Thank you for taking the time to read this, everyone!
Our party just turned level 3, so I'm trying to get some ideas for some versatile and perhaps flavorful spell lists now that I have four level 1 spell slots and two level 2 spell slots.
I get six spells per list. My two cantrips are Guidance and Druidcraft. Here are two spell lists I have so far. How do you guys think I could tweak them? Any cool spells I'm underestimating?
Cure Wounds
Entangle
Detect Magic
Fog Cloud
Pass Without Trace
Moonbeam
Cure Wounds
Entangle
Detect Magic
Fog Cloud
Locate Animals or Plants
Animal Messenger
Do you think taking 4 level 1 spells is too many? I really like Cure Wounds, Entangle, Detect Magic, and Fog Cloud as core spells.
As for spells I didn't list, I really like Gust of Wind and Skywrite, too.
I would remove detect Magic, locate Animals, or Plants, and Animal Messenger from the list of prepared spells, and instead, keep a few spell slots open for whenever you need a ritual spell prepared.
As a Druid. You can prepare any spell you want, at any time you want.
It just takes a minute per level of the spell you're preparing to prepare that spell, and having the option to prepare any spell you need whenever you need it is a whole lot better than having a bunch of situational spells prepared and then not have the spell slot available for when you find a use for a spell you haven't got prepared.
Enhance ability is pretty good whenever you are using a skill on your own and you don't want to mess it up. It's basically the big brother of guidance for whenever you can't get someone to assist or don't want to spend inspiration on a skill check.
Healing word is just flat out better than cure wounds for use in combat, and I would consider asking yourself where that bonus action is going in combat. Because in the early levels it's going to be a toss-up between healing word, and flaming sphere, with both adding either damage or healing to your turn with varying usefulness, all dependant on what sort of group you're playing in.
Fog cloud and Entangle are two spells that sort of do the same thing. They let you obscure or hinder combat to run away or take advantage. Fog cloud is great, but i'd recommend removing it in favor of taking Pass without a Trace instead. +10 to stealth roll is a whole lot more useful for avoiding combat or infiltrating a place.
My only point: Healing Word or Goodberry are better level 1 healing spells than Cure Wounds and Healing Spirit is the best druid healing spell PERIOD (with RAW. If your DM doesn't like everyone running through the spirit in their turn and house rules that it doesn't work as written, that's a whole other conversation/thread/flame war). Cure wounds should always be your last choice IMHO.
Everything else is personal preference (I like Spike Growth for battlefield control, but if you want Fog Cloud or Entangle, that's your play style). Of the 2 lists, I like the first more.
As a Druid. You can prepare any spell you want, at any time you want.
It just takes a minute per level of the spell you're preparing to prepare that spell, and having the option to prepare any spell you need whenever you need it is a whole lot better than having a bunch of situational spells prepared and then not have the spell slot available for when you find a use for a spell you haven't got prepared.
Enhance ability is pretty good whenever you are using a skill on your own and you don't want to mess it up. It's basically the big brother of guidance for whenever you can't get someone to assist or don't want to spend inspiration on a skill check.
Thanks for the insight!
I thought you required a long rest before changing spell lists? From the PHB, "You can also change your list of prepared spells when you finish a long rest."
Is that not the case? Can I change them more often than that? You mentioned I can change them whenever I want as long as I spend the minute per spell.
It depends on the table. If you read the last sentence in the druid section on preparing spells.
Preparing and Casting Spells
The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can also change your list of prepared spells when you finish a long rest. >Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list<
That last part, on my gaming table means you do not need to start each day out with a fully prepared list. Simply have an open slot available for preparation for whatever you need. The cost is that it takes at least a minute to prepare the new list which is exactly the same as the old list, but includes that one spell you need.
It depends on the table. If you read the last sentence in the druid section on preparing spells.
...
You can also change your list of prepared spells when you finish a long rest. >Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list<
That last part, on my gaming table means you do not need to start each day out with a fully prepared list. Simply have an open slot available for preparation for whatever you need. The cost is that it takes at least a minute to prepare the new list which is exactly the same as the old list, but includes that one spell you need.
It depends on the table. If you read the last sentence in the druid section on preparing spells.
Preparing and Casting Spells
The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can also change your list of prepared spells when you finish a long rest. >Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list<
That last part, on my gaming table means you do not need to start each day out with a fully prepared list. Simply have an open slot available for preparation for whatever you need. The cost is that it takes at least a minute to prepare the new list which is exactly the same as the old list, but includes that one spell you need.
This is a terrible reading of the rule to the point where I feel you're being willfully ignorant. The sentence before says "you can change your spell list of prepared spells when you finish a long rest". This is when you can change your spell list, after a long rest. The next sentence is adding onto the first.
OP: Madsheep is using a homebrew rule. Please consult your DM before trying to implement this rule as it completely changes the balance of spell casting. This makes wizards in particular supercharged because they're able to have so many spells in their spell book.
That said: There's no such thing as OP at a table where everyone is having fun. If your DM wants to implement hot-swapping spells, it changes the game but maybe everyone likes it more.
This is a terrible reading of the rule to the point where I feel you're being willfully ignorant.
It's wrong, but I'd give them the benefit of the doubt. Madsheep's not the first person to misconstrue that phrase. Writing "at the end of a long rest" or "immediately after a long rest" would've been clearer.
Thanks for all the feedback, everyone! I think we definitely do the "change your spell lists immediately after a long rest" thing.
The second spell list (the one with Locate Animals or Plants and Animal Messenger) isn't that great, but because my druid is Circle of the Shepherd and his life is devoted to animals above all, I thought it'd be cool flavor-wise.
Thank you for taking the time to read this, everyone!
Our party just turned level 3, so I'm trying to get some ideas for some versatile and perhaps flavorful spell lists now that I have four level 1 spell slots and two level 2 spell slots.
I get six spells per list. My two cantrips are Guidance and Druidcraft. Here are two spell lists I have so far. How do you guys think I could tweak them? Any cool spells I'm underestimating?
Do you think taking 4 level 1 spells is too many? I really like Cure Wounds, Entangle, Detect Magic, and Fog Cloud as core spells.
As for spells I didn't list, I really like Gust of Wind and Skywrite, too.
Looking forward to hearing your thoughts!
I would remove detect Magic, locate Animals, or Plants, and Animal Messenger from the list of prepared spells, and instead, keep a few spell slots open for whenever you need a ritual spell prepared.
As a Druid. You can prepare any spell you want, at any time you want.
It just takes a minute per level of the spell you're preparing to prepare that spell, and having the option to prepare any spell you need whenever you need it is a whole lot better than having a bunch of situational spells prepared and then not have the spell slot available for when you find a use for a spell you haven't got prepared.
Enhance ability is pretty good whenever you are using a skill on your own and you don't want to mess it up. It's basically the big brother of guidance for whenever you can't get someone to assist or don't want to spend inspiration on a skill check.
Healing word is just flat out better than cure wounds for use in combat, and I would consider asking yourself where that bonus action is going in combat. Because in the early levels it's going to be a toss-up between healing word, and flaming sphere, with both adding either damage or healing to your turn with varying usefulness, all dependant on what sort of group you're playing in.
Fog cloud and Entangle are two spells that sort of do the same thing. They let you obscure or hinder combat to run away or take advantage. Fog cloud is great, but i'd recommend removing it in favor of taking Pass without a Trace instead. +10 to stealth roll is a whole lot more useful for avoiding combat or infiltrating a place.
My only point: Healing Word or Goodberry are better level 1 healing spells than Cure Wounds and Healing Spirit is the best druid healing spell PERIOD (with RAW. If your DM doesn't like everyone running through the spirit in their turn and house rules that it doesn't work as written, that's a whole other conversation/thread/flame war). Cure wounds should always be your last choice IMHO.
Everything else is personal preference (I like Spike Growth for battlefield control, but if you want Fog Cloud or Entangle, that's your play style). Of the 2 lists, I like the first more.
Thanks for the insight!
I thought you required a long rest before changing spell lists? From the PHB, "You can also change your list of prepared spells when you finish a long rest."
Is that not the case? Can I change them more often than that? You mentioned I can change them whenever I want as long as I spend the minute per spell.
It depends on the table. If you read the last sentence in the druid section on preparing spells.
Preparing and Casting Spells
The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can also change your list of prepared spells when you finish a long rest. >Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list<
That last part, on my gaming table means you do not need to start each day out with a fully prepared list. Simply have an open slot available for preparation for whatever you need. The cost is that it takes at least a minute to prepare the new list which is exactly the same as the old list, but includes that one spell you need.
There's official guidance on this, actually. From Sage Advice Compendium:
The D&D devs experimented with letting you change/prepare spells mid-day during the public playtest and it made spellcasters too versatile.
This is a terrible reading of the rule to the point where I feel you're being willfully ignorant. The sentence before says "you can change your spell list of prepared spells when you finish a long rest". This is when you can change your spell list, after a long rest. The next sentence is adding onto the first.
OP: Madsheep is using a homebrew rule. Please consult your DM before trying to implement this rule as it completely changes the balance of spell casting. This makes wizards in particular supercharged because they're able to have so many spells in their spell book.
That said: There's no such thing as OP at a table where everyone is having fun. If your DM wants to implement hot-swapping spells, it changes the game but maybe everyone likes it more.
It's wrong, but I'd give them the benefit of the doubt. Madsheep's not the first person to misconstrue that phrase. Writing "at the end of a long rest" or "immediately after a long rest" would've been clearer.
Thanks for all the feedback, everyone! I think we definitely do the "change your spell lists immediately after a long rest" thing.
The second spell list (the one with Locate Animals or Plants and Animal Messenger) isn't that great, but because my druid is Circle of the Shepherd and his life is devoted to animals above all, I thought it'd be cool flavor-wise.
My favorites (in order):