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God Wiz...er...I mean, Druid?
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<blockquote data-quote="FrogReaver" data-source="post: 7556150" data-attributes="member: 6795602"><p>Druids don't get a lot of save or suck spells.</p><p></p><p>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). </p><p></p><p>1.<strong> Pass Without Trace</strong> - (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).</p><p></p><p>2. <strong> Healing Spirit</strong> - (No matter how the DM rules this spell to work it's one of the best out of combat healing spell available.)</p><p></p><p>3. <strong> Entangle</strong> - (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.) </p><p></p><p>4. <strong> Faerie Fire</strong> - (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.)</p><p></p><p>5. <strong> Fog Cloud</strong> - (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).</p><p></p><p>6. <strong> Plant Growth</strong> - (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)</p><p></p><p>7. <strong> Healing Word </strong>- (The emergency healing spell. When an ally drops to 0 you want to be able to cast this spell)</p><p></p><p>8. <strong> Wind Wall</strong> - (Situational spell that protects against ranged weapons and small flying creatures. Can provide a small amount of damage.)</p><p></p><p>9. <strong> Lesser Restoration</strong> - (The spell can cure some nasty conditions and can do so while you are concentrating on more useful spells). </p><p></p><p></p><p>*Honorable Mention - Goodberry, Charm Person, Spike Growth, Conjure Animal, Call Lightning, Dispel Magic</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7556150, member: 6795602"] 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.[B] Pass Without Trace[/B] - (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. [B] Healing Spirit[/B] - (No matter how the DM rules this spell to work it's one of the best out of combat healing spell available.) 3. [B] Entangle[/B] - (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. [B] Faerie Fire[/B] - (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. [B] Fog Cloud[/B] - (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. [B] Plant Growth[/B] - (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. [B] Healing Word [/B]- (The emergency healing spell. When an ally drops to 0 you want to be able to cast this spell) 8. [B] Wind Wall[/B] - (Situational spell that protects against ranged weapons and small flying creatures. Can provide a small amount of damage.) 9. [B] Lesser Restoration[/B] - (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 [/QUOTE]
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