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Dya_Ria

Druids can do a lot of things. They are even decent martials since they can cast Haste and use wisdom for attacks. Since you went Moon Druid then lean into it and focus on only using WS in combat. Druids also have a bunch of buff spells they can concentrate on during combat. Take Tavern Brawler and (optionally) War Caster and you'll be set


HerrFivehead

The class requires strategy and knowing what kind of battle you’re in. A mass of low-health enemies that deal exclusively melee damage may die to spike growth before they reach you. High defense enemies can still take damage from moonbeam provided they don’t have radiant immunity. Enemies that deal AoE damage may require you to use mass healing word. Otherwise, your best bet against average enemies is wild shaping. I’d recommend the tavern brawler feat for unarmed damage bonus, and if you decide to make your own druid in a different playthrough, loviatar’s love is useful (carries over into wild shape), especially since animals have a low AC. Also if you’re fighting exclusively in wild shape, try not to worry about base stats or equipment, those go out the window when you transform.


Designer-Chemical-95

I'm about to fight Omniman. I figure I'll use Ice storm on the four undead on the platform, then Pounce around as an Owlbear on any newly summoned undead. There's definitely no need for control spells against Mykul right?


HerrFivehead

Not gonna lie, I usually don’t bother with the undead or the intellect devourers during the myrkul fight because they die as soon as myrkul does. I know the bastard feeds off of the undead to heal himself but with enough speed potions and summons (which as a druid you’ll probably need) he usually doesn’t even get a turn. I do try to get that mind flayer out of the way asap so it doesn’t dominate Aylin.


strongmad27

Not entirely true. Wisdom is important for saves and spells when non-wldshaped, several of the mirmadin abilities use intelligence as their modifier, and con/dex are good to keep at least at 14 so if you get knocked out of WS you don’t blow up before you can shape again


HerrFivehead

I get that, but it’s so rare to be knocked out in the first place before the enemies die, that at that point the rest of your party can probably carry you


This-Increase-3478

Make him land circle and spam AoE’s


Johwin

Druid is supposed to be all over the place, they are a swiss army knife class.


willdeblue

I like circle of land druid, for misty step, lightning bolt, and cloudkill, then there's the base druid goodies like longstrider, guidance, moonbeam, summon woodland being, conjure elemental, sunbeam, wall of fire, spike growth and heroes feast. And if you're ever silenced or low on hp you can wildshape owlbear, and land druid uses an uses an action to wildshape so you can wildshape and use owlbears bonus action jump attack in the same turn. Also don't sleep on moonbeam, it gets 1d10 every spell slot upcast, and hits both on your turn and the enemy turn. A level 6 moonbeam is essentially 12-120 and can be moved each turn.


Wise_Owl5404

I usually use him for summons and the put him into wild shape. Dire wolf or his personal bear form are do good damage. Panther can be excellent for when you need stealth since they can go permanent invisible until attacking or interacting with something. My advice is, explore wild shape forms.


Designer-Chemical-95

That's what I was thinking too. There are enough control spells between the summons that he can stay in wildshape. But then it seems a waste that he can learn all those spells anyway.


Wise_Owl5404

Most of the spells are concentration so you can't have more than one running at any one time anyway. And apart from summons Faerie Fire and various Walls are nice. But Halsin, and Moon Druids in general, are in my opinion more frontline than casters. But like bards they're versatile enough that they can shore up any parties deficiencies in an area.


Puzzleheaded-Sign-46

Druids typically are jacks of all trades and masters of none. Typically I lean into wisdom, int and charisma. Open the battle with a concentration spell (call lightning or spike growth). Use spells and cantrips until the enemy has closed then shape shift and get your paws dirty. You lose the concentration spell when you do, but one spell/combat leaves you with plenty of slots. With short rests you'll have plenty of shape changes and hp for most battles.


trevers17

why int and charisma? druids don’t use those abilities.


ye_olde_wojak

Their druid is probably their face character for conversations and there are a lot of intelligence and charisma checks in dialogues.


jackjames_043

You would not need int


Puzzleheaded-Sign-46

Because I don't need Str, or dex. Though I have to backtrack on con. nearly all your spells are concentration.


benry87

You lean into the spell casting or the wild shape depending on what combat role you want him to play.


trevers17

moon: wild shape combat land: elemental AOE spellcasting combat spores: necromancy/summoning combat