I'm playing a level 14 Circle of the Land: Coastal Druid who's a Water Genasi and I'm finding it more challenging to keep up with the rest of the party as we transition from hordes of lower level mobs where my AoEs (damage or control) were useful to higher level single target mobs that can shrug off my control spells.
We just fought a Dragon Turtle and I felt completely useless. Blight barely did anything, it shrugged off Geas like a boss with its +7 WIS, and all of my combined Call Lightning damage was about 1/4 of what the fighter and rogue could do in a single turn. I had no control spells ready for an encounter like this other than Control Water (Whirpool) which would have affected my party as well. I thought about summoning reef sharks but by that time the Dragon Turtle was already dead.
The only advantage I brought to the table was Water Breathing. At this point in the game, we're doing some underwater sea elf related stuff, I feel like I could be replaced with a few Potion of Water Breathings and a Ring of Swimming.
What I'm wondering is, why are you considering yourself "only" as Support/Control character? Why not get some damage spells too? Like Ice Knife, Moonbeam, Maelstrom, Sunbeam, or a self-buff like Guardian of Nature (I love Guardian of Nature)
I'm playing a Woodelf Coast Druid myself and see myself more as a Support/Damager (only Lvl 7 tho so no idea how I'll do later)
What I'm wondering is, why are you considering yourself "only" as Support/Control character? Why not get some damage spells too? Like Ice Knife, Moonbeam, Maelstrom, Sunbeam, or a self-buff like Guardian of Nature (I love Guardian of Nature)
I'm playing a Woodelf Coast Druid myself and see myself more as a Support/Damager (only Lvl 7 tho so no idea how I'll do later)
This. Also, I don't think you should sell yourself short regarding the water breathing.There is no guarentee that those potions will be available in the same way you are. Also, as Gilli pointed out, you do have access to a bunch of cool spells at level 14 and you can also upcast many of your lower level spells, like thunder wave.
Have you considered Heat Metal? I know it's a low level spell, but you can upcast it for more damage. It allows you to do damage and inflict Disadvantage that they technically can't save against, though it does require a metal item that they can't, or won't, drop. After the first turn, it just takes a Bonus Action, meaning you can do other things for more damage or healing.
Or you could open combat by conjuring animals or elementals. Even if your minions can't do a lot of damage, you can still try and overwhelm one enemy with multiple Grapple or Shove attempts.
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Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
Remember that you can switch out your prepared spells during a long rest, as druids know all spells on the druid spell list but can only have a certain amount prepared to be cast each day.
So if you are finding certain spells aren't as useful to you or that you might need to switch up your role a little to be better at single target damage in the current moment, you can do so. And the best part is that if you find that you might need some of those older spells back at a later date when the types of challenges change again, just prepare those spells again during a long rest.
I really don’t understand your spell choices here. You’re level 14 trying to Geas essentially a Dragon, and your attack spells seem to be poorly matched with the target you’re choosing. Here are some better options to switch out when you’re fighting bigger baddies:
1) Conjure Elemental - universally useful, as long as you don’t lose concentration. So if you’re in a defensive position, use this to clog up more of the battlefield. My tip? Summon invisible stalkers - they’re relentless, hard to hit, and do a decent amount of damage when they can’t be seen. And they can’t be mislead by hidden creatures either.
2) Contagion - a fire-and-forget spell against low AC opponents. If you hit them, this causes the poisoned condition which already makes the entire battle simpler. You get at the very LEAST 3 rounds of reduced attack levels.
3) Closed in environment with low ceilings? Bones of the Earth... 6 targets, 6d6 each (up to 36d6), restrains each target until they destroy the pillar... or alternatively lift up yourself or another ranged ally up 30ft onto a lookout perch.
For dragon turtles? They’ve got high saves in almost everything, so focus instead on the most potent survival/support spells:
In the water? Freedom of Movement.
To slow it down? Plant Growth to make each square cost 20ft movement. Then Maestrom to cause difficult terrain. Now each move costs 40ft. Completely immobilized Turtle. Side note, you can literally make the Plant Growth as customized as you want, leaving escape routes for your own team and enveloping all others.
(Edit: I understand that PG and Maelstrom may be additive instead of multiplicative)
Spellcasters in general are optimized more for area damage than single target, but there's still some options. It actually looks like the summon spells from Tasha's are a decent choice here. Assuming your spell attack is +10 and spell DC is 18, looking at relative expected damage output vs a Dragon Turtle using a level 6 spell slot
Blight: 10d8 (45) but 75% chance to save so real average 28. Single use
Call Lightning: 6d10(33), but 45% to save so real average 25. Reusable but costs your action every use. Sunbeam is similar but lower damage.
Moonbeam: 6d10(33), but 75% chance to save so real average 21. Reusable, only costs action if target moves, exploitable with pushes. There are other somewhat similar spells such as Insect Plague but they aren't as good for single target.
Summon Beast: 3 x 1d8+10 (43 total), usually with advantage (80% to hit) so real average 35. Reusable, doesn't require an action, can get opportunity attacks, but fairly easy to kill (50 hp). Can be profitably cast before combat.
Summon Elemental: 3 x 1d10+10 (46 total), 55% to hit, so real average 25. Reusable, doesn't require an action, more durable and better mobility than the beast.
I'm playing a level 14 Circle of the Land: Coastal Druid who's a Water Genasi and I'm finding it more challenging to keep up with the rest of the party as we transition from hordes of lower level mobs where my AoEs (damage or control) were useful to higher level single target mobs that can shrug off my control spells.
We just fought a Dragon Turtle and I felt completely useless. Blight barely did anything, it shrugged off Geas like a boss with its +7 WIS, and all of my combined Call Lightning damage was about 1/4 of what the fighter and rogue could do in a single turn. I had no control spells ready for an encounter like this other than Control Water (Whirpool) which would have affected my party as well. I thought about summoning reef sharks but by that time the Dragon Turtle was already dead.
The only advantage I brought to the table was Water Breathing. At this point in the game, we're doing some underwater sea elf related stuff, I feel like I could be replaced with a few Potion of Water Breathings and a Ring of Swimming.
Lately when we've fought large creatures like Stone Golems or Behirs I've gotten by with Grasping Vine, Blight, or Confusion.
To recap: How could my Druid be more effective in single target combat with higher level mobs both on land and underwater?
I want to point out I completely understand that I am playing a support/control character.
What I'm wondering is, why are you considering yourself "only" as Support/Control character? Why not get some damage spells too? Like Ice Knife, Moonbeam, Maelstrom, Sunbeam, or a self-buff like Guardian of Nature (I love Guardian of Nature)
I'm playing a Woodelf Coast Druid myself and see myself more as a Support/Damager (only Lvl 7 tho so no idea how I'll do later)
This. Also, I don't think you should sell yourself short regarding the water breathing.There is no guarentee that those potions will be available in the same way you are. Also, as Gilli pointed out, you do have access to a bunch of cool spells at level 14 and you can also upcast many of your lower level spells, like thunder wave.
Have you considered Heat Metal? I know it's a low level spell, but you can upcast it for more damage. It allows you to do damage and inflict Disadvantage that they technically can't save against, though it does require a metal item that they can't, or won't, drop. After the first turn, it just takes a Bonus Action, meaning you can do other things for more damage or healing.
Or you could open combat by conjuring animals or elementals. Even if your minions can't do a lot of damage, you can still try and overwhelm one enemy with multiple Grapple or Shove attempts.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
Remember that you can switch out your prepared spells during a long rest, as druids know all spells on the druid spell list but can only have a certain amount prepared to be cast each day.
So if you are finding certain spells aren't as useful to you or that you might need to switch up your role a little to be better at single target damage in the current moment, you can do so. And the best part is that if you find that you might need some of those older spells back at a later date when the types of challenges change again, just prepare those spells again during a long rest.
Druids can be incredibly versatile.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
I really don’t understand your spell choices here. You’re level 14 trying to Geas essentially a Dragon, and your attack spells seem to be poorly matched with the target you’re choosing. Here are some better options to switch out when you’re fighting bigger baddies:
1) Conjure Elemental - universally useful, as long as you don’t lose concentration. So if you’re in a defensive position, use this to clog up more of the battlefield. My tip? Summon invisible stalkers - they’re relentless, hard to hit, and do a decent amount of damage when they can’t be seen. And they can’t be mislead by hidden creatures either.
2) Contagion - a fire-and-forget spell against low AC opponents. If you hit them, this causes the poisoned condition which already makes the entire battle simpler. You get at the very LEAST 3 rounds of reduced attack levels.
3) Closed in environment with low ceilings? Bones of the Earth... 6 targets, 6d6 each (up to 36d6), restrains each target until they destroy the pillar... or alternatively lift up yourself or another ranged ally up 30ft onto a lookout perch.
For dragon turtles? They’ve got high saves in almost everything, so focus instead on the most potent survival/support spells:
In the water? Freedom of Movement.
To slow it down? Plant Growth to make each square cost 20ft movement. Then Maestrom to cause difficult terrain. Now each move costs 40ft. Completely immobilized Turtle. Side note, you can literally make the Plant Growth as customized as you want, leaving escape routes for your own team and enveloping all others.
(Edit: I understand that PG and Maelstrom may be additive instead of multiplicative)
Spellcasters in general are optimized more for area damage than single target, but there's still some options. It actually looks like the summon spells from Tasha's are a decent choice here. Assuming your spell attack is +10 and spell DC is 18, looking at relative expected damage output vs a Dragon Turtle using a level 6 spell slot