I am playing a water gensai land druid: coast (level 11). I am trying to play water themed character and i am not sure what's the best way to (if any) combo my water spells or which spells i should pick or avoid. I don't want to mess up my party nor be useless. If you have any idea to make it work that'll be nice.
my current stats are: 8 strength, 13 Dexterity, 14 Constitution, 14 intelligence, 18 wisdom an 10 Charisma.
Info about the setting: It's the Taldorei setting with some stuff homebrew to make the story original.
Sorry if my grammar is bad, English isn't my first language.
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Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"
Druid’s can change their spells after every long rest so experiment and have fun. You’ve got a pretty good combo of race and class there, try different spells out to see what works best with the rest of the party and what doesn’t work with the rest of the party.
There's very few trap spells in 5e. Practically all of the water-based spells are useful one way or another, and their damage usually can't be resisted.
I am playing a water gensai land druid: coast (level 11). I am trying to play water themed character and i am not sure what's the best way to (if any) combo my water spells or which spells i should pick or avoid. I don't want to mess up my party nor be useless. If you have any idea to make it work that'll be nice.
So, I would think that "Control Water" would be a stable spell for a water-based druid. For cantrips, I would select Shape Water (flavor). Maybe some cool water wildshape forms. Summon creatures could be along the lines of waterbased animals. I think there are a few options out there. Dunno if these suggestions are the best, but they are there :-)
ALWAYS take Create/Destroy Water. Why? There's not always water, and now there is, and now you can do your thing even in a desert.
Also, depends on how you define "water". Fog cloud, for example, is EXTREMELY useful for creating advantage and battlefield control. Blight, technically, is you removing water from a creature, causing necrotic damage. Any of the ice spells, including investiture of ice could be included.
You also have perennial access to Conjure Elemental as a coastal land druid, and while there's the base elementals, there are also a LOT of interesting new elementals in the Ravnica expansion, including the galvanice weird and the blistercoil weird, both made, partially, of water. The latter is ESPECIALLY nice if you or anyone in your party casts fire spells.
After that, of course almost anything with water in the spell title will be good: Shape Water, Control Water, Wall of Water, Watery Sphere. Also, Tidal Wave, Tsunami, and Maelstrom are all EXCELLENT spells.
That's before getting to the fluff, non-combat things about being able shape and control water and ice. Like essentially being able to create any tools you want any time, or combining any of the spells previously named with water walk or ice platforms you create to get fly-like effects. Or even using the fact that ice is less dense than water to force open doors or locks by simply inserting water into door jambs or locks and freezing it, forcing a nearly unstoppable expansion by an incompressible solid.
ALWAYS take Create/Destroy Water. Why? There's not always water, and now there is, and now you can do your thing even in a desert.
Also, depends on how you define "water". Fog cloud, for example, is EXTREMELY useful for creating advantage and battlefield control. Blight, technically, is you removing water from a creature, causing necrotic damage. Any of the ice spells, including investiture of ice could be included.
You also have perennial access to Conjure Elemental as a coastal land druid, and while there's the base elementals, there are also a LOT of interesting new elementals in the Ravnica expansion, including the galvanice weird and the blistercoil weird, both made, partially, of water. The latter is ESPECIALLY nice if you or anyone in your party casts fire spells.
After that, of course almost anything with water in the spell title will be good: Shape Water, Control Water, Wall of Water, Watery Sphere. Also, Tidal Wave, Tsunami, and Maelstrom are all EXCELLENT spells.
That's before getting to the fluff, non-combat things about being able shape and control water and ice. Like essentially being able to create any tools you want any time, or combining any of the spells previously named with water walk or ice platforms you create to get fly-like effects. Or even using the fact that ice is less dense than water to force open doors or locks by simply inserting water into door jambs or locks and freezing it, forcing a nearly unstoppable expansion by an incompressible solid.
Hmm... I have create and destroy water as a water genasi but didn't think it can be used that way. Rest of the tips are nice but unfortunately i attempted something similar but the DM simply said "water is water, not ice and not fog or vapor"
haven't tried water turned to ice by shape water spell but knowing my DM, probably not gonna let it happen.
Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"
Wait, what? I don't understand what the DM is not "letting" you do. As ANY kind of druid, not just land druids or coastal druids, you just HAVE access to the actual spells Fog Cloud, Blight, or any of those ice spells once you get to those levels. You're only limiting yourself to water spells for RP reasons, but the DM shouldn't be FORCING you to not prepare certain spells. MOON druids can cast those spells, for Talos' sake, and your DM is saying you can't, when you've actually chosen the spellcasting druid subclass, because they think it would violate YOUR character choices?! You can prepare all FIRE spells as a coastal land druid if you want!
As for shape water, it EXPLICITLY lets you freeze the water you're manipulating, and it's a CANTRIP, meaning out of combat you can essentially do it at will. None of what I've written is any sort of weird interpretation of the rules. Like, you're not breaking any rules by using the spells in these ways, they're, in most cases, explicitly the text of the spell that you can do that. If the game would be broken by freezing a door jamb or lock, the DM has a bigger problem, and it's NOT you, it's them.
Jeez, it's not like you're trying to bloodbend or make +1 ice weapons that won't break or something. Tell your DM they should let a druid be a druid.
Wait, what? I don't understand what the DM is not "letting" you do. As ANY kind of druid, not just land druids or coastal druids, you just HAVE access to the actual spells Fog Cloud, Blight, or any of those ice spells once you get to those levels. You're only limiting yourself to water spells for RP reasons, but the DM shouldn't be FORCING you to not prepare certain spells. MOON druids can cast those spells, for Talos' sake, and your DM is saying you can't, when you've actually chosen the spellcasting druid subclass, because they think it would violate YOUR character choices?! You can prepare all FIRE spells as a coastal land druid if you want!
As for shape water, it EXPLICITLY lets you freeze the water you're manipulating, and it's a CANTRIP, meaning out of combat you can essentially do it at will. None of what I've written is any sort of weird interpretation of the rules. Like, you're not breaking any rules by using the spells in these ways, they're, in most cases, explicitly the text of the spell that you can do that. If the game would be broken by freezing a door jamb or lock, the DM has a bigger problem, and it's NOT you, it's them.
Jeez, it's not like you're trying to bloodbend or make +1 ice weapons that won't break or something. Tell your DM they should let a druid be a druid.
Sorry it's my fault for not being clear. I was typing very fast, thinking of my answer but forgot to type in the details.
Remember when you said define "water part ? I was thinking you meant using for example for cloud as water source after casting it. Which would ultimately lead blood bend as well.
The things he's not gonna allow are in your last paragraph (fluff stuff).
Side note: he didn't force into how I play my druid, I asked to play a water based druid and asked if I can take ice spells because there isn't enough water spells (specific) to fill my page and he agreed. Don't worry he isn't a very strict DM. He simply avoids things that may break the game because of how logic works (like: using fog to control water or blood bend because it water takes 70% of the blood in the body. And of course the loop in tools which he *might* consider abuse to game mechanics taking the extra mile in logic saying that ice isn't as strong as iron for example. But this is me anticipating him)
Again I am very sorry for my lack of explanation. I tend to do that from time to time.
Note: with all honesty, my character is based on a fan fiction I wrote long time ago based for Avatar the last air bender and Avatar the legend of Korra. *SPOILER ALERT*
In the series there was blood bending at some point in the series used by Kara which I wished I could do as my character did in my story but alas, blood bending might be too much for this game as it hasn't been officially released but I am happy with what I have.
Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"
If you want to blood bend, just fluff all the Hold and Charm Person/Monster spells as blood bending. The spells just say you paralyze or charm people, it doesn't say HOW. So just say they're bloodbending and they're bloodbending :)
There are a lot of spells you can just rename or revisualize for your specific character. My DM differentiated our groups eldritch blasts, for example, where the fey warlock's blasts were green and turned into strangling vines, while the celestial warlock's blasts were golden. They still were the same spells, and still only did force damage, they just were fluffed for our specific characters.
I think that re-flavoring spells can go a long way. take fairy fire for example: you can say that a cloud of icy fog creeps up on enemies covering them in glowing ice crystals . or earth bind as tentacles of water reaching up from the ground to bind enemies. On the crazier side, wall of fire could be a wall of boiling water, or scalding steam. If you're feeling adventures, ask if you can modify spells like flam blade into ice blade.
I think that re-flavoring spells can go a long way. take fairy fire for example: you can say that a cloud of icy fog creeps up on enemies covering them in glowing ice crystals . or earth bind as tentacles of water reaching up from the ground to bind enemies. On the crazier side, wall of fire could be a wall of boiling water, or scalding steam. If you're feeling adventures, ask if you can modify spells like flam blade into ice blade.
Yea that's something i should have done. But i no longer play with that character. Still thanks for the suggestion!
Rollback Post to RevisionRollBack
Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"
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I am playing a water gensai land druid: coast (level 11). I am trying to play water themed character and i am not sure what's the best way to (if any) combo my water spells or which spells i should pick or avoid. I don't want to mess up my party nor be useless. If you have any idea to make it work that'll be nice.
my current stats are: 8 strength, 13 Dexterity, 14 Constitution, 14 intelligence, 18 wisdom an 10 Charisma.
Info about the setting: It's the Taldorei setting with some stuff homebrew to make the story original.
Sorry if my grammar is bad, English isn't my first language.
Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"
Druid’s can change their spells after every long rest so experiment and have fun. You’ve got a pretty good combo of race and class there, try different spells out to see what works best with the rest of the party and what doesn’t work with the rest of the party.
Professional computer geek
There's very few trap spells in 5e. Practically all of the water-based spells are useful one way or another, and their damage usually can't be resisted.
So, I would think that "Control Water" would be a stable spell for a water-based druid. For cantrips, I would select Shape Water (flavor). Maybe some cool water wildshape forms. Summon creatures could be along the lines of waterbased animals. I think there are a few options out there. Dunno if these suggestions are the best, but they are there :-)
ALWAYS take Create/Destroy Water. Why? There's not always water, and now there is, and now you can do your thing even in a desert.
Also, depends on how you define "water". Fog cloud, for example, is EXTREMELY useful for creating advantage and battlefield control. Blight, technically, is you removing water from a creature, causing necrotic damage. Any of the ice spells, including investiture of ice could be included.
You also have perennial access to Conjure Elemental as a coastal land druid, and while there's the base elementals, there are also a LOT of interesting new elementals in the Ravnica expansion, including the galvanice weird and the blistercoil weird, both made, partially, of water. The latter is ESPECIALLY nice if you or anyone in your party casts fire spells.
After that, of course almost anything with water in the spell title will be good: Shape Water, Control Water, Wall of Water, Watery Sphere. Also, Tidal Wave, Tsunami, and Maelstrom are all EXCELLENT spells.
That's before getting to the fluff, non-combat things about being able shape and control water and ice. Like essentially being able to create any tools you want any time, or combining any of the spells previously named with water walk or ice platforms you create to get fly-like effects. Or even using the fact that ice is less dense than water to force open doors or locks by simply inserting water into door jambs or locks and freezing it, forcing a nearly unstoppable expansion by an incompressible solid.
Hmm... I have create and destroy water as a water genasi but didn't think it can be used that way. Rest of the tips are nice but unfortunately i attempted something similar but the DM simply said "water is water, not ice and not fog or vapor"
haven't tried water turned to ice by shape water spell but knowing my DM, probably not gonna let it happen.
Thanks guys for your help! Tim , InquisitiveCoder , Amalinze and Pgood
Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"
Wait, what? I don't understand what the DM is not "letting" you do. As ANY kind of druid, not just land druids or coastal druids, you just HAVE access to the actual spells Fog Cloud, Blight, or any of those ice spells once you get to those levels. You're only limiting yourself to water spells for RP reasons, but the DM shouldn't be FORCING you to not prepare certain spells. MOON druids can cast those spells, for Talos' sake, and your DM is saying you can't, when you've actually chosen the spellcasting druid subclass, because they think it would violate YOUR character choices?! You can prepare all FIRE spells as a coastal land druid if you want!
As for shape water, it EXPLICITLY lets you freeze the water you're manipulating, and it's a CANTRIP, meaning out of combat you can essentially do it at will. None of what I've written is any sort of weird interpretation of the rules. Like, you're not breaking any rules by using the spells in these ways, they're, in most cases, explicitly the text of the spell that you can do that. If the game would be broken by freezing a door jamb or lock, the DM has a bigger problem, and it's NOT you, it's them.
Jeez, it's not like you're trying to bloodbend or make +1 ice weapons that won't break or something. Tell your DM they should let a druid be a druid.
Sorry it's my fault for not being clear. I was typing very fast, thinking of my answer but forgot to type in the details.
Remember when you said define "water part ? I was thinking you meant using for example for cloud as water source after casting it. Which would ultimately lead blood bend as well.
The things he's not gonna allow are in your last paragraph (fluff stuff).
Side note: he didn't force into how I play my druid, I asked to play a water based druid and asked if I can take ice spells because there isn't enough water spells (specific) to fill my page and he agreed. Don't worry he isn't a very strict DM. He simply avoids things that may break the game because of how logic works (like: using fog to control water or blood bend because it water takes 70% of the blood in the body. And of course the loop in tools which he *might* consider abuse to game mechanics taking the extra mile in logic saying that ice isn't as strong as iron for example. But this is me anticipating him)
Again I am very sorry for my lack of explanation. I tend to do that from time to time.
Note: with all honesty, my character is based on a fan fiction I wrote long time ago based for Avatar the last air bender and Avatar the legend of Korra. *SPOILER ALERT*
In the series there was blood bending at some point in the series used by Kara which I wished I could do as my character did in my story but alas, blood bending might be too much for this game as it hasn't been officially released but I am happy with what I have.
Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"
If you want to blood bend, just fluff all the Hold and Charm Person/Monster spells as blood bending. The spells just say you paralyze or charm people, it doesn't say HOW. So just say they're bloodbending and they're bloodbending :)
There are a lot of spells you can just rename or revisualize for your specific character. My DM differentiated our groups eldritch blasts, for example, where the fey warlock's blasts were green and turned into strangling vines, while the celestial warlock's blasts were golden. They still were the same spells, and still only did force damage, they just were fluffed for our specific characters.
I think that re-flavoring spells can go a long way. take fairy fire for example: you can say that a cloud of icy fog creeps up on enemies covering them in glowing ice crystals . or earth bind as tentacles of water reaching up from the ground to bind enemies. On the crazier side, wall of fire could be a wall of boiling water, or scalding steam. If you're feeling adventures, ask if you can modify spells like flam blade into ice blade.
Yea that's something i should have done. But i no longer play with that character. Still thanks for the suggestion!
Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"