Hi all, wondering if people have suggestions for a druid build. The fextra life guide seems like more of a “what to expect” than a suggested build guide.

  • pyrflie@lemm.ee
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    1 year ago

    The best I’ve tried so far:

    Moon Druid 10/Monk 2 - Frontline Wildshape Tank, higher AC

    Moon Druid 10/Fighter 2 - Frontline Wildshape Tank, better first round via control spells

    Land Druid 10/Tempest Cleric 2 - Thunder & Lightning Caster slightly weaker than Sorc/Tempest Cleric but only just

    Spores Druid 6/Open Hand Monk 6 - Melee Unarmed Striker

    Spores Druid 6/Necromancer Wizard 6 - Undead Summoner that still gets 6th lvl Wizard spells via scrolls.

    • btmoo@lemmy.world
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      1 year ago

      I’ve heard land druids are good but I’ve had a hard time making one work in my party. It seems like sleet storm is always saved against. Any tips?

      • pyrflie@lemm.ee
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        1 year ago

        You build them for Call Lightning, Plant Growth, and the Dryad Summon. Plant Growth for 1/4 Movement, Call Lightning for AoE Damage, and the Dryad for the AoE difficult terrain immunity for your party. With a Potion of Speed you can have all three up in the first round. Web, Spike Growth, Thorn Whip, and Thunderwave carry the early lvls.

        Any Druid can do this strat but Land is just slightly better due to their spell slot recovery ability and the extra Land spells. Which Land’s spells you want will vary based on your preferences, but generally the ones you want will provide Lightning Bolt and Misty Step. Avoid Fire damage with this setup as it will destroy your Plant/Spike Growth and the control they provide outweigh an extra d4 of damage per round.

        FYI Sleet Storm is for breaking enemy concentration and revealing invisible enemies. The trip is only a DC 12 terrain effect. The Concentration check, however, is based on your spell save DC, and an invisible enemy’s location will always be revealed since a saving throw icon will appear over their location whether they succeed or fail.

    • Dinsmore@sh.itjust.worksOP
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      1 year ago

      Thanks! These seem fun. Do you have thoughts on when to break for each multiclass? My characters just hit lvl 8.

      • pyrflie@lemm.ee
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        1 year ago

        Going in order for the lvl breaks:

        Druid 2/Monk 1/Druid 10/Monk 2

        Druid 2/Fighter 2/Druid 10

        Druid 6/Cleric 2/Druid 10

        Druid 2/Monk 6/Druid 6

        Druid 2/Wizard 6/Druid 6

    • Dinsmore@sh.itjust.worksOP
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      1 year ago

      Thanks, I’m looking for more of a “go druid for 5 lvls, get these abilities, then multiclass into x for these abilities” sort of thing rather than just “what does druid do”

  • bouh@lemmy.world
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    1 year ago

    At worst pure class is always worth it for spellcasters because there are items that allow to cast free lvl6 spell or to recover lvl6 spell. When you can cast 3 lvl6 spells in a day, it’s definitely worth your lvl11, and then a feat is often better than a single level in a class.

    Worth mentioning for druid lvl6 spells are sunbeam and summon an elemental myrmidon. The heroes feast, heal and vine wall are also worth the spell slot. I guess overcast call lightning would be ridiculous too.

  • Thebazilly@ttrpg.network
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    1 year ago

    The great thing about BG3 is because the game hews so close to the 5e rules, a lot of build guides for tabletop are perfectly valid:

    https://rpgbot.net/dnd5/characters/classes/#druid

    Do note that the way Wild Shape works is one of the biggest differences in BG3 from 5e (can’t use abilities from multiclassing like Rage or Flurry of Blows in wild shape, auto-scaling animal forms, etc.), so take it with a grain of salt.