Even with optimization in mind, your character is a cool early game generation.
With story led character generation there are still changes you could make. Just being a druid gives you proficiency in Intelligence saving throws. From first level it basically means that you've studied to the equivelent of +4 in the kind of intelleigence that allows you to work things out defensively when under pressure. If this part of your backstory is important to you maybe the save proviciency would be enough for you to leave your Int at a lower level.
Other strengths of your character include that you got proficiency in acrobatics. As a druid there's no need to increase you physical strength but, in these situations, it can be good to have acrobatics to get you our of a potential grapple. But , before we get there, you also made a good choice choosing perception especially as a wis-based character. Unless you were surprised by the zombies or unless one of your party rushed in, you could have deduced that the (if typical) zombies are slow-moving (just 20ft move/round). If there was sufficient space, even if party members had engaged, they could disengage and move to be safe from attack and other party members could fall back hopefully the way you came (otherwise you'd need to balance the risk of running into new danger). The zombies could dash for 40 ft move but would be unable return an attack while other party members used range weapons and cantrips or other spells.
Circle of the land gives you a bonus cantrip so you could pick 4. In this case perhaps use: Cantrips: Produce Flame and/or Thornwhip (whichever ranged cantrip you like) Shillelagh (you may have chosen it for a reason and, if you get caught in melee, this spell is a great way to change a d6 mace into a +4 to hit d8+4 weapon) Guidance (keep using it) (I'd consider) druidcraft (lots of applications for destruction etc. and at night, especially if other party members also have darkvision, you can extinguish small fires and torches. (but some think it's useless) (could stick with) Mold Earth (block a door, dig a pit or tunnel?, distract a foe, undermine a wall) (or) resistance (though guidance may be more usable) 1st lev spells Goodberry (best out-of-combat healing spell giving 10 berries healing one hp/round) Healing word (get that party member off the floor, from a distance) (if you want to be a healer) Detect Magic and Speak with Animals (if other characters don't have them. They are ritual spells and, before every long rest, you can use remaining spellslots to cast goodberry with berries lasting 24 hours, about until you start your next long rest, cast these spells before wildshaping) (otherwise consider) entangle and Faerie Fire 2nd Lev spells Gust of Wind (we once used this to twart the progression and annihilate a troop of creatures at a cave entrance. Its also great if there are hazards like fires or drops around and it can be re angled from you each round to remove opponents from you or others so that allies can move without opportunity attacks. Exceptionally stupid creatures like zombies might even walk into the wind when trying to attack you.) Heat metal (another that can be done before wildshaping into that ~squirel or climb-enabled panther.) Spike Growth On travel days locate animals and plants and locate objects could be great money spinning/resource gathering spells.
Also don't feel bad about dying. An early character of mine died and it just made me appreciate and strategise for later successes all the more.
Tbh sounds like the dm play style is dm verse players, amd they maybe fudging thier rolls too much so they always hit ya with high damage.
Not my style as a dm and as a player, but if your group is all on board for that then your response is a nuclear arms race where you min max your character like crazy.
Personally I talk to the dm and see if they can control themselves for negative fudging, as this shoots up alot of red flags for poor dming. A good dm will balance things, sure they may make thing tough but shouldn't outright go out of thier way to kill a player. Instead the players actions will determine what is to be done and the dm will within reason express the outcome based on dice rolls that ensure all have fun.
This is a game for fun, not a competition of who is mightiest. That said, when I dm I do like rolling my dice in front of players with the understanding I won't fudge the rolls for better or worse, so if they do something stupid...they better pray they roll good lol. Leaving it to the dice gods is a fun playstyle for me and my party that we all agreed on.
I played a half elf druid. I really like nature and stuff and so I wanted to like be a nature girl. I can only play the circle of the land one cos we've only got the free stuff. We don't have bank cards we can use online or PayPal to like buy stuff. Plus it's so expensive.
Ive got like some spells plus a shield and a great club.
Last time we was fighting zombie elves and like every time one attacked me I ended up losing loads of health.
Don’t have the other ones now cos I only get to make 6 so I deleted them but like this is the one I want to play next time https://ddb.ac/characters/92152649/1vhZS2 and the others was kind of similar.
Stay in the back and let the heavy armor wearers take the beating. If you are going to go up front, shift into animal form and let that absorb a hit or two. For those zombies, use your Moon Beam, that will shred them to pieces. If they close on you, use thunderwave to push them away. At lower level D&D Armor Class is key because the mobs have a lower to hit. Its more about not letting the baddies touch you as a caster. Barkskin could help you tank a bit if you want to fight close up.
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It's also worth noting that sometimes you just get bad rolls.
I also appreciate that you put a lot of thought into your characters so, whatever lead to the deaths, I feel you.
Even with optimization in mind, your character is a cool early game generation.
With story led character generation there are still changes you could make. Just being a druid gives you proficiency in Intelligence saving throws. From first level it basically means that you've studied to the equivelent of +4 in the kind of intelleigence that allows you to work things out defensively when under pressure. If this part of your backstory is important to you maybe the save proviciency would be enough for you to leave your Int at a lower level.
Other strengths of your character include that you got proficiency in acrobatics. As a druid there's no need to increase you physical strength but, in these situations, it can be good to have acrobatics to get you our of a potential grapple. But , before we get there, you also made a good choice choosing perception especially as a wis-based character. Unless you were surprised by the zombies or unless one of your party rushed in, you could have deduced that the (if typical) zombies are slow-moving (just 20ft move/round). If there was sufficient space, even if party members had engaged, they could disengage and move to be safe from attack and other party members could fall back hopefully the way you came (otherwise you'd need to balance the risk of running into new danger). The zombies could dash for 40 ft move but would be unable return an attack while other party members used range weapons and cantrips or other spells.
Circle of the land gives you a bonus cantrip so you could pick 4. In this case perhaps use:
Cantrips:
Produce Flame and/or Thornwhip (whichever ranged cantrip you like)
Shillelagh (you may have chosen it for a reason and, if you get caught in melee, this spell is a great way to change a d6 mace into a +4 to hit d8+4 weapon)
Guidance (keep using it)
(I'd consider) druidcraft (lots of applications for destruction etc. and at night, especially if other party members also have darkvision, you can extinguish small fires and torches. (but some think it's useless)
(could stick with) Mold Earth (block a door, dig a pit or tunnel?, distract a foe, undermine a wall)
(or) resistance (though guidance may be more usable)
1st lev spells
Goodberry (best out-of-combat healing spell giving 10 berries healing one hp/round)
Healing word (get that party member off the floor, from a distance)
(if you want to be a healer) Detect Magic and Speak with Animals (if other characters don't have them. They are ritual spells and, before every long rest, you can use remaining spellslots to cast goodberry with berries lasting 24 hours, about until you start your next long rest, cast these spells before wildshaping)
(otherwise consider) entangle and Faerie Fire
2nd Lev spells
Gust of Wind (we once used this to twart the progression and annihilate a troop of creatures at a cave entrance. Its also great if there are hazards like fires or drops around and it can be re angled from you each round to remove opponents from you or others so that allies can move without opportunity attacks. Exceptionally stupid creatures like zombies might even walk into the wind when trying to attack you.)
Heat metal (another that can be done before wildshaping into that ~squirel or climb-enabled panther.)
Spike Growth
On travel days locate animals and plants and locate objects could be great money spinning/resource gathering spells.
Also don't feel bad about dying. An early character of mine died and it just made me appreciate and strategise for later successes all the more.
Tbh sounds like the dm play style is dm verse players, amd they maybe fudging thier rolls too much so they always hit ya with high damage.
Not my style as a dm and as a player, but if your group is all on board for that then your response is a nuclear arms race where you min max your character like crazy.
Personally I talk to the dm and see if they can control themselves for negative fudging, as this shoots up alot of red flags for poor dming. A good dm will balance things, sure they may make thing tough but shouldn't outright go out of thier way to kill a player. Instead the players actions will determine what is to be done and the dm will within reason express the outcome based on dice rolls that ensure all have fun.
This is a game for fun, not a competition of who is mightiest. That said, when I dm I do like rolling my dice in front of players with the understanding I won't fudge the rolls for better or worse, so if they do something stupid...they better pray they roll good lol. Leaving it to the dice gods is a fun playstyle for me and my party that we all agreed on.
Stay in the back and let the heavy armor wearers take the beating. If you are going to go up front, shift into animal form and let that absorb a hit or two. For those zombies, use your Moon Beam, that will shred them to pieces. If they close on you, use thunderwave to push them away. At lower level D&D Armor Class is key because the mobs have a lower to hit. Its more about not letting the baddies touch you as a caster. Barkskin could help you tank a bit if you want to fight close up.