Soo our DM has announced that he is preparing a campaign for level 1-10 characters and as he described the special thing about this adventure is that there will be a lot of different environments in each combat and we will have to adapt and overcome natural obstacles each time so I thought why not make a druid circle of the moon and transform into the proper beast for each environment so that I can help the group and do something I like. Well I have it all prepared the session is in 2 days and I haven't chosen any spells yet. I don't know the spells I have to choose because in combat I will be in my wild shape and therefore not using spells. Any ideas for good druid built and spells for that concept
This actually makes your job easier. You say that you're unlikely to use spells in combat so you should think about spells to use outside of combat. You may want to be a mop-up healer and dispeller. You may want to pick up a out of combat buffs like pass without trace, enhance ability, or dark vision. You may want spells that alter or combat the environments are going to be thrown into, mold Earth, create/destroy water, spike growth. Hell you may want to pick up the conjuration spells to give yourself a companion while you're fighting…
You already understand what you're going to be doing in combat. So what do you want to be able to do for the exploratory and social aspects of the game?
Remember that as a Druid you can change out all of your spells every short rest. So my advice is experiment with your spells and switch them up. That way you can learn which spells you like the most by using them.
Goodberry is solid. It's very efficient (10 healing for 1 spell slot. Healing word would average 5.5, cure wounds 7.5). Obviously it's down side is the action economy (takes an action to eat 1 berry) BUT if you have leftover slots at the end of the day, you can cast it and have berries for the next 24 hours.
Entangle is a great spell.
Ice Knife is great at low levels, and will give you a long range attack.
For level 2 spells, Moonbeam is great. You can cast it, then shapeshift. Pick a beast that's good at grappling and hold an enemy in the beam. Enhance ability is also pretty good all around. Spike growth is one of the best spells in the game IMO.
Remember that as a Druid you can change out all of your spells every short rest. So my advice is experiment with your spells and switch them up. That way you can learn which spells you like the most by using them.
Thanks everyone for the advice the session was actually pretty good and my party actually thanked me latter for spending spells lots out of combat to buff them and heal them and stuff
Your out-of-combat spells will mostly be spent on utility. You won't actually be doing a lot of damage with them; not when you have access to combat wild shape. But there are some fun ones; since you can shift as a bonus action.
Entangle for restraining enemies. You might not attack, but neither will they.
Barkskin for boosting AC, since a lot of beasts have poor AC.
Not every beast form has strong attacks. Sometimes you just want to hide, seek cover, or just stay out of range, and call lightning can be a fun alternative.
Conjure animals for bringing allies along for the ride. They can attack even if you're not on your first turn, but talk to your DM first. It's a lot easier to manage two CR 1 creatures than eight CR 1/4 creatures.
Unless you are fighting fire resistant creatures, Flaming Sphere is another excellent concentration spell for a moon Druid, as you can control it on your subsequent turns with a bonus action and ram people. Cast it with your action and then turn into a giant kitty like a tiger or lion... then on the following turn, use your bonus action to ram someone, and use your own move and attack action in beast form...Kitty playing with a flaming ball or yarn! ... just note, don't end your turn next to it because you aren't immune to damage effects
Moon beam is also very good, because it gives you the option to move the beam or make your own attacks as a beast, but sadly not both on the same turn
Warding wind as a large creature can grant a large area of ranged attack disadvantage for your allies as well, but like moon beam is very situational. Remember, a 10-foot radius around a 10x10 creature is larger than a 10-foot radius around a 5x5 creature, and by CR 2 you will have access to HUGE beasts like Giant Elk or Giant Constrictor Snake
flaming sphere has a few downsides to it. The only way it does damage is if creatures END their turn adjacent to it OR if you use your bonus action to smash it into them.
This is why I prefer moonbeam. With moonbeam, you can thorn whip enemies into it. They take thorn whip damage, moonbeam damage from entering the area, then they take moonbeam damage again when they start their turn inside the beam. This also works with any other displacement effects (shove, knockback, etc).
True points about Flaming Sphere and the damage trigger.. but the ability to control it as a bonus action action can be quiet useful based on who and how many creatures you are fighting.
90% of the time, i always have Moonbeam prepared as a Moon Druid.. if i take Flaming Sphere, it's usually a manner of battle preparation and knowing what i am up against, but it tends to synergy better for a wildshape form in terms of action economy
first action in combat cast summon beast take beast of the land (30 move speed) and have it be a small ape. per the spell its a small creature and the caster picks the basic form. then bonus action wild shape to dire wolf (50 move speed) have the ape jump on my back and we charge toward the battle but stay out of range. next round charge into battle and attack and the ape jumps off to engage the target. Since wolf and the beast have pack tactics *all attacks are at advantage*
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Soo our DM has announced that he is preparing a campaign for level 1-10 characters and as he described the special thing about this adventure is that there will be a lot of different environments in each combat and we will have to adapt and overcome natural obstacles each time so I thought why not make a druid circle of the moon and transform into the proper beast for each environment so that I can help the group and do something I like. Well I have it all prepared the session is in 2 days and I haven't chosen any spells yet. I don't know the spells I have to choose because in combat I will be in my wild shape and therefore not using spells. Any ideas for good druid built and spells for that concept
This actually makes your job easier. You say that you're unlikely to use spells in combat so you should think about spells to use outside of combat. You may want to be a mop-up healer and dispeller. You may want to pick up a out of combat buffs like pass without trace, enhance ability, or dark vision. You may want spells that alter or combat the environments are going to be thrown into, mold Earth, create/destroy water, spike growth. Hell you may want to pick up the conjuration spells to give yourself a companion while you're fighting…
You already understand what you're going to be doing in combat. So what do you want to be able to do for the exploratory and social aspects of the game?
Remember that as a Druid you can change out all of your spells every short rest. So my advice is experiment with your spells and switch them up. That way you can learn which spells you like the most by using them.
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Goodberry is solid. It's very efficient (10 healing for 1 spell slot. Healing word would average 5.5, cure wounds 7.5). Obviously it's down side is the action economy (takes an action to eat 1 berry) BUT if you have leftover slots at the end of the day, you can cast it and have berries for the next 24 hours.
Entangle is a great spell.
Ice Knife is great at low levels, and will give you a long range attack.
For level 2 spells, Moonbeam is great. You can cast it, then shapeshift. Pick a beast that's good at grappling and hold an enemy in the beam. Enhance ability is also pretty good all around. Spike growth is one of the best spells in the game IMO.
Long rest*
Thanks everyone for the advice the session was actually pretty good and my party actually thanked me latter for spending spells lots out of combat to buff them and heal them and stuff
Your out-of-combat spells will mostly be spent on utility. You won't actually be doing a lot of damage with them; not when you have access to combat wild shape. But there are some fun ones; since you can shift as a bonus action.
Unless you are fighting fire resistant creatures, Flaming Sphere is another excellent concentration spell for a moon Druid, as you can control it on your subsequent turns with a bonus action and ram people. Cast it with your action and then turn into a giant kitty like a tiger or lion... then on the following turn, use your bonus action to ram someone, and use your own move and attack action in beast form...Kitty playing with a flaming ball or yarn! ... just note, don't end your turn next to it because you aren't immune to damage effects
Moon beam is also very good, because it gives you the option to move the beam or make your own attacks as a beast, but sadly not both on the same turn
Warding wind as a large creature can grant a large area of ranged attack disadvantage for your allies as well, but like moon beam is very situational. Remember, a 10-foot radius around a 10x10 creature is larger than a 10-foot radius around a 5x5 creature, and by CR 2 you will have access to HUGE beasts like Giant Elk or Giant Constrictor Snake
flaming sphere has a few downsides to it. The only way it does damage is if creatures END their turn adjacent to it OR if you use your bonus action to smash it into them.
This is why I prefer moonbeam. With moonbeam, you can thorn whip enemies into it. They take thorn whip damage, moonbeam damage from entering the area, then they take moonbeam damage again when they start their turn inside the beam. This also works with any other displacement effects (shove, knockback, etc).
True points about Flaming Sphere and the damage trigger.. but the ability to control it as a bonus action action can be quiet useful based on who and how many creatures you are fighting.
90% of the time, i always have Moonbeam prepared as a Moon Druid.. if i take Flaming Sphere, it's usually a manner of battle preparation and knowing what i am up against, but it tends to synergy better for a wildshape form in terms of action economy
I almost never play circle of the moon, but wild shape is fantastic for grappling enemies, which is perfect for moonbeam.
Grapple & drag enemy into the beam.
Summon beast is awesome. this is how I use it
first action in combat cast summon beast take beast of the land (30 move speed) and have it be a small ape. per the spell its a small creature and the caster picks the basic form. then bonus action wild shape to dire wolf (50 move speed) have the ape jump on my back and we charge toward the battle but stay out of range. next round charge into battle and attack and the ape jumps off to engage the target. Since wolf and the beast have pack tactics *all attacks are at advantage*