I'm trying an odd build for my character... the ONLY healer in the party... Druid 2 / Wizard 1
One of my wizard spells is mage armor (and there are several people in the party who will benefit, and I'm the only one who knows it). I have goodberry, cure wounds, and healing word. I don't expect to pretty much ever be able to cast anything else, at least for a while.
So... my other wizard spells are all ritual spells. My other prepared druid spells are all ritual spells. Alarm, Comprehend Languages, Detect Magic, Find Familiar, Floating Disk, Purify Food and Drink, Speak with Animals, Unseen Servant.
So far, it is working out... With my familiar (an owl), I can cast cure wounds remotely. And I can still role-play and contribute (actually quite a bit) using my 8 rituals. it's just something I've never seen done before.
I would be interested as well on where you plan on going from here? Mostly Druid? Mostly Wizard? Do you plan on not attacking or are you using cantrips for combat?
I have a ranged cantrip (produce flame) which I use in combat. We have a couple of strong melee fighters and a couple of offensive-minded sorceresses, so they don't mind that I am a marginal (to be generous) fighter, because I help make them all stronger. I am effective at taking the dodge action and blocking a hallway to keep monsters from ambushing us from behind... From a gameplay perspective, it is helping everyone else have fun (the sorceresses can focus on blasting things, and the fighters can be brave and strong and know there is a healer who has their back), which is fun for me too.
My next level will be druid, so I can get second level spells - will prepare augury (ritual), and heat metal (a situational spell, but effective against the enemies we are facing). From there, we'll see. My highest ability score is wisdom, which benefits my cure magic, and my offensive spells (such as they are) will be on the druid side.
As I said, I've never seen a build like this done. I'm curious if others have tried a similar build. Sometimes it's fun to just try something different. The real problem with this build is to be effective I need high scores in multiple ability scores, so I have conceded that I will be mediocre in many things - but ritual spells and mage armor don't care if my INT is only 13 or 14...
So, no real question, beyond "has anyone tried this before, and if so, how did it work out?"
Someday, I really want to learn disguise self, and then walk into the room with the rest of the party appearing to be wearing heavy metal armor. "Guys, I tried on this new suit of armor, and I didn't explode, and I can still cast spells! I think I like it. It feels so wrong, yet so right..."
I'm trying an odd build for my character... the ONLY healer in the party... Druid 2 / Wizard 1
One of my wizard spells is mage armor (and there are several people in the party who will benefit, and I'm the only one who knows it). I have goodberry, cure wounds, and healing word. I don't expect to pretty much ever be able to cast anything else, at least for a while.
So... my other wizard spells are all ritual spells. My other prepared druid spells are all ritual spells. Alarm, Comprehend Languages, Detect Magic, Find Familiar, Floating Disk, Purify Food and Drink, Speak with Animals, Unseen Servant.
So far, it is working out... With my familiar (an owl), I can cast cure wounds remotely. And I can still role-play and contribute (actually quite a bit) using my 8 rituals. it's just something I've never seen done before.
This is a weird build. As far as I can tell, Wizard is just contributing rituals - that's fine, I guess, although you could have just taken the Ritual Caster feat.
Druid isn't the best healing class, although using subclasses from outside the Player's Handbook can modify this - Circle of Dreams gives you a bonus action healing feature, while Shepherd and Stars give you ways of improving your healing power. On the other hand, taking three healing spells at level 1 is not optimal. A well-placed Entangle spell will prevent a lot more damage to your party than your healing spells can heal - and is a much better use of your action in combat. Druids are a great support class - I'm not saying you should be a blaster - but pure healing and utility misses out on some potent control spells.
Great idea suggesting Circle of Dreams. It’s a relatively bad subclass normally, but if you were very focused on healing, it could be an excellent choice. This character will apparently be dreaming of ritual casting…
I'd agree on the whole Ritual Caster idea. You lose too much by not going full Druid. Other than taht, yeah, it might work? Druids are a really good base class so it won't be bad.
Ritual Caster is a good option, but it does require finding the spells. Not sure if it's too late for that.
And adding Druid can be a good option if you plan on healing. Mass Cure Wounds and Heal come at higher levels. At level 3 druid some suggestions above are good, but don't overlook Circle of the Land. I know it gets passed over quite a bit, but it does give you some options with Circle spells that are always prepared and don't count against the number of spells you can prepare daily.
Arctic gets you Hold Person, Spike Growth, Sleet Storm, and Slow fairly early and good for control. Freedom of Movement can come in handy and since you aren't wasting a preparation on it, it's even better.
Coast gets you Mirror Image, Misty Step, Water Breathing and Water Walking. Good for defense, mobility to get to those you need to heal. And as a ritual you can give your whole party water breathing for 24 hours every day in case something happens (water based trap, etc.) or if your campaign is near water. And again, you get Freedom of Movement.
Desert gets you Blur, Silence, Create Food and Water, and Protection From Energy. Blur is good for your defense and silence can handle enemy spellcasters.
Grasslands gets you Invisibility, Pass without Trace (love this spell on my druid), and Haste to boost your allies.
So there are some good options there as well. I only listed some of the spells for druid levels 3 and 5. And I didn't list all the lands, just the ones I thought best for what you are going for. No healing there, but some good control and utility options.
If you are playing this character, let us know how it goes.
Circle of stars as druid gives you the chalace starry form to increase healing, then taking some levels in cleric can either give life cleric to increase the potency of each goodberry or twilight domain for some nice party buffs. starry twilight could be a nice theme. Abjuration wizard gives a protective ward that allows you to soak up hits to yourself and, when you get to wizard 6, from others as well. A level in warlock would give you the spell armour of agathys which can absorb hits to you and by casting it, you'd help add to your wizard's abjuration ward. There's a feat, I think fey related, which allows you to cast mage armour on yourself at will and this would also add to your wizardly ward.
Circle of The Wildfire is a decent choice for a healing druid. As a nice bonus, it gives some offensive spells in case if need to deal some extra damage. Enhanced Bond improves the power of your healing and fire spells while your WS is summoned. Cauterizing flames is an excellent healing ability, and you can even use it to deal damage (as long as you have a spell like thunderwave to push a creature into the burning corpse). And of course, Blazing Revival is good for all druids, as it greatly increases your survivability.
The good thing about COTW is the versatility. You become a really powerful healer, thanks to Enhanced Bond and Cauterizing Flames (well, not as powerful as Life Domain cleric), but you also get some damage-dealing abilities to use if the situations warrant it.
When I play a druid, I like to play it as if I were playing a bard. Become a jack-of-all-trades support caster. I'm currently playing a Forest Gnome Circle of The Shepherd Druid. While my druid is more focused on healing and party support, I prepared a few offensive spells like moonbeam, tidal wave, and ice storm. That way, I can still actively contribute to dealing damage while also being able to keep myself and my allies alive.
If you want to play a healing druid, MAKE SURE TO PREPARE healing spirit. It is overpowered, and can literally save your life. That is, if your DM allows it. Thanks to healing spirit, druids can be better healers than most clerics.
I'm trying an odd build for my character... the ONLY healer in the party... Druid 2 / Wizard 1
One of my wizard spells is mage armor (and there are several people in the party who will benefit, and I'm the only one who knows it). I have goodberry, cure wounds, and healing word. I don't expect to pretty much ever be able to cast anything else, at least for a while.
So... my other wizard spells are all ritual spells. My other prepared druid spells are all ritual spells. Alarm, Comprehend Languages, Detect Magic, Find Familiar, Floating Disk, Purify Food and Drink, Speak with Animals, Unseen Servant.
So far, it is working out... With my familiar (an owl), I can cast cure wounds remotely. And I can still role-play and contribute (actually quite a bit) using my 8 rituals. it's just something I've never seen done before.
Is there a question, or are you just telling us what you are up to?
Are you continuing with druid or wizard as you level up?
I would be interested as well on where you plan on going from here? Mostly Druid? Mostly Wizard? Do you plan on not attacking or are you using cantrips for combat?
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
I have a ranged cantrip (produce flame) which I use in combat. We have a couple of strong melee fighters and a couple of offensive-minded sorceresses, so they don't mind that I am a marginal (to be generous) fighter, because I help make them all stronger. I am effective at taking the dodge action and blocking a hallway to keep monsters from ambushing us from behind... From a gameplay perspective, it is helping everyone else have fun (the sorceresses can focus on blasting things, and the fighters can be brave and strong and know there is a healer who has their back), which is fun for me too.
My next level will be druid, so I can get second level spells - will prepare augury (ritual), and heat metal (a situational spell, but effective against the enemies we are facing). From there, we'll see. My highest ability score is wisdom, which benefits my cure magic, and my offensive spells (such as they are) will be on the druid side.
As I said, I've never seen a build like this done. I'm curious if others have tried a similar build. Sometimes it's fun to just try something different. The real problem with this build is to be effective I need high scores in multiple ability scores, so I have conceded that I will be mediocre in many things - but ritual spells and mage armor don't care if my INT is only 13 or 14...
So, no real question, beyond "has anyone tried this before, and if so, how did it work out?"
Someday, I really want to learn disguise self, and then walk into the room with the rest of the party appearing to be wearing heavy metal armor. "Guys, I tried on this new suit of armor, and I didn't explode, and I can still cast spells! I think I like it. It feels so wrong, yet so right..."
The party rules lawyer's head will explode...
This is a weird build. As far as I can tell, Wizard is just contributing rituals - that's fine, I guess, although you could have just taken the Ritual Caster feat.
Druid isn't the best healing class, although using subclasses from outside the Player's Handbook can modify this - Circle of Dreams gives you a bonus action healing feature, while Shepherd and Stars give you ways of improving your healing power. On the other hand, taking three healing spells at level 1 is not optimal. A well-placed Entangle spell will prevent a lot more damage to your party than your healing spells can heal - and is a much better use of your action in combat. Druids are a great support class - I'm not saying you should be a blaster - but pure healing and utility misses out on some potent control spells.
Even a blind squirrel finds a nut once in awhile.
Great idea suggesting Circle of Dreams. It’s a relatively bad subclass normally, but if you were very focused on healing, it could be an excellent choice. This character will apparently be dreaming of ritual casting…
I'd agree on the whole Ritual Caster idea. You lose too much by not going full Druid. Other than taht, yeah, it might work? Druids are a really good base class so it won't be bad.
Ritual Caster is a good option, but it does require finding the spells. Not sure if it's too late for that.
And adding Druid can be a good option if you plan on healing. Mass Cure Wounds and Heal come at higher levels. At level 3 druid some suggestions above are good, but don't overlook Circle of the Land. I know it gets passed over quite a bit, but it does give you some options with Circle spells that are always prepared and don't count against the number of spells you can prepare daily.
Arctic gets you Hold Person, Spike Growth, Sleet Storm, and Slow fairly early and good for control. Freedom of Movement can come in handy and since you aren't wasting a preparation on it, it's even better.
Coast gets you Mirror Image, Misty Step, Water Breathing and Water Walking. Good for defense, mobility to get to those you need to heal. And as a ritual you can give your whole party water breathing for 24 hours every day in case something happens (water based trap, etc.) or if your campaign is near water. And again, you get Freedom of Movement.
Desert gets you Blur, Silence, Create Food and Water, and Protection From Energy. Blur is good for your defense and silence can handle enemy spellcasters.
Grasslands gets you Invisibility, Pass without Trace (love this spell on my druid), and Haste to boost your allies.
So there are some good options there as well. I only listed some of the spells for druid levels 3 and 5. And I didn't list all the lands, just the ones I thought best for what you are going for. No healing there, but some good control and utility options.
If you are playing this character, let us know how it goes.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Circle of stars as druid gives you the chalace starry form to increase healing,
then taking some levels in cleric can either give life cleric to increase the potency of each goodberry or twilight domain for some nice party buffs.
starry twilight could be a nice theme.
Abjuration wizard gives a protective ward that allows you to soak up hits to yourself and, when you get to wizard 6, from others as well.
A level in warlock would give you the spell armour of agathys which can absorb hits to you and by casting it, you'd help add to your wizard's abjuration ward.
There's a feat, I think fey related, which allows you to cast mage armour on yourself at will and this would also add to your wizardly ward.
Circle of The Wildfire is a decent choice for a healing druid. As a nice bonus, it gives some offensive spells in case if need to deal some extra damage. Enhanced Bond improves the power of your healing and fire spells while your WS is summoned. Cauterizing flames is an excellent healing ability, and you can even use it to deal damage (as long as you have a spell like thunderwave to push a creature into the burning corpse). And of course, Blazing Revival is good for all druids, as it greatly increases your survivability.
The good thing about COTW is the versatility. You become a really powerful healer, thanks to Enhanced Bond and Cauterizing Flames (well, not as powerful as Life Domain cleric), but you also get some damage-dealing abilities to use if the situations warrant it.
When I play a druid, I like to play it as if I were playing a bard. Become a jack-of-all-trades support caster. I'm currently playing a Forest Gnome Circle of The Shepherd Druid. While my druid is more focused on healing and party support, I prepared a few offensive spells like moonbeam, tidal wave, and ice storm. That way, I can still actively contribute to dealing damage while also being able to keep myself and my allies alive.
If you want to play a healing druid, MAKE SURE TO PREPARE healing spirit. It is overpowered, and can literally save your life. That is, if your DM allows it. Thanks to healing spirit, druids can be better healers than most clerics.
Brains over brawn? Mind over matter? These canny warriors rightly answer, "Why not both?" - Tasha
My Homebrews: Monsters, Magic Items, Spells, Races
Rhulg- Hobgoblin Gunsmith