Regarding Druid wildshapes that would be great. If you look at what forms a Circle of the Moon Druid, or Skinchanger Druid can take, there are many choices at CR 1 and below. There are much fewer to choose from at CR 2, missing some niches such as a CR 2 Ape-like option. So having a way to make...
What potions do they have? What else are they doing with their bonus actions?
Do they ever have the opportunity to drink a potion before entering combat? For example, drinking a potion of resistance of the appropriate energy type, before fighting a dragon.
We most frequently use a potion to...
Very nice. The Riding Beetle is a worthy steed. I am looking at these previews and thinking that maybe some of these would make good wild shape options for a Druid. :)
Using a familiar, which avoids getting killed in combat, to cast spells from a Ring of Spell Storing is a nice idea. I've been doing something similar sometimes in combat, with my Imp having the Fire Bolt cantrip to do d10 fire + 4 force damage from Frog Fangs at up to 120' range. Not the same...
With the Frog Fangs eldritch invocation and Pact of the Chain, such a Warlock build aims at having the familiar in combat to boost damage per round. It works well at lower levels. At higher levels, the familiar goes down within a round or two of suffering damage in combat.
For my 9th level...
I agree on the throwing range. I mentioned that above for Seed Bomb, that it doesn't seem possible in real life for some seed variants to be thrown 60', without the magical enchantment from the spell. So it is the spell that permits it to be thrown that far, not the physical capability of the...
Produce Flame raises the same question as Seed Bomb, albeit the text specifies "fling" rather than "throw". For Seed Bomb, we discussed this in our last session, and the DM's response was that you'd need to be in a wildshape form like that was capable of throwing something.
Examples of Druid...
Agreed. You can not normally move 15' as part of your action, unless you use your action to Dash. So I assume the additional movement in combat maneuvers is not subtracted from the rest of your movement that you can do during a turn - that would zero the benefit of several maneuvers if so.
I would impose disadvantage or a higher difficulty on the roll for trying to do something in a rushed manner. I think that it is reasonable that disarming a trap or picking a lock would take a minute to attempt as a normal action. Heroic skill level or specific Rogue (or other) features could...
Bounding Strike and other combat maneuvers don't specify how they deal with each possible condition that they could occur in. There's no exception specified in Bounding Strike, so it would make sense for it to follow the standard rules, that the attack is at disadvantage because you are blind. I...
I like the old 3E style approach in this regard. If you are not under duress and there are not dangerous consequences of note, you can "take 10", so the outcome of your roll is 10. If you have lots of time, and no consequences for failure, then you can "take 20", so the outcome of your roll is...