If you are playing with a Wizard, cast Insect Plague right before the wizard casts Wall of Force as a dome. My party calls it the Bug Jar.
Another combo with a Wizard is to cast Moonbeam in a small room with enemies, then everyone ducks out the door before using Arcane Lock on the door. Then on your turn, just move the beam all around the room to hit all the enemies that can't escape for an easy win.
If you want a combo to use on your own, cast Transmute Rock and then Sleet Storm on the same area. The slowing effects stack, leaving the enemies to try to get out of the area while being pelted each turn.
There's plant growth and conjure animals/insect plague. Plant growth makes movement cost 4 times as much while the other spells deal damage. Conjure animals can be moved while insect plague helps keep the enemies there with difficult terrain on top of Plant growth. Plant growth doesn't require concentration so you can do this yourself.
There are plenty of good options for control/damage without combos though. Entangle is a discount web and is pretty useful since it's a 1st level spell. Conjure animals by itself is good for AOE damage and still leaves your action and bonus action free on later rounds. Conjure animals is probably better than moonbeam because moonbeam ties up your action. They will do roughly the same damage when cast at the same level with conjure animals slightly behind because it doesn't deal half damage on a successful save. Conjure animals is a significantly larger area though. Hold person and the subclasses that get hold monster are great for hard control and helping allies deal damage. Grasping Vine is actually really good now dealing damage, forced movement, and grappling an enemy on an attack so it avoids legendary resistances. Confusion is always fun. Insect plague doesn't do a lot of damage but it's great for keeping enemies in one place taking damage with its difficult terrain.
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Hi all
My Druid has just levelled up to level 9. We are also taking this opportunity to completely move over to 2024 rules.
I wanted to know, what are some of your go to or favourite Druid spell combinations?
Jim
If you're a flier, fly 10' above a target, cast thorn whip, if they fail save, they take the damage plus fall damage and maybe get knocked prone.
Food, Scifi/fantasy, anime, DND 5E and OSR geek.
If you are playing with a Wizard, cast Insect Plague right before the wizard casts Wall of Force as a dome. My party calls it the Bug Jar.
Another combo with a Wizard is to cast Moonbeam in a small room with enemies, then everyone ducks out the door before using Arcane Lock on the door. Then on your turn, just move the beam all around the room to hit all the enemies that can't escape for an easy win.
If you want a combo to use on your own, cast Transmute Rock and then Sleet Storm on the same area. The slowing effects stack, leaving the enemies to try to get out of the area while being pelted each turn.
There's plant growth and conjure animals/insect plague. Plant growth makes movement cost 4 times as much while the other spells deal damage. Conjure animals can be moved while insect plague helps keep the enemies there with difficult terrain on top of Plant growth. Plant growth doesn't require concentration so you can do this yourself.
There are plenty of good options for control/damage without combos though. Entangle is a discount web and is pretty useful since it's a 1st level spell. Conjure animals by itself is good for AOE damage and still leaves your action and bonus action free on later rounds. Conjure animals is probably better than moonbeam because moonbeam ties up your action. They will do roughly the same damage when cast at the same level with conjure animals slightly behind because it doesn't deal half damage on a successful save. Conjure animals is a significantly larger area though. Hold person and the subclasses that get hold monster are great for hard control and helping allies deal damage. Grasping Vine is actually really good now dealing damage, forced movement, and grappling an enemy on an attack so it avoids legendary resistances. Confusion is always fun. Insect plague doesn't do a lot of damage but it's great for keeping enemies in one place taking damage with its difficult terrain.