![]() ![]() BarkskinĪvailable as a level 2 transmutation spell, Barkskin grants the target a minimum AC of 16 regardless of the type of armor worn. Creatures specified by the caster do not suffer penalties from these effects. The effects created include solid fog in 5-foot squares, grasping undergrowth functioning as entangle, grove guardians or trees to protect the area, plus gusts of wind, spike growth, and wind wall. There is also the possibility of creating a verbal password. When it is cast, you can specify types of creatures that are not affected by the spell. If the spell is cast every day in the same spot for a year, it becomes permanent. It allows the Druid to create impressive effects in a specific location that ranges from a 30-foot cube to a 90-foot cube. Druid Groveĭruid Grove is a Druid exclusive spell that is 6 th level abjuration. The creature remains charmed for 30 days as long as the caster or their companions do not harm it.Īt the end of the duration, the creature can chose to remain friendly to you based on how it was treated. The spell grants the target an intelligence of 10, a language the caster knows, and the ability to move if not able to do so normally.Ī tree or plant uses the stats for the corresponding creature in the DMG. Awaken only works on targets with an intelligence score of 3 or less. The 5th level transmutation spell allows the caster to grant consciousness to an otherwise unintelligent creature or plant. This spell is available earlier than some of its variants and is a classic Druid spell to have. This can slow down combat since there is a potential to add 8 creatures to the casters side, but it can also save the party if used correctly. This spell allows the caster to conjure a variety of beasts to aid them. Conjure AnimalsĬonjure Animals is a 3rd level conjuration spell exclusive to the Druid and Ranger. This allows the Druid to summon a creature that can deal full damage to enemies who are resistant to other types. ![]() The versatility of being able to select the Elemental is big. The creature disappears when it reaches 0 hit points, or the spell ends. The creature is an ally that shares initiative with the Druid and acts right after.It obeys verbal commands the caster issues as a free action. There is a stat block for the Elemental within the spell. When the spell is cast, the caster determines the type of elemental: air, earth, fire, or water. It allows the caster to call forth an elemental spirit to aid them. Summon Elemental is a 4 th level conjuration spell. It allows the caster to control the battlefield and deal extra damage each turn.įorcing enemies to traverse difficult terrain can immediately change the flow of combat. Grasses and undergrowth create difficult terrain, trees deal 4d6 damage to enemies within 10 feet, roots and vines can entangle and restrain creatures, and rocks can be used as projectiles as a bonus action dealing 3d8 damage. Any tress, rocks, and grasses within a 60-foot cube spring to life, causing significant effects. The 5 th level evocation spell, Wrath of Nature, literally brings the casters surroundings to their aid. The group has its own initiative, and each creature has a turn. The creatures can receive verbal commands from the caster as a free action. The creatures available are based on CR with a max of 2, so the spell itself is not overly powerful. This spell can be the bane of existence for DMs since it allows the caster to conjure a variety of fey creatures to aid them. Conjure Woodland BeingsĬonjure Woodland Beings is a 4 th level conjuration spell exclusive to the Druid and Ranger. It is a bonus action spell that still allows the Druid to do other druid things. That being said, all Druids should prep Healing Word just in case the main healer goes down or is occupied. The Druid can be an effective healer, although it is a significant waste of resources to fill that role. The 1st level Evocation spell is not the most powerful in the game, but the 1d4+mod healing will do in a pinch. It is the nature version of Prestidigitation. The caster can create a sensory effect that tells the weather over the next 24 hours, they can make a seed sprout or a flower bloom, create a sensory effect such as leaves falling or a puff of smoke, and also extinguish or light a candle, torch, or campfire. It isn’t a flashy or particularly useful spell, but it does allow for solid RP and has in-game benefits. ![]() Druidcraft is spell exclusive to Druids, and it’s a cantrip, so, yes, all Druid’s should take it. ![]()
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