![]() But you will be less effective than a martial. ![]() Sometimes wild shaping is a WONDERFUL thing to do. Have some control spells, some utility spells, etc. If nobody else has them have a couple of heal spells for emergencies. Wild shape should be one of 2 or 3 weapons available to you.īut have some AoE blasty spells for the encounters with lots of lower level opponents. Not sure if this will help but I'd suggest NOT planning on totally focussing on wild shape. This list doesn't include generally helpful spells like heal, nor utility spells this is mostly a list of handy things to help wildshaper fight I know it's beyond the scope of what you asked, but wrestler will make a wildshaper that wants to spend most of the fight in wildshape a lot more powerful and fun.ġst: Summon animal and summon.fey have some fun support options within certain level brackets, mud pit is a basic difficult terrain spell, fear is nice, amd level 3 fear is especially nice, Illusory Object is absolutely amazing if you have fey callerĢnd: Ash Cloud if you have fire lung, Entangle is fun, Flaming Sphere for sustain damage, Obscuring mist if you can see through fog, Barkskinģrd: any of the wall spells, stinking cloud, fireball or crashing wave for an opening volley, blazing dive to move in AND damage, slow (imo self targeted level 3 haste is a downright terrible spell, and ally targeted is only worthwhile if younhot someone below you in initiative otherwise it just takes too long to pay itself off), Aqueous Orb, Oneiric Mire, Life Connection if you are okay with playing a secondary tank roleĤth: Air Walk, Coral Eruption (a blast, difficult terrain, and hazardous terrain wrapped into one spell pretty nice), Draw the Lightning (single target blast AND a damage buff to your wild shape!), Elephant Form (grabbing trunk is REALLY good and pairs well with wrestler feats like Spinebreaker), Ice Storm (blast, difficult terrain, and damage for staying in the area damage is low enough that giving yourself cold resistance lets you largely or totally ignore it), Petal Storm (good ol pain field), Stoneskin, Solid fog (again, if you can see through fog), Spike Stonesĥth: the walls, lighting storm, acid storm, CloudkillĦth: Chain Lightning, Flame vortex, blanket of stars, Elemental Confluence, Nature's Repraisalħth: Mask of Terror, Regenerate, sun/moonburstĨth: Burning Blossoms, Whirlwind, Punishing Windsĩth: Implosion, Storm of vengence, meteor swarmġ0th: Element Embodied, Primal Phenomenon, Summon Kaiju Also, while your attack bonus won't be great enough to throw two strikes, you can definately do a strike and an athletics action since skills scale much faster. My personal recommendation is to focus in on crowd control spells or AoE damage/debuffs to lob at your enemies until they close the distance a little, or toss out sustain spells, then wildshape when they get closer. If you want to cast a spell before using wildshape, chances are a fireball will be much more effective than using haste on yourself (this will probably change once you can cast haste on multiple targets). The battle forms are balanced to be a bit less powerful than a martial and I think having 85% of a martial at turn one is better than having 95% at turn two. I'd much rather use Wildshape on turn 1 and go in without any extra buffs. By the time you're ready to enter melee, the fight will be halfway done and you won't really have contributed anything to it. Though honestly, casting a short duration buff on turn 1 and then use wildshape at turn 2 doesn't seem too effective in most situations. And it's only a single action so you can use Wild Morph and Wild Shape on the same turn. And if you can get the focus points for it, Wild Morph is actually a good buff that you can combine with Wildshape to give yourself reach or some resistance. And YES, I want that to be the primary focus, especially considering the feats it takes to build, and not an "option" that maybe I use in combat, possibly.Īnother very good one is Longstrider, especially heightened to level 2. I'd appreciate ideas on how to not ignore basically half my class because of the restrictive rules on wildshspe. Or, ideally, save a round somehow and get to the wildshaping snd attacking ASAP. Then use the 2nd round to wildshape and attack. So I need spells that I can cast ahead of combat or in the 1st round before closing. Which seems like a huge oversight to the build. But in 2e, they got rid of most buff spells AND the feat to cast while morphed. Or take the lvl 4 feat to be able to cast while wildshaped. ![]() ![]() In 1e it was easy: pick buff spells that last 10+ min. So I'm trying to get advice on what spells are good for casting at the start of battle or times between combats. I know that it can't cast while wildshaped (in a battle form). I want to focus on being in animal forms for combat. I'm looking for advice on which spells to take for a wildshape druid.
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