AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |
Back to Blog
Best dnd homebrew races for druid12/4/2023 You can find the new lightning spells that are referenced previewed here, and you can find the last preview of the soar spell here. The feature becomes stronger then so that the druids do not feel compelled to abandon their class feature when they gain the ability to cast spells while in the form of a Giant Eagle using normal Wild Shape. By spellcaster standards, the Druid is relatively simple to play. There is a strong emphasis on area control spells, and most of the Druid's best spells require Concentration. Their spell list has a lot of unique options. Updated MMoM : A fine choice for a flying casting-focused druid, but other flying options are both more interesting and more effective. It also doesn’t keep the druid out of the range of thrown weapons like spears and javelins, at least until 18th level. Between their available archetypes, they're able to serve mixes roles as scouts, strikers, blaster, support casters, and controllers. Finally, the 14th level feature allows the druid to rise above the reach of most melee attacks, but not all of them - larger monsters such as dragons, giants, and anything Huge or larger. At higher levels, the druid can easily call upon wind when they do so, meaning that a higher-level druid of Storms is more likely than any other character to be able to blow away the gaseous spells such as stinking cloud, fog cloud, cloudkill, or incendiary cloud. When the druid does become invested with the storm, their shocking grasp spell becomes a potent force, and the wind that was harmlessly pushing enemies now blasts them with thunder as well. When the druid isn’t making use of their two Storm Ascensions per short rest, they can still derive a lot of utility from the extra spells that they always have prepared, making them a potent damaging blaster with along with battlefield control and meaningful utility spells, filling a distinct niche from other spell-granting Circles (which already maintain good niches themselves), and using their bonus action to move enemies around. The basis for the 2nd level and 6th level features are based around features in the Circle of Spores and Circle of Wildfire. Each race and subraces have benefits that wildly differ. This subclass is designed for anyone looking to build a druid that doesn’t regularly turn into an animal, especially if they’re excited about wind and lightning. With so many different races in D&D it can be overwhelming to pick one that you are sure will benefit players as a Druid. The central feature of the subclass is an alternate usage of Wild Shape, wherein the druid takes on the power of the storm and rises into the air, arcing with thunder and lightning. As our last preview from The Elements and Beyond before the compendium releases next week, today we have a druid subclass to share with you: one which focuses on wind, weather, lightning, and all forms of storms, the thus-named Circle of Storms.
0 Comments
Read More
Leave a Reply. |