Just for a bit of context, the homebrew class I am gives me a single druid beastshape of a werewolf, it scales with my character.
My druid is level 8 with high wisdom, high strength.
In my group my charachter is considered the leader, and in tight spots is expected to "just do your druid thing and save us". my party consist of a rogue, a warlock, a paladin, and a swashbuckler.
What I'm asking for help with, is coming up with loadouts, that I can change on longrests for 3 desired outcomes. These will be based on the druid spell list. I am considering taking magic initiate, i do like ritual caster solely for tiny hut and identify ritually.
Loadout 1- adventure/resource gathering
Loadout 2- war druid (this would be my frontline offensive build)
Loadout 3- battlefield control and manipulation
During rpg As the leader I feel responsible for keeping my team alive, can the beyond community provide me a bit of insight into what they think makes well stocked spell lists, thank you
From your post it doesn't sound like you've selected all your feats yet, is this correct? Also what are the mechanics of your werewolf change? Do you get to keep your armor, can you still cast spells in form, will you be able to use weapons or just natural attacks?
My armour blends into the werewolf, I'm not limited to natural attacks but his paws and teeth do a s8 and a d6. The claws and teeth are considered magical attacks, but as of now he cannot use magic.
It's a bonus action to shift into the wolf who has it's own hp pool
It sounds like you're effectively a moon druid with a locked in wildshape form. I know it's a bit late but you may want to consider warcaster or resilient to increase your concentration. You're going to be making a lot of concentration rolls.
Always havegoodberry andprayer of healing. Goodberry can be passed out to allies in order to make sure everyone has an easy way to revive downed party members, and the prayer of healing does the same for you at range (plus it's a bonus action which lets you cast a cantrip in the same round). I also have Healing Spirit on the my list, the out of combat healing can't be beat.
Animal Friendship, speak with animals, and Find Familiar are going to pretty much do everything you need for the 'adventuring day'. Between these three you'll be able to find all the resources you need, and do just about all your scouting. Darkvision can be valuable depending on terrain and party races.
Druid isn't super great at raw frontline offense. Instead I would always suggest a healthy mix of control and damage. However if you want all out offense Call lightning, Flaming Sphere, moonbeam are all decent damage, and if you can keep your concentration up are great in terms of spell endurance. Erupting earth is also nice because it isn't concentration and you can cast it while concentrating on another spell, and in most situations is going to beat out Tidal Wave. Stoneskin can be useful for longer encounters. If you're considering Magic Initiate there's some interesting synergy opportunists for Shillelagh and Booming Blade, Green Flame Blade
Control and Manipulation spells: Conjure Animals is always a pleaser. If you can talk in your alternate form even better. Entangle never goes out of style. Faerie Fire is great for parties that don't get advantage often. Freedom of Movement will probably get a decent workout and since it's not concentration it's pretty nice. Heat Metal is pretty devastating. Plant Growth can be used to great effect, as can confusion
Just for a bit of context, the homebrew class I am gives me a single druid beastshape of a werewolf, it scales with my character.
My druid is level 8 with high wisdom, high strength.
In my group my charachter is considered the leader, and in tight spots is expected to "just do your druid thing and save us". my party consist of a rogue, a warlock, a paladin, and a swashbuckler.
What I'm asking for help with, is coming up with loadouts, that I can change on longrests for 3 desired outcomes. These will be based on the druid spell list. I am considering taking magic initiate, i do like ritual caster solely for tiny hut and identify ritually.
Loadout 1- adventure/resource gathering
Loadout 2- war druid (this would be my frontline offensive build)
Loadout 3- battlefield control and manipulation
During rpg As the leader I feel responsible for keeping my team alive, can the beyond community provide me a bit of insight into what they think makes well stocked spell lists, thank you
- Noro the half-giant
From your post it doesn't sound like you've selected all your feats yet, is this correct? Also what are the mechanics of your werewolf change? Do you get to keep your armor, can you still cast spells in form, will you be able to use weapons or just natural attacks?
I have keen mind, languages, and ritual caster.
My armour blends into the werewolf, I'm not limited to natural attacks but his paws and teeth do a s8 and a d6. The claws and teeth are considered magical attacks, but as of now he cannot use magic.
It's a bonus action to shift into the wolf who has it's own hp pool
It sounds like you're effectively a moon druid with a locked in wildshape form. I know it's a bit late but you may want to consider warcaster or resilient to increase your concentration. You're going to be making a lot of concentration rolls.
Always havegoodberry andprayer of healing. Goodberry can be passed out to allies in order to make sure everyone has an easy way to revive downed party members, and the prayer of healing does the same for you at range (plus it's a bonus action which lets you cast a cantrip in the same round). I also have Healing Spirit on the my list, the out of combat healing can't be beat.
Animal Friendship, speak with animals, and Find Familiar are going to pretty much do everything you need for the 'adventuring day'. Between these three you'll be able to find all the resources you need, and do just about all your scouting. Darkvision can be valuable depending on terrain and party races.
Druid isn't super great at raw frontline offense. Instead I would always suggest a healthy mix of control and damage. However if you want all out offense Call lightning, Flaming Sphere, moonbeam are all decent damage, and if you can keep your concentration up are great in terms of spell endurance. Erupting earth is also nice because it isn't concentration and you can cast it while concentrating on another spell, and in most situations is going to beat out Tidal Wave. Stoneskin can be useful for longer encounters. If you're considering Magic Initiate there's some interesting synergy opportunists for Shillelagh and Booming Blade, Green Flame Blade
Control and Manipulation spells: Conjure Animals is always a pleaser. If you can talk in your alternate form even better. Entangle never goes out of style. Faerie Fire is great for parties that don't get advantage often. Freedom of Movement will probably get a decent workout and since it's not concentration it's pretty nice. Heat Metal is pretty devastating. Plant Growth can be used to great effect, as can confusion
Awesome info, thanks for all that man, now I have some good work to do with this.