Hi, I'm new here and recently just started my first campaign playing DnD with not much knowledge. I need some advice going forward with my build, as my party composition is not very ideal:
rogue
2x wizard
sorcerer
star druid
spore druid (me)
based on the above party composition, it's obvious that I will have to be the tank/off tank for the team. my stats are as follows since our last session:
Level 3 water genasi spore druid
16 wis 15 con 14 str 14 dex 10 int 10 cha
I need advice on how to develop the character next, to become a tank/off tank. should I multiclass into a barbarian for the tankiness, or stay spore druid till the end? the DM has stated that the level cap is at 10 or 11. Thanks in advance 🙂
A druid is not a tank (some cleric builds might pull it off but preferable not as only front liner). Running a straight barbarian or martial class would have worked better. Maybe the DM will let you change the character class altogether? Or, Multi to barbarian and stay there...at least you can heal a bit and not focus on concentration spells (because of the barbarian).
The trick with temp HP-based abilities like Symbiotic Entity (or armor of agathys, that sort of thing) is to keep the temp HP as long as possible. That means finding ways to reduce incoming damage, and on druids that generally means resisting it -- absorb elements, protection from poison, stoneskin etc. Down the road, if one of the wizards is Abjuration and wants to project his ward to take some damage directed at you once in a while, even better
Grabbing the Magic Initiate feat so you can cast shield isn't a bad idea either. If an attack doesn't hit, it can't reduce your temp HP
Leave most of the healing to the Stars druid -- that's what their Chalice form is for. You can maybe have healing word for emergencies, but your spells are better directed elsewhere
One tactic worth considering with your wizard/sorc friends is for them to make you bigger with enlarge/reduce, thereby increasing the area you can cover with your Halo. You'll probably be relying on buffs from the other casters pretty heavily in general, but hey, if they're leaving all the melee to you, that's part of the deal
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)
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Hi, I'm new here and recently just started my first campaign playing DnD with not much knowledge. I need some advice going forward with my build, as my party composition is not very ideal:
rogue
2x wizard
sorcerer
star druid
spore druid (me)
based on the above party composition, it's obvious that I will have to be the tank/off tank for the team. my stats are as follows since our last session:
Level 3 water genasi spore druid
16 wis 15 con 14 str 14 dex 10 int 10 cha
I need advice on how to develop the character next, to become a tank/off tank. should I multiclass into a barbarian for the tankiness, or stay spore druid till the end? the DM has stated that the level cap is at 10 or 11. Thanks in advance 🙂
Spores Druid is generally not a good tank, and the Barbarian Rage ability will prevent you from concentrating on spells.
Concentration spells are the most powerful part of being a Druid, so tbh I think you'll be disappointed with this approach.
The Spores Druid is a caster Druid. The melee features are a trap, because you don't have good weapon attacks AND you have low AC.
A druid is not a tank (some cleric builds might pull it off but preferable not as only front liner). Running a straight barbarian or martial class would have worked better. Maybe the DM will let you change the character class altogether? Or, Multi to barbarian and stay there...at least you can heal a bit and not focus on concentration spells (because of the barbarian).
Food, Scifi/fantasy, anime, DND 5E/RPG geek.
The trick with temp HP-based abilities like Symbiotic Entity (or armor of agathys, that sort of thing) is to keep the temp HP as long as possible. That means finding ways to reduce incoming damage, and on druids that generally means resisting it -- absorb elements, protection from poison, stoneskin etc. Down the road, if one of the wizards is Abjuration and wants to project his ward to take some damage directed at you once in a while, even better
Grabbing the Magic Initiate feat so you can cast shield isn't a bad idea either. If an attack doesn't hit, it can't reduce your temp HP
Leave most of the healing to the Stars druid -- that's what their Chalice form is for. You can maybe have healing word for emergencies, but your spells are better directed elsewhere
One tactic worth considering with your wizard/sorc friends is for them to make you bigger with enlarge/reduce, thereby increasing the area you can cover with your Halo. You'll probably be relying on buffs from the other casters pretty heavily in general, but hey, if they're leaving all the melee to you, that's part of the deal
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)