Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Druids?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Stalker0" data-source="post: 773693" data-attributes="member: 5889"><p>Ah the power of druids!!! A lot of people will talk about the druid's powerful wildshape, but there are plenty of druid only spells that are just bad ass in themselves. Here's a sample:</p><p></p><p>2nd Level:</p><p>Produce Flame: For 13 rounds you can hurl fire that does 1d4 + 6 points of damage up to 120 as a ranged TOUCH attack. You get two attacks per round at 13th level druid, so that's 2d4 +12. Not bad for a second level spell.</p><p></p><p>Barkskin: +5 to Natural armor for 2 hours.</p><p></p><p>Soften Mud and Stone: This is a great trap spell. Use some create water to wetten the earth, then when the bad guys come use it. If they fail their reflex saves, there basically dazed- and it affect 13 10 foot squares!!!</p><p></p><p>Speak with Animals: There's a catch to this spell that a lot of people overlook. A friendly animal can be convinced to do favors for you. With good animal empathy, you can make an animal friendly, then use this to get a temporary animal companion if your dm is flexible.</p><p></p><p>Tree Shape- A great hiding spell, and can be useful in combat. Best thing about it is that its a free action to turn back, so you can use it for protection until that's no longer an option, and then instantly change back.</p><p></p><p>3rd level:</p><p>Poison- This one is damn powerful. 1d10 con can screw up even the hardest characters, and assuming an 18 wis, its a fort save of 20 for a 3rd level spell!</p><p>Speak with Plants: Who suspects the plants? That crazy wizard kills every living thing he sees, and casts more antiscrying spells then a wizard academy. And he was brought down by key info from his pet ficus.</p><p></p><p>4th level:</p><p>Flame Strike: Need I say more?</p><p>Giant Vermin: Not too hard to collect a few ants or so in a jar, and at 13th level your creating huge creatures- and you can ride the flying ones.</p><p>Quench: Often overlooked, but nothing better against fire creatures. It does 13d6, with NO save. And it has a huge area, and won't effect your own party. Also, it PERMANTELY removes fire magic from items.</p><p>Rusting Grasp: What iron door? Where's that iron golem?</p><p></p><p>5th level:</p><p>Animal Growth: Turn your animal companions into power houses.</p><p>Awaken: You basically make your own permanent friends. They are always friendly to you, can actually gain character levels, and are teh perfect way to have eyes and ears in an area. 250 xp ain't too much, so druid with time on his hands could create a sentient network in a hurry.</p><p>Control Winds: At your level, you can create hurricane force winds from still winds. If the winds are strong, you can create a tornado. Gee that castle you were about to assaut doesn't seem so bad when there's a tornado tearing through it.</p><p>Wall of Thorns: Has a huge area, and does a lot of damage unless you are armored up. Even using magic to burn through it takes 10 minutes, so its a great way to stop someone from coming.</p><p></p><p>6th level:</p><p>Antilife Shell: Those poor fighters always trying to get into melee with me, tisk tisk.</p><p>Fire Seeds: These are fantastic. The bombs can do 13d6 damage as a ranged attack, and a direct hit means NO save. Or use them as booby traps.</p><p>IronWood: This one is an easy one.</p><p></p><p>7th Level:</p><p>Change Staff: You get a huge treant for 13 hours!! And if you create more of those special staffs, you can have an army of them.</p><p>Control Weather: You can make a blizzard or a tornado in a 3 mile radius!! And it last from 1 to 4 days!! Talk about softening up an enemy.</p><p>Creeping Doom: By a strict interpretation of the rules, this ones an instakill for practically a creature in existence without damage reduction-period.</p><p>Fire Storm- Oh yeah.</p><p>Sunbeam: This is the ultimate undead weedwacker. I mean 13d6 in a line 230 ft long is greeeeat.</p><p>Transmute Metal to Wood: That iron fortress just doesn't have its luster anymore does it? Not so hot against metal magic weapons because the SR is nasty, but against common metal its gets the job done.</p><p></p><p></p><p>Summoning Spells: Elementals can make great summons for their abilities. An earth elemental can move through stone, meaning they can get into castles and fortifications easily. Air elementals can fly and whirlwind.</p><p></p><p></p><p>Those are some of my favorite druid spells, as you can see druids don't have all the stuff clerics have- but they have some very unique stuff all to themselves.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 773693, member: 5889"] Ah the power of druids!!! A lot of people will talk about the druid's powerful wildshape, but there are plenty of druid only spells that are just bad ass in themselves. Here's a sample: 2nd Level: Produce Flame: For 13 rounds you can hurl fire that does 1d4 + 6 points of damage up to 120 as a ranged TOUCH attack. You get two attacks per round at 13th level druid, so that's 2d4 +12. Not bad for a second level spell. Barkskin: +5 to Natural armor for 2 hours. Soften Mud and Stone: This is a great trap spell. Use some create water to wetten the earth, then when the bad guys come use it. If they fail their reflex saves, there basically dazed- and it affect 13 10 foot squares!!! Speak with Animals: There's a catch to this spell that a lot of people overlook. A friendly animal can be convinced to do favors for you. With good animal empathy, you can make an animal friendly, then use this to get a temporary animal companion if your dm is flexible. Tree Shape- A great hiding spell, and can be useful in combat. Best thing about it is that its a free action to turn back, so you can use it for protection until that's no longer an option, and then instantly change back. 3rd level: Poison- This one is damn powerful. 1d10 con can screw up even the hardest characters, and assuming an 18 wis, its a fort save of 20 for a 3rd level spell! Speak with Plants: Who suspects the plants? That crazy wizard kills every living thing he sees, and casts more antiscrying spells then a wizard academy. And he was brought down by key info from his pet ficus. 4th level: Flame Strike: Need I say more? Giant Vermin: Not too hard to collect a few ants or so in a jar, and at 13th level your creating huge creatures- and you can ride the flying ones. Quench: Often overlooked, but nothing better against fire creatures. It does 13d6, with NO save. And it has a huge area, and won't effect your own party. Also, it PERMANTELY removes fire magic from items. Rusting Grasp: What iron door? Where's that iron golem? 5th level: Animal Growth: Turn your animal companions into power houses. Awaken: You basically make your own permanent friends. They are always friendly to you, can actually gain character levels, and are teh perfect way to have eyes and ears in an area. 250 xp ain't too much, so druid with time on his hands could create a sentient network in a hurry. Control Winds: At your level, you can create hurricane force winds from still winds. If the winds are strong, you can create a tornado. Gee that castle you were about to assaut doesn't seem so bad when there's a tornado tearing through it. Wall of Thorns: Has a huge area, and does a lot of damage unless you are armored up. Even using magic to burn through it takes 10 minutes, so its a great way to stop someone from coming. 6th level: Antilife Shell: Those poor fighters always trying to get into melee with me, tisk tisk. Fire Seeds: These are fantastic. The bombs can do 13d6 damage as a ranged attack, and a direct hit means NO save. Or use them as booby traps. IronWood: This one is an easy one. 7th Level: Change Staff: You get a huge treant for 13 hours!! And if you create more of those special staffs, you can have an army of them. Control Weather: You can make a blizzard or a tornado in a 3 mile radius!! And it last from 1 to 4 days!! Talk about softening up an enemy. Creeping Doom: By a strict interpretation of the rules, this ones an instakill for practically a creature in existence without damage reduction-period. Fire Storm- Oh yeah. Sunbeam: This is the ultimate undead weedwacker. I mean 13d6 in a line 230 ft long is greeeeat. Transmute Metal to Wood: That iron fortress just doesn't have its luster anymore does it? Not so hot against metal magic weapons because the SR is nasty, but against common metal its gets the job done. Summoning Spells: Elementals can make great summons for their abilities. An earth elemental can move through stone, meaning they can get into castles and fortifications easily. Air elementals can fly and whirlwind. Those are some of my favorite druid spells, as you can see druids don't have all the stuff clerics have- but they have some very unique stuff all to themselves. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Druids?
Top