Expertise in a skill means that the character adds twice their proficiency modifier when using said skill, making them quite reliably adept at using their expertise. Whether a player wants their druid to be a master tracker or to be well-studied in medicine, this feat can help. While the Eldritch Adept feat allows a character to gain traits commonly associated with Warlocks, the Fighting Initiate feat allows a character to gain utility associated with Fighters.
Polearm Master is an underrated feat that allows a character wielding a glaive, halberd, quarterstaff, or spear to use their bonus action to make an additional attack, using the backend of said weapon. While Druids are primarily casters, they do have exclusive access to the Shillelagh cantrip that allows them to use their wisdom modifier rather than strength when attacking with a Quarterstaff. With Polearm Master, this allows for a unique wisdom-focused physical offense option that still has access to the spells one would expect from a Druid.
Lucky is an excellent feat that nearly any class in the game would be happy to benefit from. Providing a character with three luck points per long rest, whenever that character would make an attack roll, ability check, or saving throw, they can spend one of these points to roll an additional die.
They can then choose which of their two dice rolls to use at that moment, functioning much like advantage. Resilient is a flexible feat that allows a character to raise one of their ability scores by one, gaining proficiency in that score's corresponding saving throw. In regards to Druids, this is an incredible way to gain proficiency in constitution-saving throws, allowing them to more reliably pass concentration checks for spells like Moonbeam. Magic Initiate is a feat that allows a character to learn one first-level spell and two cantrips from any class's spell list that they choose.
While Druids already have access to a wealth of useful spells, Magic Initiate can help provide additional utility that a character may not have otherwise. For example, a Druid may opt to use this class to gain access to the Hex spell from the Warlock class or to gain Shield of Faith from the Cleric spell list.
Similar to Magic Initiate, Fey Touched is a feat that allows a character to gain access to additional magic. Misty Step is among the best low-level teleportation spells and is normally only available to Druids of the Circle of the land Coast.
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Sign me up. Already have a WordPress. Log in now. Loading Comments Email Required Name Required Website. This is shown through spells such as Hold Person and Slow, which are learned at levels three and five respectively.
The key drawback of Arctic Druids is the fact that many of their most easily accessible spells such as Hold Person are concentration spells, meaning that they require a character's full attention in order to maintain their effects. Druids of the Land that utilize the Grassland variant excel significantly in the area of stealth and gain access to numerous spells that give them utility one may expect from a class like the Rogue.
At level three, these druids gain access to the spells Pass Without Trace and Invisibility, both of which greatly enable players who don't want to be detected. Additionally, as these druids level up further, they gain access to the spells Haste and Freedom of movement, both of which can be used in great effect within stealth-centric scenarios.
Druids of the Circle of the Shepard are constantly capable of speaking to animals, regardless of whether or not they'd used the spell Speak with Animals.
Additionally, it is worth noting that these druids gain the excellent Mighty Summoner ability, providing creatures they summon with not only additional HP but causes damage dealt by these summoned creatures to be considered as magical. One of the archetypal features of these druids is their ability to conjure Spirit Totems, spiritual animals that provide a myriad of benefits.
Bear spirits can provide temporary HP to one's party, while the unicorn and hawk spirits can provide advantage to particular checks. Circle of the Land druids that draw their magic from the coast gain access to numerous water-oriented spells, such as Water Breathing and Water Walk at level five.
However, the usefulness of a Coast druid comes from the two unique spells that the circle provides when the druid becomes level three: Mirror Image and Misty Step. Neither of these spells is normally available for druids, so they are often viewed as the main appeals of this circle. While Misty Step functions as a teleport that can be used as a bonus action, Mirror Image creates illusory clones that can potentially take the damage of an attack in its caster's place.
Druids of the Circle of the Land who draw their power from the Underdark are treated to one of the best suites of spells of any druid. At level three, these druids embrace their inner spider, learning the spells Spider Climb and Web, which can be used for bettering one's own mobility and reducing the mobility of a foe, respectively. On the other hand, once these druids reach level five, they gain access to the stellar spell Gaseous Form, which has both mobility-based and defensive applications.
Even at their higher levels, the spells of these druids are consistently useful, as they gain access to Greater Invisibility at level seven and Cloudkill at level nine.
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