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God Wiz...er...I mean, Druid?

Arial Black

Explorer
You know Treantmonk's God Wizard concept: (briefly) a wizard who doesn't seem to do much themselves but instead makes victory easier by empowering allies and messing with enemies?

Well, I want to do the same, but with a druid. Specifically, a single-class 5th level druid.

What spells should I prepare to maximise that role?
 

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FrogReaver

As long as i get to be the frog
Druids don't get a lot of save or suck spells.

Druids can Prepare about 9 spells. The following are the most important spells for a God Druid IMO (ranked by what best to worst God Druid spells).

1. Pass Without Trace - (Surprise is perhaps the strongest advantage you can gain over the enemy. Pass Without Trace nearly guarantees your whole party gets surprise when presented with the possibility of sneaking up on a group of enemies).

2. Healing Spirit - (No matter how the DM rules this spell to work it's one of the best out of combat healing spell available.)

3. Entangle - (Multiple use spell. Creates Difficult terrain which can be semi-useful. More importantly restrains enemies that fail a strength saving throw. The only way out after being restrained is to use an action making a strength check.)

4. Faerie Fire - (Single Dex save or the whole party gains advantage against the targets. Advantage against the enemy is strong and is nearly universally useful but the spell doesn't make the enemy suck like entangle does, it just makes the enemy die faster due to being hit more often.)

5. Fog Cloud - (The spell has a number of tactical uses and requires no save. It's a great option to have but you need to be creative with it).

6. Plant Growth - (Provides Super Difficult Terrain in a huge area and you get to place non-difficult terrain paths in the area just where you want. Enemies get no saves. This is a great spell to cast against primarily melee enemies, or to provide your party a tactical retreat, to help prevent enemies from retreating, etc)

7. Healing Word - (The emergency healing spell. When an ally drops to 0 you want to be able to cast this spell)

8. Wind Wall - (Situational spell that protects against ranged weapons and small flying creatures. Can provide a small amount of damage.)

9. Lesser Restoration - (The spell can cure some nasty conditions and can do so while you are concentrating on more useful spells).


*Honorable Mention - Goodberry, Charm Person, Spike Growth, Conjure Animal, Call Lightning, Dispel Magic
 

rgoodbb

Adventurer
For that role, Entangle/Faerie Fire are two good ones to start with or choose one.

Thorn Whip and Thunderwave provide good push/pull control, especially painful over Spiked Growth/Bonfire

Hold Person, when it sticks is up there for God control. Flaming Sphere can be in that bracket for area denial.

I was still using Thorn Whip at 7th level and having a blast with it.
-Pulled a fish monster out of the water to land at the Barbarian's feet. (she had a water phobia)
-Pulled different monster into direct combat with melee character
-Pulled flying creature off of a cliff face
etc.
 

MechaTarrasque

Adventurer
Conjure animals is good for this. It almost doesn't matter what you get, as long as the critter can use the help action to help a PC. Even a hour's ride on horses can be helpful.
 

*Honorable Mention - Goodberry, Charm Person, Spike Growth, Conjure Animal, Call Lightning, Dispel Magic

Moonbeam is strictly superior to call lightning in general (unless you're outside in a thunderstorm), and actually works for a God Druid concept unlike CL. You can put spells like flaming sphere or moonbeam in a location to get enemies to move out of it, and only have to spend an action if you want to move them.
 

FrogReaver

As long as i get to be the frog
Moonbeam is strictly superior to call lightning in general (unless you're outside in a thunderstorm), and actually works for a God Druid concept unlike CL. You can put spells like flaming sphere or moonbeam in a location to get enemies to move out of it, and only have to spend an action if you want to move them.

What makes you say moonbeam is better?
 

pukunui

Hero
One thing to note about druids is that most of their spells require concentration. This severely limits the amount of battlefield control they can do.
 

What makes you say moonbeam is better?

Call lightning only works if you have an area with a 60' radius, 10' high space for the clouds to appear. So in a large amount of the dungeons in "Dungeons and Dragons", it doesn't work AT ALL. Not being able to use it in houses, caves, dungeons, castles, and so on is a huge, huge limitation. Big points to moonbeam. Moonbeam can be cast at level 2 for 2d10 damage, and does the same damage as call lightning at higher levels. Point to moonbeam for letting you 'downcast' by a level. Moonbeam appears in a place and does damage, you only need to spend actions if you want to move it. Call lighting only does damage if you spend your action. Point to moonbeam. Moonbeam can be moved 60' per round, call lightning can only happen in the original 60' circle. Point to moonbeam, but either of those is unlikely to be a limitation in practice.

Moonbeam does radiant damage while call lightning does electrical, not much difference. Moonbeam uses con save while call lightning uses dex, I'll call that even since there are more good con saves than dex saves but some dex saves get evasion. Both have the same 5' AOE, no points. Moonbeam has the 'unshifts shapeshifters' rider, but that's so situational I won't call it a point. If you're outdoors in a thunderstorm, call lightning has an effectively unlimited area and gets an extra d10 damage. This is so situational I won't call a point for it, but did mention it to forestall someone 'catching' it.

I consider moonbeam a solid default spell choice, while I'll only take Call Lightning if I expect to be fighting outdoors in a thunderstorm, and even then that's more flavor than anything else.
 

FrogReaver

As long as i get to be the frog
Call lightning only works if you have an area with a 60' radius, 10' high space for the clouds to appear. So in a large amount of the dungeons in "Dungeons and Dragons", it doesn't work AT ALL. Not being able to use it in houses, caves, dungeons, castles, and so on is a huge, huge limitation. Big points to moonbeam. Moonbeam can be cast at level 2 for 2d10 damage, and does the same damage as call lightning at higher levels. Point to moonbeam for letting you 'downcast' by a level. Moonbeam appears in a place and does damage, you only need to spend actions if you want to move it. Call lighting only does damage if you spend your action. Point to moonbeam. Moonbeam can be moved 60' per round, call lightning can only happen in the original 60' circle. Point to moonbeam, but either of those is unlikely to be a limitation in practice.

Moonbeam does radiant damage while call lightning does electrical, not much difference. Moonbeam uses con save while call lightning uses dex, I'll call that even since there are more good con saves than dex saves but some dex saves get evasion. Both have the same 5' AOE, no points. Moonbeam has the 'unshifts shapeshifters' rider, but that's so situational I won't call it a point. If you're outdoors in a thunderstorm, call lightning has an effectively unlimited area and gets an extra d10 damage. This is so situational I won't call a point for it, but did mention it to forestall someone 'catching' it.

I consider moonbeam a solid default spell choice, while I'll only take Call Lightning if I expect to be fighting outdoors in a thunderstorm, and even then that's more flavor than anything else.

I really dislike the con save on moonbeam, that said it can be used in any situation and given a choke point can actually make a great tactical choice to cause enemies to want to avoid that choke point. I agree it's definitely better for a God Druid than Call Lightning.
 

FrogReaver

As long as i get to be the frog
Conjure animals is good for this. It almost doesn't matter what you get, as long as the critter can use the help action to help a PC. Even a hour's ride on horses can be helpful.

I agree conjure animals is a great spell. It's one of the druid's overall best spells. That said I wasn't convinced of it's control functionality and so I left it out of the main list. If a good case can be made for it helping with battlefield control and out of combat as well then I'd gladly move it to the main list.
 

FrogReaver

As long as i get to be the frog
One thing to note about druids is that most of their spells require concentration. This severely limits the amount of battlefield control they can do.

Nearly all control spells require concentration. Since that's what God Wizards and God Druids do then I'd say it's par for the course.
 

BacchusNL

Explorer
I agree conjure animals is a great spell. It's one of the druid's overall best spells. That said I wasn't convinced of it's control functionality and so I left it out of the main list. If a good case can be made for it helping with battlefield control and out of combat as well then I'd gladly move it to the main list.

-8 raptors all multi-attack with advantage. Killing stuff quick is solid battlefield control.
-8 wolves all attack with advantage on their knock-prone attack.
-8 giant poison snakes each have a chance to give enemies the poisoned condiotion
-8 constrictor snakes can grapple a whole bunch of stuff
-8 stench cows are really smelly
-8 Deep Rothe can all cast dancing lights
-1 Quetzal can be a pretty effective air-lift with 15 minutes of work and bunch of ropes
 

FrogReaver

As long as i get to be the frog
-8 raptors all multi-attack with advantage. Killing stuff quick is solid battlefield control.
-8 wolves all attack with advantage on their knock-prone attack.
-8 giant poison snakes each have a chance to give enemies the poisoned condiotion
-8 constrictor snakes can grapple a whole bunch of stuff
-8 stench cows are really smelly
-8 Deep Rothe can all cast dancing lights
-1 Quetzal can be a pretty effective air-lift with 15 minutes of work and bunch of ropes

But you don't technically get to pick which beast you summon, just the CR that you will summon. If your DM allows your choice of beast then this becomes a great God Druid spell. But without that choice you don't have enough control of the spell to make it a good God Druid spell, at least not in a way I can see. Sure it's still good for damage dealing, but damage dealing isn't what you're after as a God Druid.
 

BacchusNL

Explorer
But you don't technically get to pick which beast you summon, just the CR that you will summon. If your DM allows your choice of beast then this becomes a great God Druid spell. But without that choice you don't have enough control of the spell to make it a good God Druid spell, at least not in a way I can see. Sure it's still good for damage dealing, but damage dealing isn't what you're after as a God Druid.

Obviously. Milage may vary, and I can see a point being made that some DM's might dislike Raptors or so, but I've yet to see a DM say "nope" to a Druid who wants to summon a pack of wolves. Or "Reef sharks...? You are getting monkeys, my friend".
 

FrogReaver

As long as i get to be the frog
Obviously. Milage may vary, and I can see a point being made that some DM's might dislike Raptors or so, but I've yet to see a DM say "nope" to a Druid who wants to summon a pack of wolves. Or "Reef sharks...? You are getting monkeys, my friend".

Like I said, if you get to pick your beasts then by all means you should always take this spell on the God Druid and every other druid.
 

Arial Black

Explorer
Thanks for some great advice guys.

I'm going to give summon-type spells a miss. They are tactically great, but I want to avoid hogging the screen time at the table.

Any thoughts on which druid circle?
 

200orcs

First Post
I like Grassland, Underdark and Arctic. They all have advantages. Some people also like Desert for control

I'm general Grassland is considered the superior choice in the forums. But Arctic has a certain theme and appeal to it
 

Phazonfish

B-Rank Agent
What everyone else said, but also Heat Metal. It is a nasty debuff that only druids and bards get. Target metal armor to make a creature have permanent disadvantage on attacks and checks. Free bonus action damage every turn. Target a weapon to disarm if you thing they can't make a Con save (or don't want to, because success means they are still holding scalding hot metal).
 

Leatherhead

Possibly a Idiot.
Nearly all control spells require concentration. Since that's what God Wizards and God Druids do then I'd say it's par for the course.

Snare doesn't!
It's also conveniently on the Druid spell list, making it worth consideration.

Another handy spell for Druid's is Guidance. The best buffing Cantrip in the game.
 

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