last session we had a pretty close call it was close. My character died but was resurrected with that, my DM told me to make whatever changes to my character I need to deal out lots of dmg our partry is really missing dmg right now. what is a good setup I can use, I can change the race (to any elf), background as needed and can take 1 feet I am currently at lvl 3, taking 1 point into any other class is possible as well. what are some good choices to deal the out consistant damage.
Levels 3 and 4 you use Moonbeam to do damage when you don't wildshape. For wild shape you can cast flaming sphere with your action and then bonus action wild shape. On subsequent turns you can ram something with the sphere and take two bear attacks. At level 4 grab Warcaster to protect concentration. When you are out of 2nd level slots use entangle and faerie fire to give friends advantage.
Level 5-6 use Conjure Animals and wildshape for damage. When you run out of 3rd level slots move to your 2nd level slot tricks.
Level 7 go with primal strikes. Use Fount of moonlight and Conjure Minor Elementals and Conjure Woodland Beings.
Level 8 Either increase Wisdom to 20 or Resilient Con.
OK. Rebuilding your character. Dark Elf. Point Buy 8, 14, 14, 12, 15, 8. Farmer Background. +1 to Con, +2 to Wisdom.
I am not sure what you meant by getting an extra feat at 3rd level. If you are just grabbing it early grab Warcaster. If it is truly an extra feat then Skulker or Charger could be fun. Skulker for combining blindsight with maintaining darkness. Charger for a little extra damage when you bear paw someone.
Playing a Circle of Dragons Druid right now focusing on ice elemental spells. Took Elemental Adept even. He makes a very good blaster and I can wild shape into a reasonably tanky form in a pinch if my spells are gone or I need additional HP.
Blaster Druids are pretty good and super fun to play.
As far as spells go at your level - Moonbeam and Heat Metal are both super strong. I'd probably avoid Moon Druid if you're planning to play at higher levels but at low levels they can be hella good. There's just a point where you sort of stop using your wild shape for combat unless you go out of your way to reduce your efficacy to do so.
Circle of the Stars is also a pretty good option if you want to play a blaster-style caster druid. The subclass gives them a built-in weaponized bonus action in Starry Form (the Archer), so you can concentrate on your choice of spells like Moonbeam, Conjure Animals, or Wall of Fire while using your bonus action to launch glowing arrows at the enemy.
I remember reading a post a year ago about how Wildfire Druids did the most damage on a consistent basis compared to the other Tasha's Cauldron Druids.
In general, doing damage directly is not the strong suit of the Druid class, but the Wildfire Druid has some blasty spells that typical Druids don't and they have their Wildfire Spirit, which is less of a big damage-dealer but more of a teleportation aid. So you can use the Wildfire Spirit to get the party's better damage dealers into good position to escape damage or to hurt as many opponents as possible, depending on the situation. What Druids excel at is Control. They are best casting spells to deny the ability to do damage or that separate the enemies so that their attacks are less concentrated. Good low level examples of this are Entangle and Sleet Storm. Entangle stops movement, which prevents enemies from reaching your squishier party members, so that your heavy hitters can reposition. Sleet Storm prevents most spell casting in a certain large area, creates difficult terrain, and might make some creatures fall down, which prevents your opponents from taking effective actions. (Very useful if your party is badly positioned agaisnt a group of enemy archers or spellcasters.)
If you want a PC spellcaster that deals a lot of direct damage, you should be playing a Sorcerer or Wizard. Both of those classes have a lot more spell options that kill opponents with handfulls of dice.
For me, personally, I enjoy the Circle of Spores Druid. It's the biggest winner, alongside the Circle of the Moon Druid, with the 2024 rules set. I think people get confused on how best to play it, but it's really a super-tanky caster that can punish people who get within melee range. Sometimes, I force the issue by taking myself into melee range. My job is mop-up and restraint so that the front liners can handle the tougher enemies.
1. I make sure to have plenty of cantrips. I went the Magician route with Primal Strikes, since Barkskin is much better now. I also chose both the Sage Origin and the Human race, so that I was able to choose both Magic Initiate; Wizard and Magic Initiate: Cleric.
2. Halo of Spores is a nice source of chip damage that can finish off smaller enemies.
3. Spike Growth, Heat Metal, Moonbeam, and Hold Person completely change the complexion of the game.
4. My DM let me port in Maelstrom, which nullifies casters and archers who can't make the STR save.
5. True Strike + Shillelagh + CME + Primal Strike (+ whatever additional damage the weapon offers) + 1d6 necrotic (Symbiotic Entity) = 38 points of damage on average at level 7. It takes some set up, but the payoff is worth it.
To be clear, that's Radiant, Force, Lightning (my preferred element) , Acid (for me and thematically on point), Weapon damage if any (and it's usually fire), and Necrotic Damage on one hit; it's not likely to be resisted. I should also say that I have enjoyed specializing in Green Magic - the Acid, Poison, and Necrotic Spells. I DID choose Mind Sliver for just a bit of Psychic Damage in keeping with the hallucinogens that mushrooms produce.
last session we had a pretty close call it was close. My character died but was resurrected with that, my DM told me to make whatever changes to my character I need to deal out lots of dmg our partry is really missing dmg right now. what is a good setup I can use, I can change the race (to any elf), background as needed and can take 1 feet I am currently at lvl 3, taking 1 point into any other class is possible as well. what are some good choices to deal the out consistant damage.
Recommend Moon Druid.
Levels 3 and 4 you use Moonbeam to do damage when you don't wildshape. For wild shape you can cast flaming sphere with your action and then bonus action wild shape. On subsequent turns you can ram something with the sphere and take two bear attacks. At level 4 grab Warcaster to protect concentration. When you are out of 2nd level slots use entangle and faerie fire to give friends advantage.
Level 5-6 use Conjure Animals and wildshape for damage. When you run out of 3rd level slots move to your 2nd level slot tricks.
Level 7 go with primal strikes. Use Fount of moonlight and Conjure Minor Elementals and Conjure Woodland Beings.
Level 8 Either increase Wisdom to 20 or Resilient Con.
OK. Rebuilding your character. Dark Elf. Point Buy 8, 14, 14, 12, 15, 8. Farmer Background. +1 to Con, +2 to Wisdom.
I am not sure what you meant by getting an extra feat at 3rd level. If you are just grabbing it early grab Warcaster. If it is truly an extra feat then Skulker or Charger could be fun. Skulker for combining blindsight with maintaining darkness. Charger for a little extra damage when you bear paw someone.
Playing a Circle of Dragons Druid right now focusing on ice elemental spells. Took Elemental Adept even. He makes a very good blaster and I can wild shape into a reasonably tanky form in a pinch if my spells are gone or I need additional HP.
Blaster Druids are pretty good and super fun to play.
As far as spells go at your level - Moonbeam and Heat Metal are both super strong. I'd probably avoid Moon Druid if you're planning to play at higher levels but at low levels they can be hella good. There's just a point where you sort of stop using your wild shape for combat unless you go out of your way to reduce your efficacy to do so.
Circle of the Stars is also a pretty good option if you want to play a blaster-style caster druid. The subclass gives them a built-in weaponized bonus action in Starry Form (the Archer), so you can concentrate on your choice of spells like Moonbeam, Conjure Animals, or Wall of Fire while using your bonus action to launch glowing arrows at the enemy.
I remember reading a post a year ago about how Wildfire Druids did the most damage on a consistent basis compared to the other Tasha's Cauldron Druids.
In general, doing damage directly is not the strong suit of the Druid class, but the Wildfire Druid has some blasty spells that typical Druids don't and they have their Wildfire Spirit, which is less of a big damage-dealer but more of a teleportation aid. So you can use the Wildfire Spirit to get the party's better damage dealers into good position to escape damage or to hurt as many opponents as possible, depending on the situation. What Druids excel at is Control. They are best casting spells to deny the ability to do damage or that separate the enemies so that their attacks are less concentrated. Good low level examples of this are Entangle and Sleet Storm. Entangle stops movement, which prevents enemies from reaching your squishier party members, so that your heavy hitters can reposition. Sleet Storm prevents most spell casting in a certain large area, creates difficult terrain, and might make some creatures fall down, which prevents your opponents from taking effective actions. (Very useful if your party is badly positioned agaisnt a group of enemy archers or spellcasters.)
If you want a PC spellcaster that deals a lot of direct damage, you should be playing a Sorcerer or Wizard. Both of those classes have a lot more spell options that kill opponents with handfulls of dice.
Druids are fine damage dealers. Just take the damage spells.
For me, personally, I enjoy the Circle of Spores Druid. It's the biggest winner, alongside the Circle of the Moon Druid, with the 2024 rules set. I think people get confused on how best to play it, but it's really a super-tanky caster that can punish people who get within melee range. Sometimes, I force the issue by taking myself into melee range. My job is mop-up and restraint so that the front liners can handle the tougher enemies.
1. I make sure to have plenty of cantrips. I went the Magician route with Primal Strikes, since Barkskin is much better now. I also chose both the Sage Origin and the Human race, so that I was able to choose both Magic Initiate; Wizard and Magic Initiate: Cleric.
2. Halo of Spores is a nice source of chip damage that can finish off smaller enemies.
3. Spike Growth, Heat Metal, Moonbeam, and Hold Person completely change the complexion of the game.
4. My DM let me port in Maelstrom, which nullifies casters and archers who can't make the STR save.
5. True Strike + Shillelagh + CME + Primal Strike (+ whatever additional damage the weapon offers) + 1d6 necrotic (Symbiotic Entity) = 38 points of damage on average at level 7. It takes some set up, but the payoff is worth it.
To be clear, that's Radiant, Force, Lightning (my preferred element) , Acid (for me and thematically on point), Weapon damage if any (and it's usually fire), and Necrotic Damage on one hit; it's not likely to be resisted. I should also say that I have enjoyed specializing in Green Magic - the Acid, Poison, and Necrotic Spells. I DID choose Mind Sliver for just a bit of Psychic Damage in keeping with the hallucinogens that mushrooms produce.