hear them. I don't know at what level the game will end but I always assume lvl.20 when building a character. It never happens, but still!
- What weapon(s) would you recommend for such a build. I was thinking maybe a quarterstaff shaped like a druidic focus like a coral staff, but if you guys have better ideas for weapons that look like druidic foci then that'd be great. That said, it may be a moot point anyway because I don't really plan to go into melee all that often, if at all.
- What Bard spells do you recommend that could fit a Druid, or could be flavoured as such? Preferably spells with a water theme (because water genasi/water tribe), or spells that could be flavoured as having a water theme. For example, casting Hold Person encases the target in coral until the spell ends. Magical Secrets can give me access to Druid spells eventually so I guess I'm looking for spells to use until then.
- Assuming I choose to multiclass at some point, which class would you recommend and at what point should I multiclass? I feel I should say that I'd be reluctant to multiclass into Druid or even Cleric because I think that would defeat the purpose of what I'm trying to build, but if it makes sense I guess never say never.
And I believe that's it! Thank you for bearing with me through this post, and thanks a lot for whatever help you can provide.
Hope y'all have a great day!
Interesting… my first thought is to recommend College of Lore instead of Eloquence because this will give you more Magical Secrets sooner for picking up more proper Druid spells for tailoring your build.
Eloquence is of course the best sub-class hands down for steamrolling social checks, but if you're masquerading as something then where's the fun being basically incapable of being found out? If you do stick with Eloquence, I'd recommend speaking to your DM about the fact that it'll become basically impossible for you to fail a roll, and discuss "yes but…" successes, i.e- you succeed but there might be a later complication, for example, you might have persuaded someone for now but they'll become suspicious later as something doesn't quite add up.
For spells there is some crossover with Druid; you do get a few staples like animal friendship, animal messenger, speak with animals so these should easily serve for convincing someone you're a "proper" Druid. Bard classics like disguise self can also help to give you the appearance of one. You're not going to be able to "wildshape" though until you hit 7th-level and can take polymorph.
Water spells are tricky as Bards don't get a lot of offensive spell options without using their Magical Secrets, you could ask your DM to let you re-skin earth tremor as a lesser version of tidal wave; it does bludgeoning damage and knocks enemies prone, and you could argue difficult terrain because the ground is wet? Thunderwave and shatter fit a "storm" theme that's vaguely water related? Cloud of daggers could be ice, or debris kicked up within a vortex?
Definitely going to be tricky to get a lot of water theming in without Magical Secrets, so Lore may be a good route as you get two extra picks at 6th-level.
Hope some of that is useful!
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All of that is very useful, thank you very much I appreciate it! And you make a good point about Eloquence Bards and in hindsight the unlikeliness of getting caught out may take some of the fun out of masquerading as a Druid. So, yeah, I think I might go Lore Bard instead for the extra Magical Secrets. :D
Love the character idea and backstory!
I agree with Haravikk. I too was thinking of Lore Bard for earlier access to Magical Secrets at first and my first approach would definitely be to look at spells that are available to both class' spell lists. Unfortunately the filter on DnDBeyond isn't restrictive enough to show only spells that are on both lists if you select both classes, so there's no other way than to go through the list on your own and write the according spells down.
Another thing you should probably talk about with your DM is the use of the spellcasting focus. For spells with a material component (that doesn't get consumed nor has a gp cost) Bards can only use a musical instrument as spellcasting focus RAW (except for some subclasses like Sword and Spirit) and Druids only a druidic focus. That could become a huge problem to the whole character concept. You could circumvent that by using a Component Pouch though.
Also since the trials are aimed at druids it might be a good idea to think about what those could be. Druids can wild shape into different things that can make them very big, very small, let them fly, let them walk on walls, let them swim etc. You probably should think about how to solve trials aimed at these kinds of things as well. Spells like Mage Hand, Unseen Servant, Enlarge/Reduce and Polymorph could help you out there depending on how your DM designs the trials. Spiderclimb, Gaseous Form and Fly would be great as well though those aren't on the Bard's spell list unfortunately. Comprehend Languages is also basically a must-pick for this kind of character concept since druids have their own secret language (spoken as well as written) they don't teach anyone. It'd be pretty embarrassing to find yourself in a position where you can't even enter the place of trials because the way to enter it is written in druidic but you skipped out on this spell lol
Edit: I have unfortunately no idea how to directly link spells here or I would've done so lol
I've never encountered a forum where I got this many "talking to a wall" impressions as this one...
Ooh! You make an excellent point about the Druids speaking the language they don't teach outsiders so Comprehend Languages is most definitely a must pick. Great catch, there!
I think that Polymorph is an absolute must have when I reach the appropriate level so I have that on my list of spells to grab. All of these spells are giving me some pretty good ideas so I'll see what works best.
Also, good point about the spellcasting focus. I'll either have to go for a component pouch for my spellcasting or come up with a way to disguise their instrument into something appropriately druidic. Perhaps their 'driftwood wand' is in actuality a piccolo made to resemble a wand at first glance. Or perhaps the 'totem' they wear around their neck, made from coral, ocean crystal or maybe sea glass, has holes one could blow through because it's actually a cleverly disguised ocarina.
So, I made a rough draft for a list of spells I might grab for my character up to 9th level (reaching that far is never going to happen but I always assume lvl. 20 when building a character). It looks like I'm more or less going to be the designated healer of the party so I've selected spells and Magical Secrets from the Druid list with that in mind, as well as spells that can help sell the illusion of the character posing as a Druid. I'd love your input.
Also, apologies for the lack of links to the spells, I have no idea how to do it like that.
Cantrips
- Acid Splash (Call to the Wave)
- Mage Hand -- flavoured as a hand made of water.
- Minor Illusion
- Vicious Mockery
- Message
1st Level
- Create or Destroy Water (Call to the Wave)
- Cure Wounds OR Healing Word
- Speak With Animals
- Detect Magic
- Comprehend Languages
- Disguise Self
2nd Level
- Heat Metal
- Lesser Restoration
3rd Level
- Water Walk (Call to the Wave)
- Tongues
- Speak With Plants
- Revivify (Magical Secrets)
- Aura of Vitality (Magical Secrets)
4th Level
- Polymorph
- Dimension Door
5th Level
- Greater Restoration
- Mass Cure Wounds (Magical Secrets)
- Conjure Elemental (Magical Secrets)
6th Level
- Mass Suggestion
- Heroes' Feast (Magical Secrets)
- Transport Via Plants (Magical Secrets)
7th Level
- Regenerate
8th Level
- Feeblemind
9th Level
- Foresight
- Wish (Magical Secrets)
- True Polymorph (Magical Secrets)
Technically, a conch or other shell can be used as a horn... (ron burgundy news team assemble dot gif)
Active characters:
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter)
Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I'm currently playing a warlock who tries to convince people upon first meeting them that he's a wizard For Reasons, and there's two things I'd recommend keeping in mind:
1) getting crossover druid spells is important, but you also need to consider the opposite -- how to sell spells and abilities that are unmistakably bardish. Anyone who knows anything about the classes will be on to you the first time you cast vicious mockery or give someone inspiration (btw -- to create the link, enclose the spell name with [ spell ] and [ /spell ], with the spaces removed. This also works for monster, condition, magicitem etc)
My warlock calls his eldritch blast a "frosty ray" and describes it as blue and glittering like ice crystals, for example
2) figure out in advance who will and won't be in on the deception. If you do decide your character's party won't be in on it, that doesn't necessarily mean you can't tell the other players. You can just trust them to RP it appropriately rather than trying to keep them in the dark and maintain the charade just between you and the DM. It's a risk/reward equation, really -- not telling the other players could create a great payoff down the road, but it's a lot more work, and it could also create sour feelings if you don't stick the landing. Telling the players but not the characters simplifies things a great deal, and lets you focus on fooling NPCs when necessary
Active characters:
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter)
Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I don't know if you have access to it, or if it would break you cover, but the Fochlucan Bandore has a lot of druid spells.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
Simple yet effective, I love it!
The rest of the party already know the basics (it was mostly to make sure we're not overlapping with each other too much with our classes) but not anything that DM and I discussed privately. So, they know the character's a Bard posing as a Druid OOC and we all trust each other not to use information we already know about our characters in-game until our characters have that info. Which makes things simple for me since it's now a matter of fooling the NPCs, like you say.
Admittedly I have no idea how to sell Vicious Mockery (hey, it works! thank you!) as anything but a bardic spell so I may have to switch it out for something else, but I think that's the only spell that's unmistakably bardic, and I can flavour stuff like Polymorph as some janky wild shape. Better yet, sell it in a way that the character is becoming the animal and not simply taking its form and thus is arguably closer to nature. Dimension Door could take the form of sea plants springing up from the ground and opening a doorway like a limited form of Transport via Plants. Just a couple of ideas, anyhoo.
Hmmm, something to consider at least. I'll have a chat with DM and see if we can work something out. Thanks! :)