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Druid WILD SHAPE !
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<blockquote data-quote="Flamestrike" data-source="post: 6496689" data-attributes="member: 6788736"><p>DnD isnt a PvP game, but I can highlight the melee combat potency of the Druid best in the following example:</p><p></p><p>Build a 3rd level Fighter with any PHB weapons you want and any armor up to Splint mail (appropriate for that level). Use point buy for stats. Fully healed and no resources expended. Choose any archetype, race and feat you want.</p><p></p><p>He's up against a (variant) Human Moon Druid 3. Wisdom, Dex and Con all 16 (Str, Cha, Int all 8). Resilient (Constitution) feat. Barksin already cast (lasts an hour), but I wont use any other spells during the combat to make it 'fair' and because of the long rest recovery (despite having 4 1sts and another 2nd level spell plus cantrips). Is also is already in Bear form (it lasts an hour, and is only a bonus action to assume). Wearing leather armor with a scimitar and shield, sling and ammo, and dagger 'underneath'. </p><p></p><p>30' x 30' room. 10' ceilings. 20 feet apart, backs to walls. Thunderdome style. I have my money on the Druid.</p><p></p><p>This is only to highlight that the Druid is fighting better than the Fighter.</p><p></p><p></p><p></p><p>Bark skin reduces the damage to 24 per round on average. DC 9 Con saves to maintain concentration are a breeze thanks to the bears Con of 16 and +3 proficiency bonus (+6). Only fail on a 1 or 2. Have more than enough 2nd and 3rd level slots to recast if it does go down, and can spam slots to regenerate in combat.</p><p></p><p>At this level my Druid (above) has selected Savage attacker for his feat, and now in Polar bear form has 51 HP base Druid, Con 16) plus (2 x 42 HP) per short rest. Requires 135 Hit points to drop (per short rest and not including healing). The Hill giant will take 6 rounds to kill him (not factoring in blowing spell slots as bonus actions to regenerate). The Druid hits at +8 twice per round for 23 damage per round; adjusted to 18 damage per turn (Hill Giants AC = 13). The Giant also dies on round 6. About even.</p><p></p><p>The Strength 20 Fighter has no feats (barring variant human). His AC is 20 so he has Full plate and Shield - likely using duelling style. We can give him a Con of 16, and the Shield master feat just for added <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> and giggles. Adds up to an impressive 58HP plus 11.5 from Second wind = 70HP (round up). Hits at +8 2/round doing 1d8+7 (23 damage per round same as the druid). Also has 4d8 superiority die (will all be added to damage on first 4 hits for plus 18 damage) and action surge (granting an extra 23 damage round 1).</p><p></p><p>First round fighter actions surges and blows all superiority dice on damage for (23+18+23) 54 damage, adjusted for AC to 43 damage. Deals 18 damage per turn thereafter. Takes him 5 rounds to kill the Giant.</p><p></p><p>Unfortunately the Giant deals 16 damage per round (adjusted for AC) to the Fighter. Fighter also drops after 5 rounds. </p><p></p><p>The two classes are equal in combat to one another. The Fighter has finally 'caught up' and can now 'Fight' as well as the Druid after lagging behind him for 4 levels. When you factor in the Druids ability to regenerate during combat thanks to his spell slot burning as bonus actions, he is actually in front of the Fighter still even at this level.</p><p></p><p>Now remember under this equal combat chassis, this Druid is also a full casting class (has 3/4/3/3 spells at present), and has the added utility of widlshaping into a utility form should he choose to as well (granting utility the Fighter cannot hope to have).</p><p></p><p>Also remember the Fighter better enjoy his newfound ability to match the Druid at Fighting, because the Druid at 10th level leapfrogs the Fighters combat ability once more when he gets his Elemental forms up and running.</p><p></p><p>The Fighter only really pulls it back to combat parity once he gets his Extra action surge (at 17th level). By then, whenthe Fighter is finally matching the druid in Combat, the Druid is casting <em>9th level spells.</em></p><p><em></em></p><p></p><p></p><p>Try an Earth elemental instead. I cant be stuffed doing the maths but its an extra 252 HP per Short rest for the Druid. Also note, at 18th level, the Druid can cast spells in this form. Including 9th level spells. Like Foresight (8 hours no concentration required).</p><p></p><p>In 2 levels time its an extra 252 hit points <strong>every single round </strong>(126 hit points per round from attacks against magic weapons) for the druid. Even Action Surging, and totally disregarding spells, the Fighter simply cant win a fight with this Druid (barring catching him asleep).</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6496689, member: 6788736"] DnD isnt a PvP game, but I can highlight the melee combat potency of the Druid best in the following example: Build a 3rd level Fighter with any PHB weapons you want and any armor up to Splint mail (appropriate for that level). Use point buy for stats. Fully healed and no resources expended. Choose any archetype, race and feat you want. He's up against a (variant) Human Moon Druid 3. Wisdom, Dex and Con all 16 (Str, Cha, Int all 8). Resilient (Constitution) feat. Barksin already cast (lasts an hour), but I wont use any other spells during the combat to make it 'fair' and because of the long rest recovery (despite having 4 1sts and another 2nd level spell plus cantrips). Is also is already in Bear form (it lasts an hour, and is only a bonus action to assume). Wearing leather armor with a scimitar and shield, sling and ammo, and dagger 'underneath'. 30' x 30' room. 10' ceilings. 20 feet apart, backs to walls. Thunderdome style. I have my money on the Druid. This is only to highlight that the Druid is fighting better than the Fighter. Bark skin reduces the damage to 24 per round on average. DC 9 Con saves to maintain concentration are a breeze thanks to the bears Con of 16 and +3 proficiency bonus (+6). Only fail on a 1 or 2. Have more than enough 2nd and 3rd level slots to recast if it does go down, and can spam slots to regenerate in combat. At this level my Druid (above) has selected Savage attacker for his feat, and now in Polar bear form has 51 HP base Druid, Con 16) plus (2 x 42 HP) per short rest. Requires 135 Hit points to drop (per short rest and not including healing). The Hill giant will take 6 rounds to kill him (not factoring in blowing spell slots as bonus actions to regenerate). The Druid hits at +8 twice per round for 23 damage per round; adjusted to 18 damage per turn (Hill Giants AC = 13). The Giant also dies on round 6. About even. The Strength 20 Fighter has no feats (barring variant human). His AC is 20 so he has Full plate and Shield - likely using duelling style. We can give him a Con of 16, and the Shield master feat just for added :):):):):) and giggles. Adds up to an impressive 58HP plus 11.5 from Second wind = 70HP (round up). Hits at +8 2/round doing 1d8+7 (23 damage per round same as the druid). Also has 4d8 superiority die (will all be added to damage on first 4 hits for plus 18 damage) and action surge (granting an extra 23 damage round 1). First round fighter actions surges and blows all superiority dice on damage for (23+18+23) 54 damage, adjusted for AC to 43 damage. Deals 18 damage per turn thereafter. Takes him 5 rounds to kill the Giant. Unfortunately the Giant deals 16 damage per round (adjusted for AC) to the Fighter. Fighter also drops after 5 rounds. The two classes are equal in combat to one another. The Fighter has finally 'caught up' and can now 'Fight' as well as the Druid after lagging behind him for 4 levels. When you factor in the Druids ability to regenerate during combat thanks to his spell slot burning as bonus actions, he is actually in front of the Fighter still even at this level. Now remember under this equal combat chassis, this Druid is also a full casting class (has 3/4/3/3 spells at present), and has the added utility of widlshaping into a utility form should he choose to as well (granting utility the Fighter cannot hope to have). Also remember the Fighter better enjoy his newfound ability to match the Druid at Fighting, because the Druid at 10th level leapfrogs the Fighters combat ability once more when he gets his Elemental forms up and running. The Fighter only really pulls it back to combat parity once he gets his Extra action surge (at 17th level). By then, whenthe Fighter is finally matching the druid in Combat, the Druid is casting [I]9th level spells. [/I] Try an Earth elemental instead. I cant be stuffed doing the maths but its an extra 252 HP per Short rest for the Druid. Also note, at 18th level, the Druid can cast spells in this form. Including 9th level spells. Like Foresight (8 hours no concentration required). In 2 levels time its an extra 252 hit points [B]every single round [/B](126 hit points per round from attacks against magic weapons) for the druid. Even Action Surging, and totally disregarding spells, the Fighter simply cant win a fight with this Druid (barring catching him asleep). [/QUOTE]
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