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WotC's Nathan Stewart Reveals Ravnica's Druid Circle of Spores
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<blockquote data-quote="Dualazi" data-source="post: 7760609" data-attributes="member: 6855537"><p>But they should probably try and make them somewhat effective, which I doubt this version is going to be remembered for.</p><p></p><p>The damage on its features are atrocious. With their spore shape up their reaction damage caps out at 11 average (2d10), and is one of the most resistable damage types. At high level play this might as well not exist. This is compounded by the fact that it won't see continual use.</p><p></p><p>The poison damage on weapon strike is likewise useless. Even combined with shillelagh, it's an option that will be used for maybe levels 1-4, and abandoned afterwards since the druid is not a melee class and their melee damage essentially doesn't scale.</p><p></p><p>The zombies fall into the same trap. Unlike the necromancer, they don't receive scaling proficiency bonuses, and as the game gets later in levels even the utility of having a potential grappler or something goes markedly downhill, since almost anything the zombie(s) does will be ineffective. Actually, reading it again, it specifically states that you can only make one melee attack period. If that's to imply the zombie can't even be used to spam grapple attempts, then this really is a worthless feature.</p><p></p><p>I'd have to go check, but I seem to remember the spore-throwing ability not sucking as hard as it does. Yet again it's a con save for no damage against a damage type that's resisted probably more than any other. You can only have one spore cloud active, which might have grudgingly been ok if using it at all wasn't predicated on having your wildshape active, which makes it needlessly limited rather than just powering up the class feature as it does with the reaction damage.</p><p></p><p>Fungal body is the only feature that's genuinely impressive, but it does so at the cost of creativity since it doesn't take a genius to just slap a bunch of immunities on something and call it a day.</p></blockquote><p></p>
[QUOTE="Dualazi, post: 7760609, member: 6855537"] But they should probably try and make them somewhat effective, which I doubt this version is going to be remembered for. The damage on its features are atrocious. With their spore shape up their reaction damage caps out at 11 average (2d10), and is one of the most resistable damage types. At high level play this might as well not exist. This is compounded by the fact that it won't see continual use. The poison damage on weapon strike is likewise useless. Even combined with shillelagh, it's an option that will be used for maybe levels 1-4, and abandoned afterwards since the druid is not a melee class and their melee damage essentially doesn't scale. The zombies fall into the same trap. Unlike the necromancer, they don't receive scaling proficiency bonuses, and as the game gets later in levels even the utility of having a potential grappler or something goes markedly downhill, since almost anything the zombie(s) does will be ineffective. Actually, reading it again, it specifically states that you can only make one melee attack period. If that's to imply the zombie can't even be used to spam grapple attempts, then this really is a worthless feature. I'd have to go check, but I seem to remember the spore-throwing ability not sucking as hard as it does. Yet again it's a con save for no damage against a damage type that's resisted probably more than any other. You can only have one spore cloud active, which might have grudgingly been ok if using it at all wasn't predicated on having your wildshape active, which makes it needlessly limited rather than just powering up the class feature as it does with the reaction damage. Fungal body is the only feature that's genuinely impressive, but it does so at the cost of creativity since it doesn't take a genius to just slap a bunch of immunities on something and call it a day. [/QUOTE]
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