Right and Shillelagh can also be a staff. I knew I wouldn't use it two handed (I have a wooden shield) so went with club. I've never understood why primal savagery deals acid damage....doesn't make sense.
I would think poison damage bc I think of it a jungle-type spell. Maybe it's acid bc so many things are immune or resistant to poison? I make stuff up in my head tho lol
I liked produce flame at lower levels. I didn't have dark vision and had to have the cantrip for light. Ad it was nice to be able to throw it for 1D8 damage when needed.
I like druid craft to help allow me to use plant growth in areas with no plants. I always carry extra seeds.
Druidcraft is useless. Be a high elf and get prestidigitation.
Useless? I would argue druid craft is better for druids .
You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. this allows you to use druid spells that require plants in areas where there are none .
prestidigitation cannot do this. this is why I carry seeds in my druid bag .
carry around seeds make them grow quick with druid craft and then you have food and more seeds.
Druidcraft doesn't grow food. It makes a flower blossom, a seed pod open, or a leaf bud bloom. You can use the spell plant growth to grow food.
Exactly plant growth is what I use however without sprouting them with druidcraft they wouldn't be counted as established plants for use with plant growth.
Thornwhip all the way, a cantrip that can move people if they fail a save? For free? I know its not the best cantrip ever (Guidance Gang) but being the only class with default access to it makes it pretty damn good, especially if you got another caster with guidance, or just pick both guidance and thornwhip.
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Prometheus doesn't get his liver eaten every day for you to ignore the allure of arson.
I am currently making a Firbolg Druid and don't know if I should pick Thorn Whip and Shillelagh or Thorn Whip and Guidance. Can y'all help me?
What's your character like? Usually that's the blest place to start from!
But if you're asking what other people like best, I'm a big fan of both thorn whip and guidance.
Guidance is something you can use often out of combat to bolster both your own rolls and those of your allies, but it's worth having a discussion with your DM about how they want you to declare its use. My groups have settled on the basic house rule that you can always add guidance to your own rolls as long there's either no time pressure (searching a room slowly, standing on watch etc.) or if you are the ones initiating a check, which might include Initiative (if you start the fight and didn't do anything else immediately before it), meanwhile for allies it mostly just comes down to negotiation, similar to using the Help action (quickly discuss if there's time, if it makes sense for that check etc.). Basically you want to strike a balance where you're not having to declare it all the time, but also not just adding it to everything (it is a cantrip after all). Also I just love it because I need all the help I can get when rolling!
Thorn Whip meanwhile is great because it's a) ranged, and b) can move the target. Combine it with persistent area effects and/or environmental hazards and you can get a lot of benefit out of thorn whip. Better yet, if someone else can get it and/or others in your party can get pushing/pulling effects too then you can really ruin an enemy's day between you by moving them exactly where you want (and they don't). E.g- get them on a spike growth and just grind them down like you're grating cheese. 😈
Shillelagh is okay but your average Druid doesn't want to be in melee, and with only one attack it just doesn't scale well at all; primal savagery is better once the cantrips start scaling up, and it doesn't require you to be holding a weapon you barely want to use to begin with.
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I am currently making a Firbolg Druid and don't know if I should pick Thorn Whip and Shillelagh or Thorn Whip and Guidance. Can y'all help me?
What's your character like? Usually that's the blest place to start from!
But if you're asking what other people like best, I'm a big fan of both thorn whip and guidance.
Guidance is something you can use often out of combat to bolster both your own rolls and those of your allies, but it's worth having a discussion with your DM about how they want you to declare its used. My groups have settled on the basic house rule that you can always add guidance to your own rolls as long there's either no time pressure (searching a room slowly, standing on watch etc.) or if you are the ones initiating a check, which might include Initiative (if you start the fight and didn't do anything else immediately before it), meanwhile for allies it mostly just comes down to negotiation as with offering to use the Help action to quickly discuss if there was time, or it makes sense for that check etc. Basically you want to strike a balance where you're not having to declare it all the time, but also not just adding it to everything (it is a cantrip after all). Also I just love it because I need all the help I can get when rolling!
Thorn Whip meanwhile is great because it's a) ranged, and b) can move the target. Combine it with persistent area effects and/or environmental hazards and you can get a lot of benefit out of thorn whip. Better yet, if someone else can get it and/or others in your party can get pushing/pulling effects too then you can really ruin an enemy's day between you by moving them exactly where you want (and they don't). E.g- get them on a spike growth and just grind them down like you're grating cheese. 😈
Shillelagh is okay but your average Druid doesn't want to be in melee, and with only one attack it just doesn't scale well at all; primal savagery is better once the cantrips start scaling up, and it doesn't require you to be holding a weapon you barely want to use to begin with.
Yup. That's part of it. You can also pull enemies off of your allies, allowing them to move away without having to disengage.
If your DM is open to creative uses of abilities, you can sometimes use thorn whip for utility. For example, you might be able to swing across a chasm using Thorn Whip Indiana Jones style. Or you might grab an object and pull it to you with thorn whip. Technically this isn't RAW, but I have seen several DM's do this kind of thing.
I've done that and my DM had planned half the session would be getting over a chasm to lower a drawbridge, but he couldn't argue with logic (and all the players).
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Hi all, I'm Druid_Girl31, but please call me Druid. I am (a/an) CERTIFIED INSOMNIAC, PAN, alterhuman,BADDD DM, and obsessed with HAMILTON! Why? I'm just cool like that!
But I voted for Druidcraft because I use it to set enemies' cloaks/masks on fire. Or just utility.
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Hi all, I'm Druid_Girl31, but please call me Druid. I am (a/an) CERTIFIED INSOMNIAC, PAN, alterhuman,BADDD DM, and obsessed with HAMILTON! Why? I'm just cool like that!
Very difficult to say which cantrip (or spell) is "the best" simpliciter, independently of circumstance, druid level, etc. One of the unique things about druids--and spellcasters, in general I suppose--is that great spellcasting depends on circumstance, clever combining of cantrips/spells, etc. Note: I voted for thunderwave :)
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Started playing AD&D in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in 2023
I like guidance a lot for Star Druids -- Probably my favorite cantrip. And mend for autognomes (and warforged?) too. My druid is an autognome stars druid.
Honestly, I think every druid cantrip (except Gust lol) is good. By damage/effect, my top are:
Ranged combat: Magic Stone. This has the greatest range of any druid cantrip, and it delivers the most possible damage (on a hit) than any other cantrip: 1d6 + the spellcaster's Wisdom modifier (regardless of who uses the stone to attack)
Melee Combat: Thorn Whip. This does less damage than Shillelagh and Primal Savagery but it can be used to pull a target up to 10 feet, e.g., through fire, off a bridge, across spike growth, over a swamp, etc., which causes additional damage
Buff: Resistance. I rank this higher than Guidance b/c IMO saving throws are more important than ability checks. But I do think ability checks are more frequent
Control/Utility: Druidcraft. The scope of this cantrip is partially DM dependent, but it's flexibility is the reason I think it's better than other Control/Utility cantrips like Control Flame
So you can womp with your Shillelagh club? Or scar them with Primal Savagery?
Discord: Bardic.Pisces
Right and Shillelagh can also be a staff. I knew I wouldn't use it two handed (I have a wooden shield) so went with club. I've never understood why primal savagery deals acid damage....doesn't make sense.
Food, Scifi/fantasy, anime, DND 5E and OSR geek.
I would think poison damage bc I think of it a jungle-type spell. Maybe it's acid bc so many things are immune or resistant to poison? I make stuff up in my head tho lol
Discord: Bardic.Pisces
I liked produce flame at lower levels. I didn't have dark vision and had to have the cantrip for light. Ad it was nice to be able to throw it for 1D8 damage when needed.
Exactly plant growth is what I use however without sprouting them with druidcraft they wouldn't be counted as established plants for use with plant growth.
Thorn Whip because it can be combined with Spike Growth and Plant Growth to trap people
I actually think Circle of Spores isn't that bad, symbiotic entity is pretty good
Thornwhip all the way, a cantrip that can move people if they fail a save? For free? I know its not the best cantrip ever (Guidance Gang) but being the only class with default access to it makes it pretty damn good, especially if you got another caster with guidance, or just pick both guidance and thornwhip.
Prometheus doesn't get his liver eaten every day for you to ignore the allure of arson.
I am currently making a Firbolg Druid and don't know if I should pick Thorn Whip and Shillelagh or Thorn Whip and Guidance. Can y'all help me?
What's your character like? Usually that's the blest place to start from!
But if you're asking what other people like best, I'm a big fan of both thorn whip and guidance.
Guidance is something you can use often out of combat to bolster both your own rolls and those of your allies, but it's worth having a discussion with your DM about how they want you to declare its use. My groups have settled on the basic house rule that you can always add guidance to your own rolls as long there's either no time pressure (searching a room slowly, standing on watch etc.) or if you are the ones initiating a check, which might include Initiative (if you start the fight and didn't do anything else immediately before it), meanwhile for allies it mostly just comes down to negotiation, similar to using the Help action (quickly discuss if there's time, if it makes sense for that check etc.). Basically you want to strike a balance where you're not having to declare it all the time, but also not just adding it to everything (it is a cantrip after all). Also I just love it because I need all the help I can get when rolling!
Thorn Whip meanwhile is great because it's a) ranged, and b) can move the target. Combine it with persistent area effects and/or environmental hazards and you can get a lot of benefit out of thorn whip. Better yet, if someone else can get it and/or others in your party can get pushing/pulling effects too then you can really ruin an enemy's day between you by moving them exactly where you want (and they don't). E.g- get them on a spike growth and just grind them down like you're grating cheese. 😈
Shillelagh is okay but your average Druid doesn't want to be in melee, and with only one attack it just doesn't scale well at all; primal savagery is better once the cantrips start scaling up, and it doesn't require you to be holding a weapon you barely want to use to begin with.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Thank you
I've done that and my DM had planned half the session would be getting over a chasm to lower a drawbridge, but he couldn't argue with logic (and all the players).
Hi all, I'm Druid_Girl31, but please call me Druid. I am (a/an) CERTIFIED INSOMNIAC, PAN, alterhuman, BADDD DM, and obsessed with HAMILTON! Why? I'm just cool like that!
She/her pronouns please. TITLES: Savior of the Woods by Drummer! Send me a PM! PRAISE JEFF! Join the Hamilton Cult! Hate on Gen Alpha Slang! <--- ( all links)
I lost any measure of sanity I ever had a long time ago!
But I voted for Druidcraft because I use it to set enemies' cloaks/masks on fire. Or just utility.
Hi all, I'm Druid_Girl31, but please call me Druid. I am (a/an) CERTIFIED INSOMNIAC, PAN, alterhuman, BADDD DM, and obsessed with HAMILTON! Why? I'm just cool like that!
She/her pronouns please. TITLES: Savior of the Woods by Drummer! Send me a PM! PRAISE JEFF! Join the Hamilton Cult! Hate on Gen Alpha Slang! <--- ( all links)
I lost any measure of sanity I ever had a long time ago!
I like druidcraft simply because it's fun.
"Big sword, bigger brain"
-BigBrainGoblin
Mold Earth because throw rock
Very difficult to say which cantrip (or spell) is "the best" simpliciter, independently of circumstance, druid level, etc. One of the unique things about druids--and spellcasters, in general I suppose--is that great spellcasting depends on circumstance, clever combining of cantrips/spells, etc. Note: I voted for thunderwave :)
Started playing AD&D in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in 2023
I don't know if they are the best, but the elemental control cantrips are useful in a variety of situations:
* Control Flames - control the direction of a lit fire, including fire caused by burning oil or if the building you are in has caught fire.
* Mold Earth - create a pit, an embankment, a latrine, or stepping stones.
* Shape Water - turn water to ice to break locks, slow a stream, put out a fire, make a crude sculpture of your enemy using your own urine
I like guidance a lot for Star Druids -- Probably my favorite cantrip. And mend for autognomes (and warforged?) too. My druid is an autognome stars druid.
Food, Scifi/fantasy, anime, DND 5E and OSR geek.
Hm yes throw rock yes yes yessss
Terra Lubridia archive:
The Bloody Barnacle | The Gut | The Athene Crusader | The Jewel of Atlantis
Honestly, I think every druid cantrip (except Gust lol) is good. By damage/effect, my top are:
Started playing AD&D in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in 2023