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Rapportera problem med översättningen
Otherwise, there are certain milestones which are very good:
Lvl 3: Spike Growth, Moonbeam, Flame Blade
Lvl 5: Call Lightning, Sleet Storm, Plant Growth
Lvl 11: Wall of Thorns
There might be some other things too, but that's what I play Druids for.
Druids are OK healers, Clerics are better.
They are OK at offensive magic. Wizards are better.
In melee, you can have them engage with weapons, but often it's far better to have them do it in Wildshape.
All that said, as a Moon Druid, Halsin will be a better shapeshifter. As a Land Druid, Jaheira will have more and better spells. That's how they are specialized.
The game sort of of course emphasizes Halsin can turn into a bear, but that animal form, while good for tanking, is not always best for all situations. Explore the others. And yeah, I agree the elemental forms are really good. The elementals can all teleport (elemental warp) and fly.
assuming you pick up tavern brawler feat you get a concentration caster who casts something, shapeshifts, then controls the battlefield, digging, jumping, flying and knocking most enemies prone without needing to shortrest every attack
while shapeshifted you can think of the shapeshifted form as a pile of temporary hp on top of your normal hp, if your shapeshifted form runs out of hp you just revert back to whatever hp you had in normal form.
their hp and special abilities tend to upgrade every 2 levels as well, and most gear doesn't affect them, except for things that give +1 ac, +stats, some resistances, and some rare magics that apply, making them pretty light on gear requirements, except when you are caught in caster form.
Or can I just keep it on until I turn it off, or it is defeated?
if you speak to a companion whos wild shaped they seem to transform back to human to talk to you, then back when the convo is done
if your wild shape form dies you return back to whatever health human form you had before - so its an extra health bar which is pretty useful
Gotcha. That's much better than I thought then.
I have several pieces of gear that do something special when you strike with unarmed attacks.
Wildshape attacks should count as unarmed too, then?
I suppose it depends on what role you want to play in the party, or want Halsin to play.
To begin, let's discuss druids in general.
Any druid from any subclass can fill almost any role but each subclass is so good at what they do that it kind of defines their entire playstyle.
These druids are at their best in the back line casting devastating spells such as ice storm, conjuring woodland beings, debuffing enemies, buffing allies (such as the Haste spell).
A wildshape's health is completely separate from the druid's health, so it's basically just free health you can use to avoid dying. If you became a panther not only would you be able to use it as a bonus action but you could also use the action to become invisible and then reposition, or you could transform into an elemental at higher levels, or become a sabre tooth tiger to get health regeneration and being able to lower an enemies AC.
A moon druid won't be casting spells as often as the other two subclasses because a lot of their spell slots will be used to help top off their health.
Spore druids also automatically learn animate dead and at level 6 can create 4 fungal druids Last of Us style without using a single spell slot to create a zombie apocalypse.
This means this druid is more than capable of being at any range. They can function as a spellcaster when needed. They can get into melee with shillelagh to do extra damage using wisdom instead of strength or dexterity with a guaranteed 1d8 points of damage + wisdom modifier for every hit, even if the weapon in question is a club (1d6) or a one-handed quarterstaff (also 1d6).
This druid is probably at their best as a well-rounded character who can fill in the niche that the rest of the party lacks. Need another front-line fighter they can cover (not as good as a fighter, paladin or barbarian but they will hold their own), they can fall back and be a spellcaster if that's needed. Their specialty, however, is overwhelming the enemy with lots of low-level zombies who can absorb a ton of attacks so the party won't have to.
I kinda view them as a jack of all trades - you can start a battle and burn through your biggest spells with no worry, because you're also a pretty solid fighter in wild shape form.
And if you get beat up as wild shape, you shift right back into human form with full health and turn into a caster.
Druids have some interesting spells like Spike Growth for area control, or Heat Metal vs. gear-dependent humanoids.
If you want him to use a weapon, quarterstaves are a decent choice if you have him pick the Shillelagh cantrip, because that'll let him use his spellcasting attribute for determining attack/damage modifiers rather than the default strength.
Though that might just be a feature of his Sabertooth Tiger transformation.
Could save a ton of resources if I just respec everyone to Druid, I think.
It also only affects his wildshape's health, not his own.
Any druid's health is completely separate from that of the wildshape.
You can also be a cat to fit into the tight spaces that normally halflings and gnomes fit through if you are a larger race.
Yeah, that's just that specific Wild Shape and the HP doesn't (or shouldn't) carry over into any other form.