

They are power houses at 2 to 4th, collapse the closer they come to 9th and then at 10th they will destroy nearly every set adventure and many non source book ones. I disagree that moon druids are frontloaded however. Smart play and cleverness should be rewarded, but play that even if allowable will ruin the adventure for everyone else playing should not be. In summary, depending on whether your games support clever players and 'dear god your a monster!' players or not will determine whether moon is 'best' for either you or the table in general.
Circle of shepherd druid full#
Throw in resting as a rat in a sling another party member carries as they travel and you might rack up 9 short rests or more a day, never take part in a combat but full healing and buffing everyone between each ratnap.ĭreams are shepherds for people not twigging on to the above method and apart from that provide a lot of camping fun, think of them as the useful 5th man in a 4 man party, the one who stays back and looks after the camp cooking pot and the horses whilst the others explore the cave / dungeon / evil floating glacier. Shepherd druids should be able to out heal any other character ever, and provide more temporary hitpoints with the unicorn totem / spell cast for healing and bear for just after rest buffing.
Circle of shepherd druid free#
If you would prefer to find ways to eliminate 80% of all monsters risk reduced or free then remember Goldblum's advice 'land. or recruiting vegepygmy and spreading russet mold around. Other alternatives now that Carrion crawlers are not hated aberrations is to beat one to a bruised pulp and transport it with you, liberally soaking yourself in its secretions so you can paralyze the unwary. The cons to this approach are, once again you wont really need a party and are a massive danger to it until you cleanse it before meeting back up. This is an area denial bacteriological weapon. Yellow mold rests in areas and grows new patches. Can you make yourself invisible with your land druid subclass? You can! Oh well prodding yellow mold doesnt count as an attack or casting a spell so thats 2d10 poison in a 10' radius every time you want it and 1d10 per round till a successful save is made without losing invisibility.
Circle of shepherd druid portable#
Thats it, just yellow mold, any encounter out of the sun and abilities in concert to keep it portable and deployable will quickly make any area into a death trap for everyone except the poison immune. Have you got darkvision by race? If no, use the 2nd level spell for 8 hours. If your land druid is thinking: Immunity to poison and disease? thats weak, not many creatures left that will use that on us past 10th! You are falling into a trap of your own making.


Like all race / feat / spell / class /subclass combinations there is a chance that you have made some clangers and your less than optimal. If they dont, or your chosen sub-subclass spells dont turn out to be useful in an adventure or worse a campaign you will feel lacklustre. Those spells however should define the difference between you and every other subtype of land druid as well as any other druid type. If you cant think of and have prepped all the different animals you will be using as a moon druid, to deploy at the first call of 'roll initiative' then land druids less arduous extra spells known seems much easier to play, oh and it is. Phandelver and Below: The Shattered ObeliskĬircle of the moon benefits from monsters not being statted to fight monsters, Moon druids turn into these monsters (usually the best one they can for the circumstances) making what they are capable of doing in a given situation beyond what the encounter was prepared for. Mordenkainen Presents: Monsters of the Multiverse
