CB lasts 1 minute, requires concentration, and is immovable (unless you use another cantrip slot to take Control Flames).
You can just cast Create Bonfire again to move it.
Yes, and again when your concentration breaks. And again and again. The big problem for me is that your concentration should probably already be in use most of the time, and the other spells that require your concentration are nowhere near as easy to replace.
I liked the cantrip in solasta that did poison and magical piercing damage I wish they could add something like it for mainline dnd. it did really good dmg if they were not immune to poison but still did ok if they they were immune via the magical piercing.
Not particularly useful, more like flavor...but maybe you could combine it with the 3rd level spell, plant growth. Maybe carry seeds that grow food (fruit trees, onions, tomatoes, whatever) and then sprout and enrich them. You can leave food producing plants everywhere. Still wouldn't make the top cantrip list though.
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 .
Im not sure you realize how strong plant growth can be.druid craft could help you set some plants up for a ton of battlefield control "All normal plants which are in the 100-foot radius centered on that point will become thick and overgrown. A creature which is moving through the particular area it must spend 4 feet of movement for each and every 1 foot where it moves." I mean its partially up to your dm but how cool is the image of you blowing a dandelion on to a field making them sprout using druidcraft then plant growing the area to slow your enemies . its totally badass.
Im not sure you realize how strong plant growth can be.druid craft could help you set some plants up for a ton of battlefield control "All normal plants which are in the 100-foot radius centered on that point will become thick and overgrown. A creature which is moving through the particular area it must spend 4 feet of movement for each and every 1 foot where it moves." I mean its partially up to your dm but how cool is the image of you blowing a dandelion on to a field making them sprout using druidcraft then plant growing the area to slow your enemies . its totally badass.
Definitely. But I bet you could also find some sort of rare or expensive food crop or medicinal herb and use the seeds, cantrip and spell to make a ton of it to sell. Hmmmm...you could even use it to get into the drug business. Marajuana or opium poppies are "normal" (non magical) plants. LOL.
Guidance is just too stinking good, it's leagues better than any others. Thorn Whip is debatable though, but I've been having a lot of fun with it. I could see an argument for Produce Flame or Shillelagh being the best in-combat cantrip. But being able to move someone 10ft closer or yank people off High Ground with Thorn Whip is pretty darn good, who cares about the lower 1d6 piercing damage tbh.
Guidance is just too stinking good, it's leagues better than any others. Thorn Whip is debatable though, but I've been having a lot of fun with it. I could see an argument for Produce Flame or Shillelagh being the best in-combat cantrip. But being able to move someone 10ft closer or yank people off High Ground with Thorn Whip is pretty darn good, who cares about the lower 1d6 piercing damage tbh.
Lightning lure does the same thing but with more damage and a better damage type. Why the heck do druids not get lightning lure?
Lightning lure does the same thing but with more damage and a better damage type. Why the heck do druids not get lightning lure?
Lightning lure only has a range of 15 feet, and if the enemy can't be moved within 5 feet of you it takes no damage, the Strength saving throw also means it isn't necessarily the easiest effect to trigger reliably.
Thorn whip by comparison is easier to boost (any source of advantage will do), it can score critical hits, and it's more versatile all around as you can use it to pull enemies onto hazards without leaving them within striking distance of yourself (you can move away from them afterwards if they're still out of opportunity attack range). It being a melee spell attack with a range also has some interesting side effects (e.g- it can deal the damage from absorb elements at range).
Lightning lure is generally worse unless you can use it to trigger something with its damage type, for example on a storm sorcerer.
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Yeah, I prefer Thorn Whip to Lighting Lure. Spell Attack vs. AC is so much easier to defeat due to +'s to attack from attuned items and forcing ways to getting advantage via flanking, spells (like Guiding Bolt), or w/e method. Your DM is most likely going to make that Str Save roll for Lightning Lure in secret, so if he doesn't want the monster moved, it won't. Your DM has less ability to fudge rolls when the AC of the monster is the same for everyone to defeat.
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.
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.
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Yes, and again when your concentration breaks. And again and again. The big problem for me is that your concentration should probably already be in use most of the time, and the other spells that require your concentration are nowhere near as easy to replace.
Produce Flame for the win!
Guidance is just so much better than everything else.
Couldn't just let it die
I liked the cantrip in solasta that did poison and magical piercing damage I wish they could add something like it for mainline dnd. it did really good dmg if they were not immune to poison but still did ok if they they were immune via the magical piercing.
Mending if you are an autognome and on a spell jammer ship (like my character).
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Druidcraft + Plant Growth =
End Hunger
Create Hunger Games forest arenas for your ranger/party
Instant obstacles
Helping the world rather than just killing everything
Chances to make some awakened friends that can keep an "eye and ear" out for you on a place while you're gone.
Blank
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.
Not particularly useful, more like flavor...but maybe you could combine it with the 3rd level spell, plant growth. Maybe carry seeds that grow food (fruit trees, onions, tomatoes, whatever) and then sprout and enrich them. You can leave food producing plants everywhere. Still wouldn't make the top cantrip list though.
Food, Scifi/fantasy, anime, DND 5E and OSR geek.
Useless? I would argue druid craft is better for druids .
prestidigitation cannot do this. this is why I carry seeds in my druid bag .
Im not sure you realize how strong plant growth can be.druid craft could help you set some plants up for a ton of battlefield control "All normal plants which are in the 100-foot radius centered on that point will become thick and overgrown. A creature which is moving through the particular area it must spend 4 feet of movement for each and every 1 foot where it moves." I mean its partially up to your dm but how cool is the image of you blowing a dandelion on to a field making them sprout using druidcraft then plant growing the area to slow your enemies . its totally badass.
Definitely. But I bet you could also find some sort of rare or expensive food crop or medicinal herb and use the seeds, cantrip and spell to make a ton of it to sell. Hmmmm...you could even use it to get into the drug business. Marajuana or opium poppies are "normal" (non magical) plants. LOL.
Food, Scifi/fantasy, anime, DND 5E and OSR geek.
Best out-of-combat cantrip: Guidance
Best in-combat cantrip: Thorn Whip
Guidance is just too stinking good, it's leagues better than any others. Thorn Whip is debatable though, but I've been having a lot of fun with it. I could see an argument for Produce Flame or Shillelagh being the best in-combat cantrip. But being able to move someone 10ft closer or yank people off High Ground with Thorn Whip is pretty darn good, who cares about the lower 1d6 piercing damage tbh.
Lightning lure does the same thing but with more damage and a better damage type. Why the heck do druids not get lightning lure?
Lightning lure only has a range of 15 feet, and if the enemy can't be moved within 5 feet of you it takes no damage, the Strength saving throw also means it isn't necessarily the easiest effect to trigger reliably.
Thorn whip by comparison is easier to boost (any source of advantage will do), it can score critical hits, and it's more versatile all around as you can use it to pull enemies onto hazards without leaving them within striking distance of yourself (you can move away from them afterwards if they're still out of opportunity attack range). It being a melee spell attack with a range also has some interesting side effects (e.g- it can deal the damage from absorb elements at range).
Lightning lure is generally worse unless you can use it to trigger something with its damage type, for example on a storm sorcerer.
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.
Yeah, I prefer Thorn Whip to Lighting Lure. Spell Attack vs. AC is so much easier to defeat due to +'s to attack from attuned items and forcing ways to getting advantage via flanking, spells (like Guiding Bolt), or w/e method. Your DM is most likely going to make that Str Save roll for Lightning Lure in secret, so if he doesn't want the monster moved, it won't. Your DM has less ability to fudge rolls when the AC of the monster is the same for everyone to defeat.
magic stone is really great for combat as a beginner allowing you to deal a d8 to 3 targets with pebbles
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.
Food, Scifi/fantasy, anime, DND 5E and OSR geek.