So, we just started a new campaign, and I'm playing a duergar spore druid.
The initial idea for the character came out of the idea of eating mushrooms to grow bigger and smaller using the Duergar's enlarge/reduce ability, ala Alice in Wonderland, but ended up fleshing out the concept more.
I've got some ideas for when it comes to feats that I think will synergise well with the species/class combo, but am looking for advice/thoughts on if it would actually work in practice. I'm not looking to outright min/max the character, but do think they will work well.
The feats I'm looking at are:
Magic Initiate to take booming blade for one of the cantrips. Not sure what to take for the other, possibly green flame blade. My thinking here is that, with the symbiotic entity plus shillelagh and booming blade/green flame blade will couple well with the small additional damage boost from enlarge. I'm still tossing up between taking Find Familiar or Mage Armour. I know that druids do get the Find Familiar ability, but it costs a use of wild shape and only lasts as long as a normal wild shape, but also know that spore druids do need a higher AC than usual because of being more up-close than normal druids.
War Caster for the obvious, the shield, and the advantage on con saves - This is what is making me consider not taking mage armour from the above feat.
Polearm Master for being able to hit more times, which in turn procs the necrotic damage from symbiotic entity and to get opportunity attacks when creatures enter the reach distance as well.
Oh, I should mention that we are using the 2014 rules for this campaign as well.
Would these feats work well for the build, or is there something I've not considered that might work better. What order would people recommend taking them in?
First, I would skip Mage Armor since you will have access to medium armor, which will serve you better than the arcane alternative. Find Familiar is the better option, though if you taking the melee build route, you may want to consider Shield instead. Both are solid choices.
Polearm master with a quarter staff works well, but keep in mind that if you are using Booming Blade, you will not be able to use the Pole Strike bonus action attack since it requires you take the Attack action, and Booming Blade is a spell during which you make an attack, so the Pole Strike can't be used after. If you are just looking to use the Reactive Strike feature, then you will be just fine.
War Caster would be a good fit for this build to sure up those concentration saves since you will be in melee range and will get hit. Another fine choice would be to double-down on those concentration saves by also taking Resilient - Constitution.
So, we just started a new campaign, and I'm playing a duergar spore druid.
The initial idea for the character came out of the idea of eating mushrooms to grow bigger and smaller using the Duergar's enlarge/reduce ability, ala Alice in Wonderland, but ended up fleshing out the concept more.
I've got some ideas for when it comes to feats that I think will synergise well with the species/class combo, but am looking for advice/thoughts on if it would actually work in practice. I'm not looking to outright min/max the character, but do think they will work well.
The feats I'm looking at are:
Magic Initiate to take booming blade for one of the cantrips. Not sure what to take for the other, possibly green flame blade. My thinking here is that, with the symbiotic entity plus shillelagh and booming blade/green flame blade will couple well with the small additional damage boost from enlarge. I'm still tossing up between taking Find Familiar or Mage Armour. I know that druids do get the Find Familiar ability, but it costs a use of wild shape and only lasts as long as a normal wild shape, but also know that spore druids do need a higher AC than usual because of being more up-close than normal druids.
War Caster for the obvious, the shield, and the advantage on con saves - This is what is making me consider not taking mage armour from the above feat.
Polearm Master for being able to hit more times, which in turn procs the necrotic damage from symbiotic entity and to get opportunity attacks when creatures enter the reach distance as well.
Oh, I should mention that we are using the 2014 rules for this campaign as well.
Would these feats work well for the build, or is there something I've not considered that might work better. What order would people recommend taking them in?
Thanks for any advice, input, etc
First, I would skip Mage Armor since you will have access to medium armor, which will serve you better than the arcane alternative. Find Familiar is the better option, though if you taking the melee build route, you may want to consider Shield instead. Both are solid choices.
Polearm master with a quarter staff works well, but keep in mind that if you are using Booming Blade, you will not be able to use the Pole Strike bonus action attack since it requires you take the Attack action, and Booming Blade is a spell during which you make an attack, so the Pole Strike can't be used after. If you are just looking to use the Reactive Strike feature, then you will be just fine.
War Caster would be a good fit for this build to sure up those concentration saves since you will be in melee range and will get hit. Another fine choice would be to double-down on those concentration saves by also taking Resilient - Constitution.
Sounds like a fun character.
"I know that druids do get the Find Familiar ability, but it costs a use of wild shape and only lasts as long as a normal wild shape"
... Lasts until you finish a long restDoh! ... 2014 rules, ok scratch that then.
Life's hard - get a helmet!