I am playing a moon druid and am wondering if druids (moon in particular) have anything that can be done from turn to turn using their bonus action. I picked up sunbeam, which is a great spell. However, this uses my action. There are only one or two non-concentration spells that use a bonus action (e.g., healing word), and these are not things that one would use from round to round. I am aware that the mammoth has a bonus action attack, but this requires another melee attack to hit (ruling out the use of my action to strike with sunbeam), and I am not at the level to transform into a mammoth anyway. Any other forms that have useful attack or CC bonus actions that do not have a restrictive prerequisite? Or do I just sit on my hands (or paws) for my bonus action?
If your table allows for it, maybe consider taking a feat that gives you a bonus action. For example, telekenetic for forced movement on enemies, pulling allies away that didnt want to be in melee range, keeping enemies within an AoE spell, etc. If I read everything correctly, being in wild shape would not prevent use of this feat by RAW.
Thanks, dwaller and sloth. Telekinetic looks interesting. Could see use for coupling with moonbeam, spike growth, etc. but perhaps not sunbeam given the 30' restriction.
Thanks. All of these are concentration-based spells, no? If so, then could not be coupled with sunbeam, I think.
That is correct but they are options for when you do not have sunbeam up. You only get one 6th level spell per day, sure if you are level 13 you can use your 7th level slot as well but you you don't get any extra benefit from upcasting and there will be occasions when you either have more than one (or two) combat per day or lose concentration when you get hit.
Round 1 of combat cast the spell and go into wild shape (using either an action or a bunus action whichever the spell did not use), subsequant rounds attack using your wild shape's attack action and bonus action "activate" the spell.
Yeah, and there just plain aren't many spells of duration 1 minute or 10 minutes that are concentration-free, very few of those are damage-dealing, and fewer still are on the Druid list. Just 3 concentration-free damage-dealing leveled spells, period: the cleric-unique Spiritual Weapon, the mainly-defensive 4th-level Fire Shield, and the 9th-level Prismatic Wall.
Interestingly enough, Druids get all 3 of the concentration-free damage-dealing cantrips, but they require your action to deal damage. And the repeated-damage ones aren't going to be useful if your wildshape doesn't have hands - it's fairly clear they're meant to be the fighting option if you're staying out of wildshape.
cantrip: Produce Flames (10 min, but only deal damage once), Shillelagh; Magic Stone
L1: Jump, Speak with Animals (10min)
L3: Daylight, Speak with Plants (10min)
Out of the ones I listed in the earlier post, three let you deal damage with a bonus action and don't require hands: Dust Devil, Flaming Sphere, and Heat Metal.
Otherwise, yeah, a Druid is sacrificing their Attack action to make repeated use of a spell like Call Lightning or Sunbeam, but that's true whether wildshaped or not.
And as a Moon Druid, you may not be able to cast Healing Word as a bonus action, but you have the unique ability to heal yourself with a bonus action?
What does your average round of combat look like? Why do you think you need a bonus action? Why do you think that damage is the thing that has to occur on that bonus action?
What moon druid subclass features are particularly important for this play style?
Sunbeam is an ok spell, but the fact that it requires your action on several rounds to make it a worthwhile cast as a 6th level spell is to its detriment. You kind of need several rounds of getting several creatures in the effect. And it is a huge resource. I wouldn't cast it every day (or nearly), I'd really only consider it in combats where you know you're going to get several creatures in the beam for several rounds. If you change the usage of the spell, then concentration and action economy requirements might change. You can also only use that spell once per day until very high levels.
It's got its downsides but some moon druids start with a level as a barbarian. At the very least this would give con save proficiency and an Armor Class equaling 10 + your Dexterity modifier + your Constitution modifier. Barb druids are more valuable in parties that need more tanking and, after your one minute of sunbeam has given up (the con saves and AC would have helped keep it going) you can use a bonus action to rage to make more out of your remaining 1 hour per 2 druid levels of wildshape preserving those hit points from physical attacks while also giving a buff to your own physical attacks and str checks.
Telepathy can be a decent feat if you don't prefer to rapidly drop wildshape to cast further concentration etc. spells.
I am playing a moon druid and am wondering if druids (moon in particular) have anything that can be done from turn to turn using their bonus action. I picked up sunbeam, which is a great spell. However, this uses my action. There are only one or two non-concentration spells that use a bonus action (e.g., healing word), and these are not things that one would use from round to round. I am aware that the mammoth has a bonus action attack, but this requires another melee attack to hit (ruling out the use of my action to strike with sunbeam), and I am not at the level to transform into a mammoth anyway. Any other forms that have useful attack or CC bonus actions that do not have a restrictive prerequisite? Or do I just sit on my hands (or paws) for my bonus action?
If your table allows for it, maybe consider taking a feat that gives you a bonus action. For example, telekenetic for forced movement on enemies, pulling allies away that didnt want to be in melee range, keeping enemies within an AoE spell, etc. If I read everything correctly, being in wild shape would not prevent use of this feat by RAW.
Telekenetic is great for druids specifically because it can be used in wildshape. Tavern Brawler can also be a lot of fun for the exact same reasons.
I made a list of spells that can use a bonus action on subsequent turns, here are the ones on the Druid list:
L2: Flame Blade, Flaming Sphere, Gust of Wind, Heat Metal; Dust Devil, Healing Spirit
L4: Grasping Vine
L5: Wrath of Nature
Thanks. All of these are concentration-based spells, no? If so, then could not be coupled with sunbeam, I think.
Thanks, dwaller and sloth. Telekinetic looks interesting. Could see use for coupling with moonbeam, spike growth, etc. but perhaps not sunbeam given the 30' restriction.
That is correct but they are options for when you do not have sunbeam up. You only get one 6th level spell per day, sure if you are level 13 you can use your 7th level slot as well but you you don't get any extra benefit from upcasting and there will be occasions when you either have more than one (or two) combat per day or lose concentration when you get hit.
Round 1 of combat cast the spell and go into wild shape (using either an action or a bunus action whichever the spell did not use), subsequant rounds attack using your wild shape's attack action and bonus action "activate" the spell.
Yeah, and there just plain aren't many spells of duration 1 minute or 10 minutes that are concentration-free, very few of those are damage-dealing, and fewer still are on the Druid list. Just 3 concentration-free damage-dealing leveled spells, period: the cleric-unique Spiritual Weapon, the mainly-defensive 4th-level Fire Shield, and the 9th-level Prismatic Wall.
Interestingly enough, Druids get all 3 of the concentration-free damage-dealing cantrips, but they require your action to deal damage. And the repeated-damage ones aren't going to be useful if your wildshape doesn't have hands - it's fairly clear they're meant to be the fighting option if you're staying out of wildshape.
cantrip: Produce Flames (10 min, but only deal damage once), Shillelagh; Magic Stone
L1: Jump, Speak with Animals (10min)
L3: Daylight, Speak with Plants (10min)
Out of the ones I listed in the earlier post, three let you deal damage with a bonus action and don't require hands: Dust Devil, Flaming Sphere, and Heat Metal.
Otherwise, yeah, a Druid is sacrificing their Attack action to make repeated use of a spell like Call Lightning or Sunbeam, but that's true whether wildshaped or not.
And as a Moon Druid, you may not be able to cast Healing Word as a bonus action, but you have the unique ability to heal yourself with a bonus action?
What does your average round of combat look like? Why do you think you need a bonus action? Why do you think that damage is the thing that has to occur on that bonus action?
What moon druid subclass features are particularly important for this play style?
Sunbeam is an ok spell, but the fact that it requires your action on several rounds to make it a worthwhile cast as a 6th level spell is to its detriment. You kind of need several rounds of getting several creatures in the effect. And it is a huge resource. I wouldn't cast it every day (or nearly), I'd really only consider it in combats where you know you're going to get several creatures in the beam for several rounds. If you change the usage of the spell, then concentration and action economy requirements might change. You can also only use that spell once per day until very high levels.
It's got its downsides but some moon druids start with a level as a barbarian. At the very least this would give con save proficiency and an Armor Class equaling 10 + your Dexterity modifier + your Constitution modifier. Barb druids are more valuable in parties that need more tanking and, after your one minute of sunbeam has given up (the con saves and AC would have helped keep it going) you can use a bonus action to rage to make more out of your remaining 1 hour per 2 druid levels of wildshape preserving those hit points from physical attacks while also giving a buff to your own physical attacks and str checks.
Telepathy can be a decent feat if you don't prefer to rapidly drop wildshape to cast further concentration etc. spells.
nature's mantle magic item will let you hide as a bonus action.
heat metal is probably the best bonus action using spell druids have.