Currently at level 10 with a Wisdom of 16. You are playing on party of 4 and there are no clear indication to what awaits you on the following day. Could be exploration, investigation, social interaction, imprisonment/escape or even combat: Been on land, on water, on a dungeon; against many weaker or one strong enemy, etc.
You got 13 preparations, what spells do you prepare?
My choices would be: 1° - Goodberry, Healing Word, Absorb Elements, Longstrider; (4) 2° - Pass without Trace, Moonbean, Enchanced Ability; (3) 3° - Conjure Animals, Dispel Magic, Water Breathing; (3) 4° - Polymorph, Conjure Woodland beigns; (2) 5° - Scrying; (1)
OBS: You can add the Race/Subclass you are imagining you as, if it can help understanding you spell choices. Along with any consideration you made and feel like sharing...
I left a few great ones off, like entangle, faerie fire, heat metal (but I might only use that if I knew I might face humanoids or others using metal), enhance ability (mostly for out of combat).
There are also plenty that are situational that if I thought that situation might come up, I'd prepare.
Basing this off my level 13 wisdom 22 Circle of the Moon variant human druid with Warlock Initiate (Eldritch Blast, Toll the Dead, and 1/d Comprehend Languages) character, but I found these spells to all be in my daily prep list regardless of the situation (in a game where there were only 2 characters, myself and an OotA tabaxi paladin with a heavy focus on elementals):
Ice Knife (in case of AOE)
Healing Spirit (backup healing if necessary, paladin was main healer) & Enhance Ability, and usually Pass Without Trace (neither of us were Great at Stealth)
Call Lightning (core damage spell for this character), Dispel Magic (we both always prepped it, it came in handy often in this game), Conjure Animals (to buff up our numbers when outnumbered or as AOE or as mounts, although the Paladin always had Find Steed and I had Wildshape so the mounts weren't necessary in our game)
Blight (powerful damage spell, great against some of the elementals we fought), Conjure Woodland Beings (one word: quicklings), sometimes Polymorph
Commune with Nature (used extremely frequently, but would sometimes get swapped with Scrying depending on what information we needed), Conjure Elemental (it was an elemental-themed campaign so it fit very well), Contagion (Slimy Doom is amazing) and/or Geas.
I know Call Lightning is iconic, but upcasting moonbeam is *nearly* as good. Same damage (using the same level slot), a worse save (con vs dex, though dex is probably high on many monsters too) and the damage is on the start of their turn instead of during yours (which only matters if they can move out of the area during another creature's turn). You also need a pretty big room for Call Lightning. The other advantage is that you have the option to use 2nd level slots on moonbeam.
Anyway, my point here is that I'd only choose one, and of the two I like moonbeam.
Currently at level 10 with a Wisdom of 16. You are playing on party of 4 and there are no clear indication to what awaits you on the following day. Could be exploration, investigation, social interaction, imprisonment/escape or even combat: Been on land, on water, on a dungeon; against many weaker or one strong enemy, etc.
You got 13 preparations, what spells do you prepare?
My choices would be: 1° - Goodberry, Healing Word, Absorb Elements, Longstrider; (4) 2° - Pass without Trace, Moonbean, Enchanced Ability; (3) 3° - Conjure Animals, Dispel Magic, Water Breathing; (3) 4° - Polymorph, Conjure Woodland beigns; (2) 5° - Scrying; (1)
OBS: You can add the Race/Subclass you are imagining you as, if it can help understanding you spell choices. Along with any consideration you made and feel like sharing...
Thanks for the attention, and for playing along.
I'd probably swap out goodberry for entangle cause it's nice to have and I prefer healing word for emergency heals. Level 2 I'd consider darkvision if I wasn't a race that already had it, probably swap out moonbeam in that case. For 3rd level I might swap out waterbreathing, though I do like the option for utility in waterbreathing. 4th spell slot I'd probably consider swapping out polymorph cause I like wall of fire, but the advantage of polymorph when you don't know what the day will bring probably ensures if keep it still. Finally 5th level I was going to say I'd swap it out for scrying but then I noticed you already picked it.
I might throw out waterbreathing for contagion or wall of stone just because I like those spells. Contagion can really work well on a tough encounter if played right.
But all in all I wouldn't be sad by any of the choices you made, all solid and pretty much what I usually go for
1-goodberry, healing word, absorb elements, ice knife 2.-pass without trace 3-conjure animals, plant growth, revivify, tidal wave, water breathing 4-conjure woodland beings, divination 5-greater restoration
This list is more geared toward a shepherd but could work with any subclass. It works best if you aren't seeing more than 3 or 4 hours worth of encounters per day. If I were seeing very large numbers of encounters each day or didn't have to worry as much about flying enemies then I'd switch tidal wave for moonbeam. It would also be great if someone else in the party had dispel magic. If not then I'd think about switching water breathing for dispel magic.
My Druid (Circle of the Coast) PC is currently at level 6, and I multiclassed her into a level 2 Ranger to get access to the Ranger Spell Hunter's Mark since she's mostly involved in casting support spells/offensive attack.
My PC hails from the Tiefling Race, thus she can cast Hellish Rebuke and Darkness without using spell slots, once per long rest. Besides, her subclass lets her add Water Walk and Water Breathing as 'Always Prepared' spells.
I know Call Lightning is iconic, but upcasting moonbeam is *nearly* as good. Same damage (using the same level slot), a worse save (con vs dex, though dex is probably high on many monsters too) and the damage is on the start of their turn instead of during yours (which only matters if they can move out of the area during another creature's turn). You also need a pretty big room for Call Lightning. The other advantage is that you have the option to use 2nd level slots on moonbeam.
Anyway, my point here is that I'd only choose one, and of the two I like moonbeam.
I agree with this generally, but also now that summon beast is a thing, I prefer it to either of those spells. It lasts an hour. It has the best action economy (1 action to cast, 0 actions afterwards). The damage is comparable, but you also get a creature that can draw attacks and take up space. The main downside is the damage not being magical (except for shepherds after lvl 5) and the lack of AoE. However, most enemies will spread out which inhibits either moonbeam or call lighting's aoe capabilities anyway.
Each one of these three h as their pros and con's but If I am picking one spell as my damage concentration spell, I'd have to go with the versatility of summon beast.
I know Call Lightning is iconic, but upcasting moonbeam is *nearly* as good. Same damage (using the same level slot), a worse save (con vs dex, though dex is probably high on many monsters too) and the damage is on the start of their turn instead of during yours (which only matters if they can move out of the area during another creature's turn). You also need a pretty big room for Call Lightning. The other advantage is that you have the option to use 2nd level slots on moonbeam.
Anyway, my point here is that I'd only choose one, and of the two I like moonbeam.
I agree with this generally, but also now that summon beast is a thing, I prefer it to either of those spells. It lasts an hour. It has the best action economy (1 action to cast, 0 actions afterwards). The damage is comparable, but you also get a creature that can draw attacks and take up space. The main downside is the damage not being magical (except for shepherds after lvl 5) and the lack of AoE. However, most enemies will spread out which inhibits either moonbeam or call lighting's aoe capabilities anyway.
Each one of these three h as their pros and con's but If I am picking one spell as my damage concentration spell, I'd have to go with the versatility of summon beast.
Well, I can definitely agree with you that Summon Beast is, as a rule, better than CL and MB. With that been said, after level +-7, I virtually stopped using the spell since slots for Conjure Animals and Polymorph/C.Woodland beings are pretty much always available. So, in my opinion, the MB/CL are more interesting on this level because they protect you from a specific, but not rare, situation where you are fighting against creatures with Res/Immune. Personally my preference is on MB because it is less resisted, and that is the core aspect of the spell on this level. Interesting fact that before level 7 I got S.Beast and never did prepare moonbean, nor I missed it, I guess there aren't that many immune enemies before that level.
Obs: Enhanced Ability, less than half of you guys would have it prepared. That is a surprise to me! I mean, it's versatility would be so great on unknown waters.
One point on any of the Tasha's summons: they all require a costly component. If that isn't available (DM/game dependent), you might not be able to cast any of those spells.
One point on any of the Tasha's summons: they all require a costly component. If that isn't available (DM/game dependent), you might not be able to cast any of those spells.
@WolfOfTheBees, If the Druid is using spell casting focus, then there's no need for any material components, not even the costly ones.
One point on any of the Tasha's summons: they all require a costly component. If that isn't available (DM/game dependent), you might not be able to cast any of those spells.
@WolfOfTheBees, If the Druid is using spell casting focus, then there's no need for any material components, not even the costly ones.
That is incorrect my friend. Casting focus do NOT replace component that have cost (regardless of whether they are consumed or not).
@WolfOTB I never had problem buying this component before. And as far as I can tell, most DMs won't make it difficult for you. With that been said, I can agree that depend on where the campaign is taking place, maybe it won't make sense for you to have aces to a "spell trinkets store".
EDIT: I just realize I am at a "Druid's forum", and right now... Talking to BEEs.
No, that is not how the rules on that work. From the material component rules.
Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in chapter 5, “Equipment”) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.
No, that is not how the rules on that work. From the material component rules.
Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in chapter 5, “Equipment”) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.
Does that apply to the case of using Druidic focus? I mean, isn't it only applicable for PCs who have a component pouch?
One point on any of the Tasha's summons: they all require a costly component. If that isn't available (DM/game dependent), you might not be able to cast any of those spells.
@WolfOfTheBees, If the Druid is using spell casting focus, then there's no need for any material components, not even the costly ones.
Not true. If the spell component has a cost, you need to have it on hand (whether it's consumed by the casting or not).
That being said, 200gp isn't too hard to handle. May be difficult at level 3 when the spell first becomes available, but you can probably get it by lvl 5. I actually like summon beast better than conjure animals for a couple of reasons. First, a second level spell slot is a lot less of an investment compared to a 3rd. Secondly, the beast acts on your initiative. If you can't pre-cast before a battle, often times the battle will be half over before your conjured animals get to act (i.e. if they roll initiative just before you). Generally speaking, summoned beasts have a better hit chance than conjured animals, and the land beast can survive an average fireball that would melt cr 1/4 beasts. Finally, summon beast don't bogs the game down like Conjure Animals does. If you're an experienced player on a VTT it isn't as big of a deal, but even then I feel a lot less guilty using summon beast than when I conjure 8 animals.
Don't get me wrong, conjure animals is great. And in some situations it's definitely worth casting. But I like Summon Beast a lot more than I initially thought I would. And having more room to throw out dispel magic and tidal wave during the adventuring day while still having fantastic summons is VERY nice.
...well first off I don't know why you would be a Druid at Level 10 and NOT have maxed Wisdom... With a 20 Wisdom, we would typically get 2 more spells but okay =P
Level 1's: Absorb Elements (duh), Goodberry, Healing Word, Entangle, Level 2's: Moonbeam (solid Hazard and up-castable), Spike Growth, Level 3's: Conjure Animals, Tidal Wave (my go to for damage and knocking flyers out of the sky), Plant Growth (If you're outdoors, this can seriously screw around with enemy movement, also great flavor text) Level 4's: Fire Shield, Polymorph Level 5's: Maelstorm, Wall of Stone
Alternatives choices based on basic situational circumstances (party or just campaign setting):
Fog Cloud (Level 1) is great choice for several different situations, also scales VERY nicely when up casted if you need the diversion or cover. But if the party is predominately spell casters or ranged characters, this tends to be a poor choice for regular use. In a situation where we may be outnumbered, or if we are typically doing infiltration or sneaking by, this spell is a solid addition.
Thunder Wave (Level 1) is a solid option, and I would probably take it solely for the ability to push Creatures back into hazards like Moon Beam, but it would really depend on the Party Composition
Hold Person (Level 2) is also a great option, but would depend on the team composition. I took this in a party where there were no melee combatants and it felt useless. Entangle would have been a better option in that scenario. But if at least 1 melee Rogue was in the party, this always feels worth it. Would swap this out with Entangle
Lesser Restoration (Level 2): If we don't have another party member that can take this.. its on the list
Pass Without a Trace (Level 2): Party Composition and mission based. Good spell though, possibly my 14th or 15th spell option.
Aura of Vitality (Level 3): Also useful, depending on party composition. I find that using this and turning into a Giant Elk as a Moon Druid is useful for running around attacking at Reach and still healing your allies.
Revivify (Level 3): Same as Lesser Restoration... except I've played in a few games where Reviving a dead creatures is not allowed... otherwise, SOMEONE needs this spell
Guardian of Nature (Level 4): If I am a Moon Druid and intend to wildshape into creatures that the Advantage for Attack Rolls is of high necessity (ie: Gian Scorpion with crappy Attack Rolls), then I always have this spell prepared.
Greater Restoration (Level 5): Same as Lesser Restoration... party composition
Most other spells I believe are situational to the specific task at hand for a daily mission. Water Breathing and Divination are both great options, but aren't worth it unless you know they will come into play, and same with Control Water or Control Wind
I know Call Lightning is iconic, but upcasting moonbeam is *nearly* as good. Same damage (using the same level slot), a worse save (con vs dex, though dex is probably high on many monsters too) and the damage is on the start of their turn instead of during yours (which only matters if they can move out of the area during another creature's turn). You also need a pretty big room for Call Lightning. The other advantage is that you have the option to use 2nd level slots on moonbeam.
Anyway, my point here is that I'd only choose one, and of the two I like moonbeam.
Agreed WolfOfBees, Another advantage about Moon Beam vs Call Lightning, is that Moonbeam as a hazard persists, even if you don't use your Action to move it. Call Lightning does NOTHING if you don't use your Attack Action to call another bolt of lightning down. Place Moonbeam at a choke point and you don't need to use your Action continue doing damage.
Lightning IS cooler, and Dex Save vs Con Save is a a pretty good deal, and casting duration is better... but you have to dedicate your Action for the next few rounds to make use of Call Lightning
Currently at level 10 with a Wisdom of 16.
You are playing on party of 4 and there are no clear indication to what awaits you on the following day. Could be exploration, investigation, social interaction, imprisonment/escape or even combat: Been on land, on water, on a dungeon; against many weaker or one strong enemy, etc.
You got 13 preparations, what spells do you prepare?
My choices would be:
1° - Goodberry, Healing Word, Absorb Elements, Longstrider; (4)
2° - Pass without Trace, Moonbean, Enchanced Ability; (3)
3° - Conjure Animals, Dispel Magic, Water Breathing; (3)
4° - Polymorph, Conjure Woodland beigns; (2)
5° - Scrying; (1)
OBS: You can add the Race/Subclass you are imagining you as, if it can help understanding you spell choices. Along with any consideration you made and feel like sharing...
Thanks for the attention, and for playing along.
I'm not bothering to link all these, but these are my favorites up to 5th level.
BTW, +4 wis and lvl 10 druid means 14 preps.Edit: I see, I think I was going off of an 18 wis.
I left a few great ones off, like entangle, faerie fire, heat metal (but I might only use that if I knew I might face humanoids or others using metal), enhance ability (mostly for out of combat).
There are also plenty that are situational that if I thought that situation might come up, I'd prepare.
Basing this off my level 13 wisdom 22 Circle of the Moon variant human druid with Warlock Initiate (Eldritch Blast, Toll the Dead, and 1/d Comprehend Languages) character, but I found these spells to all be in my daily prep list regardless of the situation (in a game where there were only 2 characters, myself and an OotA tabaxi paladin with a heavy focus on elementals):
I know Call Lightning is iconic, but upcasting moonbeam is *nearly* as good. Same damage (using the same level slot), a worse save (con vs dex, though dex is probably high on many monsters too) and the damage is on the start of their turn instead of during yours (which only matters if they can move out of the area during another creature's turn). You also need a pretty big room for Call Lightning. The other advantage is that you have the option to use 2nd level slots on moonbeam.
Anyway, my point here is that I'd only choose one, and of the two I like moonbeam.
I'd probably swap out goodberry for entangle cause it's nice to have and I prefer healing word for emergency heals. Level 2 I'd consider darkvision if I wasn't a race that already had it, probably swap out moonbeam in that case. For 3rd level I might swap out waterbreathing, though I do like the option for utility in waterbreathing. 4th spell slot I'd probably consider swapping out polymorph cause I like wall of fire, but the advantage of polymorph when you don't know what the day will bring probably ensures if keep it still. Finally 5th level I was going to say I'd swap it out for scrying but then I noticed you already picked it.
I might throw out waterbreathing for contagion or wall of stone just because I like those spells. Contagion can really work well on a tough encounter if played right.
But all in all I wouldn't be sad by any of the choices you made, all solid and pretty much what I usually go for
1-goodberry, healing word, absorb elements, ice knife
2.-pass without trace
3-conjure animals, plant growth, revivify, tidal wave, water breathing
4-conjure woodland beings, divination
5-greater restoration
This list is more geared toward a shepherd but could work with any subclass. It works best if you aren't seeing more than 3 or 4 hours worth of encounters per day. If I were seeing very large numbers of encounters each day or didn't have to worry as much about flying enemies then I'd switch tidal wave for moonbeam. It would also be great if someone else in the party had dispel magic. If not then I'd think about switching water breathing for dispel magic.
My Druid (Circle of the Coast) PC is currently at level 6, and I multiclassed her into a level 2 Ranger to get access to the Ranger Spell Hunter's Mark since she's mostly involved in casting support spells/offensive attack.
Prepared Spells:
1° - Absorb Elements, Cure Wounds, Detect Magic, Entangle, Hunter's Mark(Ranger); (5)
2° - Flame Blade, Mirror Image, Misty Step; (3)
3° - Conjure Animals, Dispel Magic, Plant Growth, Wind Wall; (4)
My PC hails from the Tiefling Race, thus she can cast Hellish Rebuke and Darkness without using spell slots, once per long rest. Besides, her subclass lets her add Water Walk and Water Breathing as 'Always Prepared' spells.
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
1- Healing Word, Goodberry, Faery Fire, Entangle
2- PwT, Summon Beast, Spike Growth
3- Dispel Magic, Conjure Animals, Tidal Wave, Sleet Storm
4- Polymorph,
5- Wall of Stone, Mass Cure Wounds
I agree with this generally, but also now that summon beast is a thing, I prefer it to either of those spells. It lasts an hour. It has the best action economy (1 action to cast, 0 actions afterwards). The damage is comparable, but you also get a creature that can draw attacks and take up space. The main downside is the damage not being magical (except for shepherds after lvl 5) and the lack of AoE. However, most enemies will spread out which inhibits either moonbeam or call lighting's aoe capabilities anyway.
Each one of these three h as their pros and con's but If I am picking one spell as my damage concentration spell, I'd have to go with the versatility of summon beast.
Well, I can definitely agree with you that Summon Beast is, as a rule, better than CL and MB. With that been said, after level +-7, I virtually stopped using the spell since slots for Conjure Animals and Polymorph/C.Woodland beings are pretty much always available. So, in my opinion, the MB/CL are more interesting on this level because they protect you from a specific, but not rare, situation where you are fighting against creatures with Res/Immune. Personally my preference is on MB because it is less resisted, and that is the core aspect of the spell on this level.
Interesting fact that before level 7 I got S.Beast and never did prepare moonbean, nor I missed it, I guess there aren't that many immune enemies before that level.
Obs: Enhanced Ability, less than half of you guys would have it prepared. That is a surprise to me! I mean, it's versatility would be so great on unknown waters.
One point on any of the Tasha's summons: they all require a costly component. If that isn't available (DM/game dependent), you might not be able to cast any of those spells.
@WolfOfTheBees, If the Druid is using spell casting focus, then there's no need for any material components, not even the costly ones.
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
That is incorrect my friend. Casting focus do NOT replace component that have cost (regardless of whether they are consumed or not).
@WolfOTB I never had problem buying this component before. And as far as I can tell, most DMs won't make it difficult for you. With that been said, I can agree that depend on where the campaign is taking place, maybe it won't make sense for you to have aces to a "spell trinkets store".
EDIT: I just realize I am at a "Druid's forum", and right now... Talking to BEEs.
No, that is not how the rules on that work. From the material component rules.
Does that apply to the case of using Druidic focus? I mean, isn't it only applicable for PCs who have a component pouch?
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
Where did you learn the secret language of BEEs?
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
Not true. If the spell component has a cost, you need to have it on hand (whether it's consumed by the casting or not).
That being said, 200gp isn't too hard to handle. May be difficult at level 3 when the spell first becomes available, but you can probably get it by lvl 5. I actually like summon beast better than conjure animals for a couple of reasons. First, a second level spell slot is a lot less of an investment compared to a 3rd. Secondly, the beast acts on your initiative. If you can't pre-cast before a battle, often times the battle will be half over before your conjured animals get to act (i.e. if they roll initiative just before you). Generally speaking, summoned beasts have a better hit chance than conjured animals, and the land beast can survive an average fireball that would melt cr 1/4 beasts. Finally, summon beast don't bogs the game down like Conjure Animals does. If you're an experienced player on a VTT it isn't as big of a deal, but even then I feel a lot less guilty using summon beast than when I conjure 8 animals.
Don't get me wrong, conjure animals is great. And in some situations it's definitely worth casting. But I like Summon Beast a lot more than I initially thought I would. And having more room to throw out dispel magic and tidal wave during the adventuring day while still having fantastic summons is VERY nice.
...well first off I don't know why you would be a Druid at Level 10 and NOT have maxed Wisdom... With a 20 Wisdom, we would typically get 2 more spells but okay =P
Level 1's: Absorb Elements (duh), Goodberry, Healing Word, Entangle,
Level 2's: Moonbeam (solid Hazard and up-castable), Spike Growth,
Level 3's: Conjure Animals, Tidal Wave (my go to for damage and knocking flyers out of the sky), Plant Growth (If you're outdoors, this can seriously screw around with enemy movement, also great flavor text)
Level 4's: Fire Shield, Polymorph
Level 5's: Maelstorm, Wall of Stone
Alternatives choices based on basic situational circumstances (party or just campaign setting):
Most other spells I believe are situational to the specific task at hand for a daily mission. Water Breathing and Divination are both great options, but aren't worth it unless you know they will come into play, and same with Control Water or Control Wind
Agreed WolfOfBees,
Another advantage about Moon Beam vs Call Lightning, is that Moonbeam as a hazard persists, even if you don't use your Action to move it. Call Lightning does NOTHING if you don't use your Attack Action to call another bolt of lightning down. Place Moonbeam at a choke point and you don't need to use your Action continue doing damage.
Lightning IS cooler, and Dex Save vs Con Save is a a pretty good deal, and casting duration is better... but you have to dedicate your Action for the next few rounds to make use of Call Lightning