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But even with Druids there are some OP exploits like turning into an owlbear and getting thrown into enemies for massive damage so it’s not really that bad
Outside of "owlbear from the top rope", of course. That's still the highest damage setup in the game.
https://www.youtube.com/watch?v=o1sFpnMdtDE&t=471s
Yup all classes are viable. Even circle of the moon Druids. Wondering if the feat that lets elemental damage ignore immunities would be good for Moon Druids.
Circle of the Land, tries to do a bit of everything, shaping and casting, so its underwhelming.
If you want to try your hand at wild shape druid, just do Moon druid, it is a solid choice, spell charges won't be an issue
sure it can have a niche use for moon druid going Myr/elemental. but its situational i think. That feat does not ignore immunity, it ignores only resistance.
What makes Moon druid powerful is
-wild shape as a bonus action instead of action
- unlocking 3 multiattacks while in Wild shape at later level
- the fact wild shaping is the best way to tank in DnD
I enjoy it too, and i love playing zone control in BG3 / D:OS. Still a viable choice (in fact i think every single subclass is viable in BG3 if you know what you do), but of the 3 Druid classes its likely the least powerful, since it doesnt excel at either thing. Its key feature is utility, and versatility. Some fights you gonne be zone controlling, others you gonna be casting for damage or doing CC, and others you just wild shape cause the party or you is taking a beating.
Hence my comment, nothing agaisnt Land druid :)
"It just works ! " x)
Basically because i was mostly using the class for the undead army, there isn't anything too special to it. You only use wildshape charges to raise undead, you have symbiotic entity buffing all your attacks with Necrotic D6, and giving you Temp HP.
So instead of wasting time with buffing your spell casting, you can just go martial. (although you still have your Shillelagh and i guess you can still do a WIS build fighter/caster hybrid, while WIS is still important since it increases your spell save DC for halo of spores and spreading spores later on, as well as AOE spells when you need to cast them, but yes you may want to lean more into using weapon versus spells.
Level 6 gives you fungal zombies, so thats when your army starts taking shape.
With good strategy and positioning (although annoying) your army can often start increasing during combat from the spores (non permanent zombies).
Lvl 10 gets you spreading spores which is decent, but it also increases the damage of your Halo of spores to a 1D8, so thats 2-16 necro dmg, and Halo uses a reaction, so it's always bonus damage per turn.
Gaseous form is a pretty useful situational spell, both in and out of combat, specially if you're soloing.. Cloudkill can pull a lot of weight for you in some battles. Raise undead upcast for 3 targets of course (should be raising skeletons for ranged dmg since you already have fungal zombs). And of course you still have all your normal Druid utility spells.
There is one Gear piece later that is pretty insane once a day for Spores druid. Armour of Sporekeeper basically will let you haste your whole party, bringing your utility to S tier at that point.
I guess after lvl 10 you could just go 2 levels fighter and get action surge, lol. Or put those 2 levels in earlier, and respec and play around at each level.
It's not an invincible solo build that will let you steamroll, like some of the abjuration shenanigans and multiclassing x3 you can do, but its a solid solo build if you have the patience for minion tactics, and one of the few that don't rely on BG3's broken equipment and multiclassing system lol