Sorry If someone already asked about this but I am getting to play dragon heist and wanted to play a druid but I really don't know how to set up For the campaign. What is the best way to set up a druid any help would be appreciated
I am playing an Eladrin circle of dreams druid in Dragon Heist. I went with the total fish out of water, I have no clue what is going on vibe. To the point that at first he didn't understand money, "what are these shiny things?"
Not understanding the concept of money... to me, that seems a bit far... If your druid doesn't understand money, how much interactions with other people could they realistically have had? Why would he want to go in this adventure? I've never played Dragon Heist, but it's my understanding that it's a loot based dungeon crawl.
I just built a Druid for my campaign... (sadly my paladin didn't make it) I started with trying to figure out what wild shape abilities he could have... if you're starting at level 1 and your DM is nice, they might let you have a few forms tucked away for when you get to lvl two. For me, this was a great way to think of where my guy had been living in order to learn these beasts... and ask my self, why was he there?
For spells... when you get to level 3 and have 2nd level spells take Heat Metal and Pass Without a Trace... always, and forever... Heat Metal (assuming you're not ONLY fighting rats and wolfs) requires no checks... no saves... no failure... just damage. And if they can't drop it, you get to do that damage over, and over again.... while you also do other attacks. Heck, even an arrow head stuck in the side of a wolf would still work.
Also, Healing Spirit is 1 minute of 1D6 healing per round... so if you cast it out of combat after a heavy battle, your entire group can conga-line their way to 10d6 of healing for a single level 2 heal spell. 10.... D... 6.... healing...
Quick question guys...Can a Druid be effective in a dungeon crawling campaign, or are they really only effective in a campaign that's primarily outdoors?
They work great in dungeons. They have a lot of spells that make areas less accessible. Good for restricting enemy movement or focing a bottleneck. Wild shape can be really useful for exploration and trap navigation.