This lack of damage spells extends to their cantrips, so early levels can feel like a bit of a slog if you find yourself running out of Wild Shapes. Their spell list is also a bit weaker than sorcerers/wizards as they don’t have access to the big damage spells like fireball. To help balance the pure awesomeness that is Wild Shape, most of the beasts you can transform into have a low Armor Class and hit points, meaning they are easy to hit and kill in combat. This, combined with their Wild Shape abilities, allows them to be versatile with healing, tanking in combat, and utility outside of combat. This ability gives the druid a ton of utility, both in and out of combat, as they are able to transform into an animal like a bear for tanking damage or a spider for climbing to hard-to-reach places.īeyond their Wild Shape feature, druids are a great spellcasting class as they have access to spells all the way up to 9th level. StrengthsĪ druid’s main class feature is shapeshifting (called “Wild Shape”) into beasts that they have seen before. Ensuring you’re keeping an eye on your spell slots and Wild Shapes will be key to playing a successful druid. Want to heal and buff the party? You’ve got spells for that.ĭruids can wear many hats in an adventuring party but have limited resources to do them all. Want to tank and deal damage like a barbarian? Turn into a brown bear. Want to sneak like a rogue? Turn into a giant spider. What do you get when you cross a cleric with a hippie?ĭruids are a really cool support class with tons of versatility. In D&D 5e, druids draw their magical abilities from the natural world, and can shape-shift into animal forms, read weather patterns, and communicate with animals and plants. Druids in 5e are a full-caster class, meaning their class features revolve around the spells they learn. In Dungeons & Dragons, the druid is a class of character that is deeply connected to nature and its power. Equipment that merges with the form has no effect until you leave the form.Arcane Eye may earn a small commission from affiliate links in this article. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it.However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so.Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast. You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form.As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. When you revert to your normal form, you return to the number of hit points you had before you transformed.
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