spore druid

Spore druid

Viewing death, necrosis, fungal growth, and sporulation as just another part of life, you can spore druid such spores to augment yourself and harm your foes. Circle of the Spores is one of the Subclasses of Druid.

Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form. Druids of this circle have a complex relationship with the undead.

Spore druid

Circle of the Spores Druid 's primary Ability is Wisdom , their saving throw proficiencies are Intelligence and Wisdom and they have a Hit Dice of 1d8. Viewing death, necrosis, fungal growth, and sporulation as just another part of life, you can manipulate such spores to augment yourself and harm your foes. Just type into the search box what you are looking for. Quick Search of All Druid Spells. Melee Concentration. Project a puff of noxious gas. Inflicts Produce Flame. A flickering flame appears in your hand. It sheds bright light in a 3m radius and deals 1d8 Fire damage when thrown. Throwing the flame immediately after you conjure it does not cost an action. Extinguishing or throwing it on subsequent turns costs an action. Inflicts Shillelagh. Imbue your staff or club with nature's power. Vines sprout from the ground, turning it into difficult terrain and possibly Entangling creatures within.

Honestly quite let down with this subclass. Remember, this build guide serves as a foundation, spore druid, and you can always adapt it to suit your preferences and the needs of your campaign.

Instead of focusing on verdant blooms of green, or transforming into majestic beasts, a Spore Druid looks at the decomposers that form a vital part of the ecosystem. While mushrooms may normally lurk in the darkness, a Spore Druid thrives on the frontline. Just as mushrooms are closer to animals than plants, a spore druid can play closer to a martial class than a ranged spellcaster. Focusing on melee damage, survivability, and poison damage the spore druid has very different build and roleplaying considerations to the more traditional tree huggers. Spore Druids play differently to most other subclasses; not using your wildshape to take animal form means that you can't make use of a beast's large pool of hitpoints to protect yourself , and not focusing on long range attack and support spells means that you can't position yourself away from melee combat as easily. This raises the importance of ability scores that aid your survivability. Spore druids spend more time in close range than any other, in order to make use of their subclass features.

The Circle of Spores Druid is a complex, challenging subclass. It offers a number of interesting features which will ensure that no part of your turn goes unused, and that you always have something interesting to do. However, it is complicated to build and play, and players will need to make complex risk-reward decisions almost constantly. For more information on the Druid, see our Druid Handbook. RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance. The advice offered below is based on the current State of the Character Optimization Meta as of when the article was last updated. Keep in mind that the state of the meta periodically changes as new source materials are released, and the article will be updated accordingly as time allows. Cast something like Entangle to keep enemies from moving away quickly, then throw your spores on top of them.

Spore druid

Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again.

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Confusion is great for massive fights with up to 6 targets. Melee Concentration Flame Blade Lv 2 Evocation Bonus Action Action Conjure a flaming scimitar in your hand that deals 3d6 Fire damage and sheds bright light in a 3m radius and dim light in a 6m radius. Put an ally in a protective, magical coma deep enough to imitate death. When a druid Wild Shapes , they take on the game statistics of their beast form, including their hit points, armor class , movement speed, Strength, Dexterity, and Constitution scores. Cloudkill , Contagion. Ice Storm. In combat your primary role is similar to the Fighter: Get into melee and club people with a stick. Does solid damage and provides a cool summon frontline. The creature uses the Zombie stat block in the Monster Manual. About The Author T. Necromancer wizard can have better army with animate dead abd has a better pool of spells with great cc options. Openhand Monk 5 Wisdom and Dex maxing Ended up having 22 AC while unarmored, great crowd control, a good flow of zombies to tank damage, and great sustain. Those of you who haven't played spore with that armor you guys have missed out big time. A total of five extra fighters for our party! When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC.

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This spell has no effect on Undead or Constructs. Conjure a minor elemental to fight alongside you. And if you want to be a summoner you have conjure elementals, minor elementals and woodland beings. Getting Horns of the Berserker and Woe in act 3 creates a combo that makes you unkillable. But with certain spells, you can do a lot! It extinguishes exposed flames and forms a water surface. While the design intent for Dragonmarks was that they would offer some innate spellcasting for everyone, every dragonmark includes an expanded spell list which is arguably a more significant benefit than most of the provided racial traits. Hold Person. And the little the little amount the fiend subclass with bloodlust and heroism makes for great combat sustain. While transformed, you won't be able to attack, cast, spells, or talk.

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