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You'd be better off with an offensive spell cantrip to give your druid a ranged attack option than a sling.
I can make a wood elf druid who will have proficiency in long bows and short bows, plus long swords and short swords.
I can make a high elf druid who will have the same weapon proficiencies as a wood elf druid, plus a kick-ass fire bolt cantrip.
But after playing a lot of BG1 and BG2, druids with bows and longswords just seem so un-druidy.
That's not what I meant. As a druid of any race, you can learn Produce Flame or Thorn Whip as a ranged offensive cantrip. You don't need special racial proficiencies or cantrips for this to work.
Unlike the 2e rules of BG 1-2, BG3's 5e rules generally expect casters to make use of cantrip attacks, rather than weapon attacks, when they aren't using their spell slots.
But also it takes away from the 'specialness' of magic a little and makes the setting higher in magic
I haven't tried Produce Flame. I think I just took the default cantrips at character creation, so I have Thorn Whip and Shillelagh. Is there any way to change those?
But there nothing like the satisfaction of coming up side someone's head with a finely polished rock, so I do hope slings make it in.
Meanwhile, for this play through, he's got a crossbow. With 16 DEX, it's not too shabby, and Dammon in Druid's Grove has a Light Crossbow +1 for sale.
Also, he spends a lot of time as Mister Bear, who can't use a bow or a sling anyway.
You'll definitely want something like Produce Flame in 1.0, because cantrips scale up at level 5 and then again at level 11 and 17. A druid's weapon skills never really get any better, especially since you'll be more likely to invest ability scores into wisdom rather than more dexterity. Crossbows or slings, neither will compete with 2d8 fire damage at level 5+, especially since you can use a shield this way.
We *SHOULD* be able to have slings, but using them on any class for any reason other than story/fantasy/flavor is an objectively bad choice (especially in a game where ammo isn't tracked and weapons effectively have infinite ammo, and the game doesn't allow for things like using a sling to throw a rock into a bush on the far side of an enemy camp as a distraction).
Thorn Whip is about it's utility - you can drag enemies off cliffs for fall damage, or through Spike Growth (and then Push/Thunderwave/EB them back) for additional damage. You can also use it to move an enemy away from another character so they don't provoke an attack of opportunity.
Produce Flame doesn't deal as much damage as Firebolt, but it lasts for 100 rounds (they really ought to make it permanent until dispelled) and doubles as a torch if you need one, as well as a means of igniting objects.
My issue with Shillelagh is that I'm almost always going to be using a concentration based spell action for my damage output, such as Moonbeam or Call Lightning, or Wildshaping. It's not a terrible cantrip, but the others have better utility. Also, I tend to play Druids with longbow proficiency, so if I need to make a weapon attack, I typically have a good ranged weapon anyway (Moonbeam/Stealth/Bow is a great combination, or Call Lightning/Stealth/Bow). Equip say Spellthief and you can get extra Thunderwaves or Create Waters back.
I have already created about a dozen race/class combinations. I create them, then play them until I get to Druid Grove just to see how they are going to work for me. I'll make a new druid with those two cantrips.
I thought I might use Shilegah, but it turned out that any time I was close enough for that, I was already in Mister Bear form.
Thanks, everyone.
This is the wei.
That's what the Magic Stone cantrip is for