Instead of "Druid: Circle of the Stars" your character is "Astromancer!" A person born with an almost instinctual connection the stars that manifests celestial powers. Astromancers gain wisdom from the cosmos and harness divine magic to achieve their goals, following the signs the stars give them."
And voila. No environmental druid stuff, just a character with celestial/star powers.
Mechanics are exactly the same, but you can now RP the character differently.
Why not just do that?
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Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
Instead of "Druid: Circle of the Stars" your character is "Astromancer!" A person born with an almost instinctual connection the stars that manifests celestial powers. Astromancers gain wisdom from the cosmos and harness divine magic to achieve their goals, following the signs the stars give them."
And voila. No environmental druid stuff, just a character with celestial/star powers.
Mechanics are exactly the same, but you can now RP the character differently.
Why not just do that?
Some people do re-flavor things, but I doubt the vast majority do. Most players play the class straight. The class' flavor is part of what helps a player, mostly new but often experienced as well, decide what they want to play.
And I'd like to reiterate that this is not a problem for me. I like that Druid is a fundamentally environmentalist class. Roleplaying a protector of nature is the bee's knees to me. I'm just pointing out that this isn't everyone's cup of tea, which is why people look at the "guardian of nature" class they lose interest and probably pick a cleric or wizard instead. And that is fine. Not every class needs broad appeal. It's good game design to have things that appeal to a smaller player group too.
I adoooore druids in 5e. I've played Druid three times in different campaigns, and most of my players have played them as well. I think Druids are a little more complex than a large number of other classes, making them harder to break into, but they are really flexible and if you figure out how to get what you want out of it, you can be the best at whatever you choose.
I completely agree with MelleDM. A trick for fun druid RPing is to make your druid really antisocial and have them warm up to the other players later in the campaign.
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!
Instead of "Druid: Circle of the Stars" your character is "Astromancer!" A person born with an almost instinctual connection the stars that manifests celestial powers. Astromancers gain wisdom from the cosmos and harness divine magic to achieve their goals, following the signs the stars give them."
And voila. No environmental druid stuff, just a character with celestial/star powers.
Mechanics are exactly the same, but you can now RP the character differently.
Why not just do that?
My own Stars druid has a red dragon ancestry, so she has scales on various parts of her body. Whenever she uses her Starry Form, the scales glow.
I think it depends on the player. In our current campaign, the person playing a Druid is playing them almost like a naturalist from the 1700s, minus the stereotypical obsession with dissection. Their Druid is obsessed with finding new animals and studying them. In our last campaign, the person playing a Druid played them as a tactical nature wizard, using their familiar to deliver spells and create impediments for our enemies.
I play a druid i created before knowing i was going into a steampunk campaign i play them as an terrorist all the people scream when a pack of wolves appear from thin air
Ok newbie here why do a lot of Druid spells need a lot of area effect space. It’s almost like they didn’t want them to be effective indoors (caves, dwellings, dungeons ect)
Ok newbie here why do a lot of Druid spells need a lot of area effect space. It’s almost like they didn’t want them to be effective indoors (caves, dwellings, dungeons ect)
You answered your own question. Druids are meant to be best in open spaces, outside, in nature. That's the entire point of Druid.
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Ok newbie here why do a lot of Druid spells need a lot of area effect space. It’s almost like they didn’t want them to be effective indoors (caves, dwellings, dungeons ect)
How many of the spells don't work in caves?
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"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
There are many spells with large areas that will be difficult to use in confined spaces safely because they are meant to be used in large areas or out in the open.
There are also spells which can cover large areas but you have the option to use smaller areas (the text says "up to") so these can be used indoors and outdoors very easily.
Most of the spells on the Druid list can be used indoors or outdoors. So even if you know you're going to be in confined spaces a lot there are still lots of spells you can prepare.
What Druid level is your character?
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Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
Ok newbie here why do a lot of Druid spells need a lot of area effect space. It’s almost like they didn’t want them to be effective indoors (caves, dwellings, dungeons ect)
Druid spells for most commonly played levels that you can easily cast in most caves or dungeons that are also worth casting (assuming you mean in combat):
1st level: Entangle, Earth Tremor, Thunderwave, Healing Word, Ice Spike, Long Strider, Protection from Evil & Good
2nd level: Flaming Sphere (mostly for B.Action adjust the sphere for damage), Heat Metal, Hold Person, Lesser Restoration, Moonbeam, Spike Growth, Warding Wind
4th level: Charm Monster, Conjure Minor Elemental, Conjure Woodland Beings, Confusion, Freedom of Movement, Giant Insect, , Polymorth, Control Water, Wall of Fire
5th level: Conjure Elemental, Antii-life Shell, Contagion, Maelstrom, Mass Cure Wounds, Wall of Stone
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You get that it is just fluff though, right?
Instead of "Druid: Circle of the Stars" your character is "Astromancer!" A person born with an almost instinctual connection the stars that manifests celestial powers. Astromancers gain wisdom from the cosmos and harness divine magic to achieve their goals, following the signs the stars give them."
And voila. No environmental druid stuff, just a character with celestial/star powers.
Mechanics are exactly the same, but you can now RP the character differently.
Why not just do that?
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Yes, you're a Horoscoper. But seriously, I like the Astromancer reframe.
Food, Scifi/fantasy, anime, DND 5E and OSR geek.
Some people do re-flavor things, but I doubt the vast majority do. Most players play the class straight. The class' flavor is part of what helps a player, mostly new but often experienced as well, decide what they want to play.
And I'd like to reiterate that this is not a problem for me. I like that Druid is a fundamentally environmentalist class. Roleplaying a protector of nature is the bee's knees to me. I'm just pointing out that this isn't everyone's cup of tea, which is why people look at the "guardian of nature" class they lose interest and probably pick a cleric or wizard instead. And that is fine. Not every class needs broad appeal. It's good game design to have things that appeal to a smaller player group too.
I completely agree with MelleDM. A trick for fun druid RPing is to make your druid really antisocial and have them warm up to the other players later in the campaign.
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!
My own Stars druid has a red dragon ancestry, so she has scales on various parts of her body. Whenever she uses her Starry Form, the scales glow.
I play a druid i created before knowing i was going into a steampunk campaign i play them as an terrorist all the people scream when a pack of wolves appear from thin air
Ok newbie here why do a lot of Druid spells need a lot of area effect space. It’s almost like they didn’t want them to be effective indoors (caves, dwellings, dungeons ect)
You answered your own question. Druids are meant to be best in open spaces, outside, in nature. That's the entire point of Druid.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
How many of the spells don't work in caves?
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
It’s the area that is needed for the spell.
There are many spells with large areas that will be difficult to use in confined spaces safely because they are meant to be used in large areas or out in the open.
There are also spells which can cover large areas but you have the option to use smaller areas (the text says "up to") so these can be used indoors and outdoors very easily.
Most of the spells on the Druid list can be used indoors or outdoors. So even if you know you're going to be in confined spaces a lot there are still lots of spells you can prepare.
What Druid level is your character?
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Very few spells say you can't cast them if there isn't room for it. I can actually only think of one.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Druid spells for most commonly played levels that you can easily cast in most caves or dungeons that are also worth casting (assuming you mean in combat):
1st level: Entangle, Earth Tremor, Thunderwave, Healing Word, Ice Spike, Long Strider, Protection from Evil & Good
2nd level: Flaming Sphere (mostly for B.Action adjust the sphere for damage), Heat Metal, Hold Person, Lesser Restoration, Moonbeam, Spike Growth, Warding Wind
3rd level: Dispel Magic, Conjure Animals, Revivify, Summon Fey, Tidal Wave
4th level: Charm Monster, Conjure Minor Elemental, Conjure Woodland Beings, Confusion, Freedom of Movement, Giant Insect, , Polymorth, Control Water, Wall of Fire
5th level: Conjure Elemental, Antii-life Shell, Contagion, Maelstrom, Mass Cure Wounds, Wall of Stone