Hey everyone! I'm making a Circle of Spores Druid for an evil campaign. The race I've decided to go with is Dragonborn (backstory reasons). The stats I rolled are follows:
17, 16, 15, 13, 11, 9
Our DM has allowed everyone to move up to 2 points from the lowest stat (9), and allot it to any combination of other stats (1 in 2, or 2 in 1)
I need some help deciding what would be a good build with these stats. Where would you guys allocate the stats? And where would you move the 2 points from the lowest stat?
I mean your dump stat is probably str, but i would be careful with that as you lose carrying capacity. It's easily remedied by a bag of holding but even then it can be iffy. I would only take 1 point at most and make your 17 an 18 (plus the builder wont let you go past 18 base). Drop that in wisdom and spread the rest out as you see fit. That way you have a 10 as your str which is decent and will hopefully be enough to keep your attuned items and components at the ready along with a bit more items. My recommendation: 15 in dex and 16 in con with he rest in whatever unless you wanna be heavier into skills or certain saves.
Obviously it depends on your play style, but since Symbiotic Entity really only lasts as long as the temp hit points you get from it (only 4 at first level) and until 10th level all of the subclass features only affect creatures at most 10’ from to you, I’d argue that AC is your most important "stat", especially at early levels. It would really suck to use an action and Wildshape use to enter Symbiotic Entity only for a CR 0 eagle to swoop in, hit you and end it. With that in mind I would consider 18 DEX, 16 WIS, 16 CON, [13 INT, 13 STR/15 STR, 11 INT] & 8 CHA or 18 DEX, 16 WIS, 15 CON, 13 INT/CHA, 11 INT/CHA &10 STR. Wielding a scimitar and shield and wearing leather armor you’ll had an AC of 17 with 1d6+4 slashing (+ 1d6 poison while in Symbiotic Entity) at +6 to hit, while still having a pretty decent Spell save DC. This assumes that you’ll be in melee more often than not, but I think that’s the intention of this subclass. High DEX also improves you’re iniative which will help alleviate the action cost of Symbiotic Entity.
That's actually fair. I didn't really read the range of the features. I can see why you'd use a melee weapon, but wouldn't this spec just forego casting until at least level 4? Seems like a risky business to me hinging on not being hit, when spells may be more reliable.
Edit: Additionally it seems unarmed strikes can be considered melee weapon attacks per SA Compendium. I think the most adaptable choice would be to go unarmed with a shield until level 4, then get War Caster ASAP.
I'd note that this is subclass specific. I don't think it forgoes spell casting, you still have a +3 spell casting modifier (which is as high as you can get using a standard array or point buy with a race that has a wisdom ASI). Unlike a low level Circle of the Moon Druid who can't cast spells while "using" Wildshape at all. Regarless, because one of the core features of The Circle of Spores is measured in unreplaceable temporary hitpoints and at low levels none of the subclass features function outside of a 10' range I think maximizing your AC early is worth the minimal trade off.
I'd note that this is subclass specific. I don't think it forgoes spell casting, you still have a +3 spell casting modifier (which is as high as you can get using a standard array or point buy with a race that has a wisdom ASI). Unlike a low level Circle of the Moon Druid who can't cast spells while "using" Wildshape at all. Regarless, because one of the core features of The Circle of Spores is measured in unreplaceable temporary hitpoints and at low levels none of the subclass features function outside of a 10' range I think maximizing your AC early is worth the minimal trade off.
To your edit: I'd say the only hindrance to any spell caster using a shield and weapon (and a compnent pouch) is an inability to make attacks of opportunity every round, which Halo of Spores doesn't exactly mitigate, but does give you a way to deal damage as a reaction.
Well what I'm saying is that without War Caster, having both hands in use (shield + scimitar) makes him unable to do somatic components of spells (unless I'm missing something???). At worst, when out of Wildshapes and temp hp from Symbiotic Entity, you'd have to drop your scimitar and draw your focus with an action to cast something. It's a one round hindrance that risks losing your weapon, assuming you aren't using a bonus action to cast a spell. You could use healing word to get that hp back, but that's a spell slot that you may now need.
Now when you think about it, he gets Symbiotic Entity at level 2 so it's really +8 temp hp minimum, so the risk isn't terrible outside of a string of battles. Still, I think it'd be more flexible to keep the hand open as to cast spells. It's still a +1d6 to your melee damage, which would be 1 with 10 str, but you can also cast things if needed.
Didn't even think about/realize that druids choose their subclass at 2! You're certainly correct. I still think that a higher AC is better than a higher Spell casting modifier until after 6th level at least. I also thinking you're missing the free interaction (assuming a component pouch)
Assuming a shield is always equipped. A = Action FI = Free Interaction R = Reaction
1A -Cast Spell
1FI - Draw weapon
1R - if applicable opportunity attack.
Then
2aA - Weapon attack
2aR - if applicable opportunity attack
Or
2b FI - Sheath weapon
2b A - Cast spell
2b R - no opportunity attack
While my notation is probably confusing, you can always switch between a weapon and component pouch while wielding a shield by only sacrificing your reaction.
Edit: Not by sacrificing your reaction, but sacrificing your ability to make an attack of opportunity with a weapon every other round.
Okay my understanding of the action economy was a little off then. I was reasoning without considering free interactions. Thank you for clearing that up. It does make me question the value of War Caster though if the economy can be so easily manipulated. Not that it isn't good still, just seems to be slightly less valued. Also, in the 2b scenario, you're saying the component pouches are just all around superior, as it wouldn't require an action to pull items out of the pouch (instead of pulling out a focus) after sheathing the weapon?
Generally yes. It gets complicated, and I'm honestly unsure how well the material/somatic component rules have been though out. I think that RAW a component pouch is superior to a focus, it gives you a free hand. It's also a niche problem that only really arises for players (mostly melee spell casters) that want to dual wield or use a shield.
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Hey everyone! I'm making a Circle of Spores Druid for an evil campaign. The race I've decided to go with is Dragonborn (backstory reasons). The stats I rolled are follows:
17, 16, 15, 13, 11, 9
Our DM has allowed everyone to move up to 2 points from the lowest stat (9), and allot it to any combination of other stats (1 in 2, or 2 in 1)
I need some help deciding what would be a good build with these stats. Where would you guys allocate the stats? And where would you move the 2 points from the lowest stat?
Any help will be greatly appreciated!
Thanks in advance!
I mean your dump stat is probably str, but i would be careful with that as you lose carrying capacity. It's easily remedied by a bag of holding but even then it can be iffy. I would only take 1 point at most and make your 17 an 18 (plus the builder wont let you go past 18 base). Drop that in wisdom and spread the rest out as you see fit. That way you have a 10 as your str which is decent and will hopefully be enough to keep your attuned items and components at the ready along with a bit more items. My recommendation: 15 in dex and 16 in con with he rest in whatever unless you wanna be heavier into skills or certain saves.
Obviously it depends on your play style, but since Symbiotic Entity really only lasts as long as the temp hit points you get from it (only 4 at first level) and until 10th level all of the subclass features only affect creatures at most 10’ from to you, I’d argue that AC is your most important "stat", especially at early levels. It would really suck to use an action and Wildshape use to enter Symbiotic Entity only for a CR 0 eagle to swoop in, hit you and end it. With that in mind I would consider 18 DEX, 16 WIS, 16 CON, [13 INT, 13 STR/15 STR, 11 INT] & 8 CHA or 18 DEX, 16 WIS, 15 CON, 13 INT/CHA, 11 INT/CHA &10 STR. Wielding a scimitar and shield and wearing leather armor you’ll had an AC of 17 with 1d6+4 slashing (+ 1d6 poison while in Symbiotic Entity) at +6 to hit, while still having a pretty decent Spell save DC. This assumes that you’ll be in melee more often than not, but I think that’s the intention of this subclass. High DEX also improves you’re iniative which will help alleviate the action cost of Symbiotic Entity.
That's actually fair. I didn't really read the range of the features. I can see why you'd use a melee weapon, but wouldn't this spec just forego casting until at least level 4? Seems like a risky business to me hinging on not being hit, when spells may be more reliable.
Edit: Additionally it seems unarmed strikes can be considered melee weapon attacks per SA Compendium. I think the most adaptable choice would be to go unarmed with a shield until level 4, then get War Caster ASAP.
I'd note that this is subclass specific. I don't think it forgoes spell casting, you still have a +3 spell casting modifier (which is as high as you can get using a standard array or point buy with a race that has a wisdom ASI). Unlike a low level Circle of the Moon Druid who can't cast spells while "using" Wildshape at all. Regarless, because one of the core features of The Circle of Spores is measured in unreplaceable temporary hitpoints and at low levels none of the subclass features function outside of a 10' range I think maximizing your AC early is worth the minimal trade off.
To your edit: I'd say the only hindrance to any spell caster using a shield and weapon (and a compnent pouch) is an inability to make attacks of opportunity every round, which Halo of Spores doesn't exactly mitigate, but does give you a way to deal damage as a reaction.
Edit: Ack! I quoted myself 🤣
Well what I'm saying is that without War Caster, having both hands in use (shield + scimitar) makes him unable to do somatic components of spells (unless I'm missing something???). At worst, when out of Wildshapes and temp hp from Symbiotic Entity, you'd have to drop your scimitar and draw your focus with an action to cast something. It's a one round hindrance that risks losing your weapon, assuming you aren't using a bonus action to cast a spell. You could use healing word to get that hp back, but that's a spell slot that you may now need.
Now when you think about it, he gets Symbiotic Entity at level 2 so it's really +8 temp hp minimum, so the risk isn't terrible outside of a string of battles. Still, I think it'd be more flexible to keep the hand open as to cast spells. It's still a +1d6 to your melee damage, which would be 1 with 10 str, but you can also cast things if needed.
Didn't even think about/realize that druids choose their subclass at 2! You're certainly correct. I still think that a higher AC is better than a higher Spell casting modifier until after 6th level at least. I also thinking you're missing the free interaction (assuming a component pouch)
Assuming a shield is always equipped. A = Action FI = Free Interaction R = Reaction
1A -Cast Spell
1FI - Draw weapon
1R - if applicable opportunity attack.
Then
2aA - Weapon attack
2aR - if applicable opportunity attack
Or
2b FI - Sheath weapon
2b A - Cast spell
2b R - no opportunity attack
While my notation is probably confusing, you can always switch between a weapon and component pouch while wielding a shield by only sacrificing your reaction.
Edit: Not by sacrificing your reaction, but sacrificing your ability to make an attack of opportunity with a weapon every other round.
Okay my understanding of the action economy was a little off then. I was reasoning without considering free interactions. Thank you for clearing that up. It does make me question the value of War Caster though if the economy can be so easily manipulated. Not that it isn't good still, just seems to be slightly less valued. Also, in the 2b scenario, you're saying the component pouches are just all around superior, as it wouldn't require an action to pull items out of the pouch (instead of pulling out a focus) after sheathing the weapon?
Generally yes. It gets complicated, and I'm honestly unsure how well the material/somatic component rules have been though out. I think that RAW a component pouch is superior to a focus, it gives you a free hand. It's also a niche problem that only really arises for players (mostly melee spell casters) that want to dual wield or use a shield.