What’s more, is that if you manage to hold focus for the duration of the spell (10 minutes) the effects become permanent and you have created a stone structure. You could create a labyrinth with this to give your allies time to flee from a surprise enemy! I mean, this spell is really only limited by your creativity. You can use this spell to create a building, a shield around your allies, make a bridge or a ramp to get away from a high location, the list goes on. You create ten 10-foot by 10-foot panels that are 6 inches thick, have an AC of 15, and have 30 HP. There are plenty of other powerful 5th-level spells, so instead of listing all of them, I chose to highlight one with probably the widest range of utility. ![]() Almost all spells the druid has to choose from are good options, and ultimately it’s up to you. That doesn’t mean these are objectively the best, just the most well-rounded choices. We’ve chosen a few spells for each of these spell levels to highlight. This is also the group of spells that max out at 3 spell slots, so you’ll be limited in how many of these you can let off in a day, especially if you get in the habit of upcasting your spells. We don’t pick up 6th-level spell slots until we reach level 11 in our class, so it’s a good chance that this group of spells will be the bulk of our spellcasting. By no means does this have to be true for your campaign, but it warrants consideration. I don’t often like to bring up disappointing statistics, but according to a study done by D&D Beyond, most campaigns stop by level 10. Additionally, this makes a boom that can be heard from 300ft away, alerting any party members you might be separated from that you are in danger. This is a great combination of control and damage for such a low level. The wave of thunder that you create deals 2d8 of damage, and pushes creatures 10 ft away from you. While Ice Knife is an excellent damage spell, and other 1st-level spells let you deal damage or enhance damage, this spell takes the cake. I’ve chosen a few of the available druid cantrips that I feel create the most utility. ![]() Even after 10th level when you plateau at four cantrips can be a bit underwhelming. Being able to fill your role on the battlefield, or create some utility when dungeon crawling, without having to burn through your spell slots is essential.Ĭhoosing just two at low levels can seem impossible. The spell ends if you cast it again or if you let go of the weapon.Cantrips are a spellcaster’s lifeline. The weapon also becomes magical, if it isn’t already. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The wood of a club or quarterstaff you are holding is imbued with nature’s power. I'm also pretty sure you can wield a shield while you use it.Ĭomponents: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff) ![]() I'm operating from memory and I'm at work, so if someone has their PHB and sees that Shil, is considered Versatile, I'll happily stand corrected.įound it on the interwebs. It's considered a magical weapon and you may use your Spellcasting bonus to-hit instead of STR. ![]() The staff shifts into the shape of the Shil (warning: I likely made this part up, but the point still stands on damage)., which is not Versatile.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |