First of all, thank you very much in advance for all the responses and suggestions.
I've been playing DnD 5e for a couple of years now, and I created an Eladrin Druid Circle of Shepherd for the new campaign my group and I are starting (My first ever druid :O). Soon, we will be level 4, and I am not sure what would be the best option for my character: Improve my Wisdom score or choose between the Resilient (CON) OR War Caster feat. I should say that my role in the party is more support, battlefield control, and healing. We used point buy, and my current Wisdom score is 17, CON is 16, while DEX is my third highest ability with 14.
In your opinion, what do you think would be the most suitable option for my level 4 druid?
For casters especially you generally want to get your casting stat up to 20 first, and imo neither Resilient nor War Caster does much for a Druid; you’re a mid to back row class, so you shouldn’t be getting hit so often that you need to inflate your CON save.
My only concern was that since many of the druid spells require concentration, such as Summon Beast a must spell for the Shepherd druid, maybe I would need to make sure I don't drop the concentration in order to keep the spell active.
Imo the Concentration concern can get overblown; the save is already slightly in the caster’s favor unless someone is really homing in on them, and the +3 from your CON already helps a lot; you will inevitably blow the save shortly after you cast a time or two, but you’re in a better than typical position already and don’t really need to invest feats into boosting it further.
Here I was wondering what an Imp had to do with leveling up a druid.
I agree with The_Ace_of_Rogues. Getting your spellcasting stat to 20 is priority, especially if you're playing for battlefield control. A lot of those kinds of spells can be Save or Suck, so having your DC as high as possible is necessary.
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
I would dispute that you always want to raise your casting score, though in this case I probably would, because druids have quite a few useful spells that aren't dependent on casting stat, and more where save DC isn't all that big a deal (on a save for half spell, +1 save DC is only worth around a 3% damage increase). What you might do is take a split ASI (increase to 18 wis/17 con) and plan to take resilient at 8 or 12. I'm not too impressed by war caster with the druid's spell list.
Warcaster depends a lot on how your DM treats holding items and if you use a shield.
I play a stars druid RAW a stars druid knows the guiding bolt spell and can cast it PB times a day without using a spell slot while hold their star map. As guiding bolt is a VS spell you can not cast it if you are holding a shield (either you don't have a free hand, or if you drop the star map you can't cast the spell).
A shepherd druid obviously doesn't have that but if you have a shield in one hand and a spell focus in the other things can get awkward if your DM sticks to the rules as written. You should already know if that is the case. If not having warcaster restricts your ability to cast spells take it.
If that isn't the case I would go with REsiliant con over warcaster. Warcaster is great at level 1, in practice advantage is roughly the equivelant to a +4. So as soon as you hit level 5 resilient isn't far behind for the concentration based saves and Resilient will help on all the other con saves to avoid things like poison effects that are very common.
I would tend to take resilent Con and a split ASI at 4 & 8 the order depends on how much you use your wisdom. If you plan of casting a big summon spell and on sesequent turns do a bit of healing then take resilient con first, if you will be casting spells like moonbeam and damaging cantrips then you probably ant to take the ASI first.
A bit off topic but before you get to level 3 agree with your DM how the "conjure" spells will work. As written they really slow the game down. You decide to conjure 8 beasts of CR 1/4 or lower and your DM decides what beasts turn up. You then read through the beasts stat sheet to find out what they can do, you then decide where each beast will apear and rool for their initiative. When it is their turn you then go through each beasts turn. This REALLY slows down combat and can produce tension between you and the DM when you get something that you think is not great for the situation. Allowing the player to choose what to conjure allows you to plan in advance and having them go immediately after you speeds things up a bit but eight creatures will slow down combat and being able to create 8 pixies all of whom can cast dispel magic and/or polymorph and fly away is completely broken. In my game we agreed while I chose the creatures I can never have more than 4 summoned creatures in combat and pixies are considered CR1. Another option would be to go with the Playtest conjure spells that are very different but looks pretty good.
Spell foci in hand are not an issue, particularly if you’re a back row caster and thus won’t be making any AoO; it’s a free item interaction to draw or stow the focus, and so not worth tracking if it doesn’t relate to any other actions you can take.
Spell foci in hand are not an issue, particularly if you’re a back row caster and thus won’t be making any AoO; it’s a free item interaction to draw or stow the focus, and so not worth tracking if it doesn’t relate to any other actions you can take.
True but if you stow a magic focus you can not benefit from it (at least all the druid foci I know) For example a moon sickle says "While holding this magic weapon,......and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells." unlike a cleric's amulet of the devote which they wear to gain the effect so it does not tie up a hand.
It also prevents you interacting with a second object such as opening a door unless you use your action to do so.
While I also would say getting your WIS to 20 is important I think it depends on your table. For me, I took War Caster as my 1st level VHuman. Being a “back row caster” doesn’t mean much to my DM. Either via multiple enemies or ranged attacks or long reach or tactics usually every PC is at risk of being hit each round.
Hello everyone,
First of all, thank you very much in advance for all the responses and suggestions.
I've been playing DnD 5e for a couple of years now, and I created an Eladrin Druid Circle of Shepherd for the new campaign my group and I are starting (My first ever druid :O). Soon, we will be level 4, and I am not sure what would be the best option for my character: Improve my Wisdom score or choose between the Resilient (CON) OR War Caster feat. I should say that my role in the party is more support, battlefield control, and healing. We used point buy, and my current Wisdom score is 17, CON is 16, while DEX is my third highest ability with 14.
In your opinion, what do you think would be the most suitable option for my level 4 druid?
Thank you so much again!
For casters especially you generally want to get your casting stat up to 20 first, and imo neither Resilient nor War Caster does much for a Druid; you’re a mid to back row class, so you shouldn’t be getting hit so often that you need to inflate your CON save.
Thank you very much for the suggestion!
My only concern was that since many of the druid spells require concentration, such as Summon Beast a must spell for the Shepherd druid, maybe I would need to make sure I don't drop the concentration in order to keep the spell active.
Imo the Concentration concern can get overblown; the save is already slightly in the caster’s favor unless someone is really homing in on them, and the +3 from your CON already helps a lot; you will inevitably blow the save shortly after you cast a time or two, but you’re in a better than typical position already and don’t really need to invest feats into boosting it further.
Here I was wondering what an Imp had to do with leveling up a druid.
I agree with The_Ace_of_Rogues. Getting your spellcasting stat to 20 is priority, especially if you're playing for battlefield control. A lot of those kinds of spells can be Save or Suck, so having your DC as high as possible is necessary.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
I would dispute that you always want to raise your casting score, though in this case I probably would, because druids have quite a few useful spells that aren't dependent on casting stat, and more where save DC isn't all that big a deal (on a save for half spell, +1 save DC is only worth around a 3% damage increase). What you might do is take a split ASI (increase to 18 wis/17 con) and plan to take resilient at 8 or 12. I'm not too impressed by war caster with the druid's spell list.
Warcaster depends a lot on how your DM treats holding items and if you use a shield.
I play a stars druid RAW a stars druid knows the guiding bolt spell and can cast it PB times a day without using a spell slot while hold their star map. As guiding bolt is a VS spell you can not cast it if you are holding a shield (either you don't have a free hand, or if you drop the star map you can't cast the spell).
A shepherd druid obviously doesn't have that but if you have a shield in one hand and a spell focus in the other things can get awkward if your DM sticks to the rules as written. You should already know if that is the case. If not having warcaster restricts your ability to cast spells take it.
If that isn't the case I would go with REsiliant con over warcaster. Warcaster is great at level 1, in practice advantage is roughly the equivelant to a +4. So as soon as you hit level 5 resilient isn't far behind for the concentration based saves and Resilient will help on all the other con saves to avoid things like poison effects that are very common.
I would tend to take resilent Con and a split ASI at 4 & 8 the order depends on how much you use your wisdom. If you plan of casting a big summon spell and on sesequent turns do a bit of healing then take resilient con first, if you will be casting spells like moonbeam and damaging cantrips then you probably ant to take the ASI first.
A bit off topic but before you get to level 3 agree with your DM how the "conjure" spells will work. As written they really slow the game down. You decide to conjure 8 beasts of CR 1/4 or lower and your DM decides what beasts turn up. You then read through the beasts stat sheet to find out what they can do, you then decide where each beast will apear and rool for their initiative. When it is their turn you then go through each beasts turn. This REALLY slows down combat and can produce tension between you and the DM when you get something that you think is not great for the situation. Allowing the player to choose what to conjure allows you to plan in advance and having them go immediately after you speeds things up a bit but eight creatures will slow down combat and being able to create 8 pixies all of whom can cast dispel magic and/or polymorph and fly away is completely broken. In my game we agreed while I chose the creatures I can never have more than 4 summoned creatures in combat and pixies are considered CR1. Another option would be to go with the Playtest conjure spells that are very different but looks pretty good.
Spell foci in hand are not an issue, particularly if you’re a back row caster and thus won’t be making any AoO; it’s a free item interaction to draw or stow the focus, and so not worth tracking if it doesn’t relate to any other actions you can take.
True but if you stow a magic focus you can not benefit from it (at least all the druid foci I know) For example a moon sickle says "While holding this magic weapon,......and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells." unlike a cleric's amulet of the devote which they wear to gain the effect so it does not tie up a hand.
It also prevents you interacting with a second object such as opening a door unless you use your action to do so.
Pretty sure no one quibbles the exact detail of Moon Sickle, particularly when it used attunement.
While I also would say getting your WIS to 20 is important I think it depends on your table. For me, I took War Caster as my 1st level VHuman. Being a “back row caster” doesn’t mean much to my DM. Either via multiple enemies or ranged attacks or long reach or tactics usually every PC is at risk of being hit each round.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
I would increase Wisdom via Feat or ASI.