Bill Zebub
“It’s probably Matt Mercer’s fault.”
How about an analogue to Smite spells: a list of custom Druid spells that can only be cast in beast form. (Apologies if that has already been suggested in this thread.)
Standing in the back casting spells.Of course. I expect your save bonuses to carry over however. So it beeds tweaking. And still, running back with 40 speed or fly in the air is better than standing in the back usually.
Hence why I suggest it be a bonus action at 5.True, but we sort of end up back in the same exact situation.
If it buffs concentration then you want to cast the spell, then transform, which is an action. That isn't great.
Those 2 statements seem to contradict each other.This puts you more at risk of losing concentration (potentially) than if you had simply stayed at range....
That almost seems WAY too strong for a 1st level ability.
Yes. Though IMO, the bonus action unarmed attack works pretty well. Add some control options.If all wildshaping is bonus action, then it would work as a combat ability, but we would also need to change the Moon Druid.
¯\(ツ)/¯I'm still flip-flopping on wildshape as a reaction to reduce damage. I like it, but I don't like it.
VenomHow about an analogue to Smite spells: a list of custom Druid spells that can only be cast in beast form. (Apologies if that has already been suggested in this thread.)
VenomSmBite:
Casting Time: Bonus Action, which you take immediately after hitting a target with a an Unarmed Strike
As you hit the creature, it takes an extra 2d6 poison damage and gains the poisoned condition. The creature can make a Fortitude save at the end of each of it's turns to end this condition.
Special: you can cast this spell even if you are in wild shape.
Standing in the back casting spells.
Summon a creature turn one, sleet storm turn 2, produce flame turn 3.
Much different than summon turn 1, wild shape turn 2, run away turn 3.
Would it be bad of you could just cast all spells in beast form from level 1?I was also thinking of non-damage and/or defensive options. The most obvious idea is something with THP, but also some kind of web spray, a movement-based spell (a kind of "Free Action" sort of thing), etc.
Also faerie fire should be on the list.
Hence why I suggest it be a bonus action at 5.
Might be better to just have it a bonus action for everyone at level 1.
Those 2 statements seem to contradict each other.
I will also point out the artificer mind sharpener, available at level 2.
4x per day, turn a failed concentration save into a success.
Yes. Though IMO, the bonus action unarmed attack works pretty well. Add some control options.
Also just a more THP could work too. Like the base form gets 3* level, and moon druid gets 6*level.
¯\(ツ)/¯
Would it be bad of you could just cast all spells in beast form from level 1?
Then base wild shape is then turning AC into movement.
And only moon druid get useful melee attacks.
Sure. 3 options off the top of my head.A generic "buff concentration" can mean many things
Haven't done the math, but I was thinking a turn or 2 of being attacked. More than that and you probably have too much THP."I am unable to fail concentration checks" may be too powerful, as it may be too powerful of a buff to concentration.
Artificers can hand that out to anyone.That is pretty powerful, but it could be more limited by x4 per day. Your solution can give a lot more than that. Additionally, where the Artificer has a lot of non-concentration spells that may be worth casting, Druids... don't.
At level 3.I don't think the bonus action melee and increased THP alone would work. It is some control, but that isn't enough to bring a subclass to life. The THP is just needed to make it viable, so it is just a minor bit of control?
Concentration was the only thing I could think of. But that doesn't seem to be working. So maybe just don't use wild shape in combat.At that point, what is the point of wildshape in combat?