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    Orc in the Playground
     
    RangerGuy

    Join Date
    Oct 2019

    Default Re: Circle of the Shepherd Druid Guide to Fuzzy Fury

    Quote Originally Posted by Nhym View Post
    Nhym’s Shepherd Druid Guide;
    Nature Always Wins



    Full guide here:
    https://docs.google.com/document/d/1...it?usp=sharing

    Comments appreciated :)
    Thanks for sharing your view! ;)

    A few comments/critics.
    But first, disclaimer: this is a GREAT guide, ESPECIALLY all the break-down of conjurable creatures by spell/condition/specialties. First time I see it and it's really extremely valuable (also helps people seeing how great and versatile Druid can actually be, even through "procuration". XD).
    So, while some of my comments may seem harsh or diminishing, take them just as what they are: constructive (or at least attempts to be) opiniated criticisms from a more or less random stranger. :)
    And plz trust that I'm very grateful for the amount of time and thinking that went through this work. Thanks a bunch!

    1. Feats:
    - I really don't get why you'd put Lucky over Alert. This is directly going against what you said earlier, being that you can be a hell of a controller/tank (through summons)/debuffer.
    Lucky is just three attack rolls or ability checks you can reverse. Alert is a half-guarantee you can be the first to act in fight and immediately put enemy army in disarray. This one should be first or second grade, not near-last. Lucky should be "medium" at most, it's really not that impressive compared to every other great feat a Druid can grab.
    - I don't get Mobile either: mobility is one can make you simply avoid melee attacks (out of range) or ranged attacks/magic effects (back behind cover) in the first place. And you can at least try to attack if you need to Disengage. Great if you have a melee attack cantrip, which bring a point about race evaluation: ELVES should be put one rank higher: free cantrip (High) means having a good weapon attack when close range is here, while free short-rest Misty Step (Eladrin) can save your hide more often than not. And it also opens up access to neat racial feats and provide you a great regular attack for the first levels (ranged weapons proficiencies) where you are the most exposed.

    - Magic Initiate: agreed on the specific Find Familiar case. It's not all there is though, not at all. If you went for a bulky race that goes to town with his wolf pack, Booming Blade can actually be a good pick. Otherwise, with Druid having such little choice in cantrips compared to everyone else, expanding your utility with some elemental classics (Shape Water, Mold Earth, Create Bonfire) or Wizardry (Prestidigitation, Minor Illusion) can be largely worth, as well as grabbing some WIS-based cantrips from Cleric or even from your own Druid. And you could also learn spells either for that one big emergency (aka Shield), or as a way to simply get a utility you can use often enough for the cases arising (Comprehend Languages, Catapult, Command, Disguise Self, Expeditious Retreat, Grease, Hex for a few examples).
    Should really be rated at least black, because it can allow you to tailor your character concept in so many ways.

    - Observant: should be rated at least one rank higher, if not highest, but that of course depends on how you want to play your character: but even if you're not a Moon druid, you have access to enough beast forms to get by unnoticed in most places. And once you access flying, you can spy from distances beyond any kind of control. Plus, you know, big boost to Perception which always come in handy to avoid sad surprises.

    - Warcaster: should be rated one rank less. Cast as reaction is something you probably won't see often as a backline caster (unless of course you do build your Shepherd as a frontliner), you don't need the "weapon facility" unless you went for a melee weapon because, again, you built a frontliner. Otherwise, Thorns Whip does the job very well (you *can* pull people, you are *not* forced to do so). So you simply don't need to wield a weapon in a hand usually, and if you really do so, a thrown weapon will do. If you really need to get ranged, you probably will need to switch to ranged weapons, unless you picked Spell Sniper. :)
    So it's really essentially the advantage on concentration checks that Warcaster brings, and while that is good, if you already picked Resilient (which brings less at low level but is the best of both in the long run) you can do without.

    2. Races (continued)
    - I don't see why Firbolg is just black. +1 STR is not great, but it can be used. Starting with 17 WIS for upcoming Observant feat or +1/+1 ASI is very handy. And every other thing is either a great utility for anyone (free Disguise Self recharging on short rest means basically you can spend all day Disguised, free Invisible every short rest means possibly avoiding a nasty blow to your important concentration spell) or complete synergy with Shepherd (ability to talk to ALL plants, including those who don't have Sylvan, AND advantage on all Charisma checks towards beasts and plants!!).
    Firbolg should be the top 1 choice from a mechanical point of view, and at least in the top 5.

    - Human variant is far from being overpowered imo, in general, but even more here: Druid is not a class craving for ASI unless you have a specific mix of feats in mind.
    It's sometimes much better to start with a 17 that you'll top off later with a "half-feat".

    - Half-Elf, especially the Wood Elf descent one: this one should be quoted, and quoted good. "Wait, are you crazy? It's +2 CHA, not WIS! We don't care about CHA!"
    Or do we? As you say yourself, Shepherd is all about herding, hiring and manipulating beasts. It's its schtick. Secondary schtick being a great support.
    So, wouldn't having a good CHA make for a great Herder? Especially if you pair that with
    Inspiring Leader and/or Prodigy. First makes another great cushion of THP to use before Druid's Aura (useful especially if you feel Unicorn should be used instead of Bear for current situation). And, if you really lean into the "beast/plant army", can really make a difference in your allies's survivability during a scout or harass mission. Second can make you extra good at spying, scouting, sneaking, convincing, whatever you'd like.
    It's much better imo than LizardFolk, which essentially has the +2 CON for it, but everything else average (natural armor would need great DEX, melee capabilities are overall a bad idea for a caster) and should be toned down at least one rank.

    - Aarakocra should be rated at least one rank less: yeah, you have a flight speed, yoohoo? Except you don't live past 30 years (in one shots you won't care, in long campaign this can get really frustrating), and you cannot wear anything more than light armor (meaning even lower AC than the minimum vital for a concentrating castr). Also, YMMV obviously, but flying usually means you're exposed (no cover) so enemy ranged attackers will probably be glad you make yourself such an easy target if they see you as a threat (and they should if they saw you cast that Plant Growth, Conjure Animals or Moonbeam). Finally, IIRC, you're supposed to have a disadvantage of some sort when in confined, obscured space, although cannot remember what exactly.
    It's definitely not a "top pick". A good one sure, but it does have significant drawbacks for something you could approach easily enough once you are level 8.

    3. Skills
    Nothing much to say, just...
    a) "Keep it for your Wizard": mate. Not ALL parties have Wizard, far, far from it.
    b) Overall agree but Stealth is readily missing! You don't always want to rely on Pass Without Trace, and being able to go unnoticed or Hide can be important in many kind of situations (spying around, preparing an ambush, Wild Shaping to go hide in natural environment next round, etc).

    4. Backgrounds
    Should be chosen depending solely on how you actually see your background imo, so no comment. ^^

    5. Magic Items
    Just one thing: Ring of Spell Storing should be rated HIGHEST. Period. Why?
    a) You have MANY MANY spells that DON'T require concentration and can still be very useful, starting with the obvious Healing Words. But also Thunderwave to push close enemies, Ice Knife for a small boost in mundane damage, Longstrider/Jump, Daylight, Water Tide...
    b) Don't think just about your own interest! You may have pals who are great at melee and have trouble chasing enemies: well, give them the ring and charge it up with Longstrider!
    c) Optimize action economy and concentration economy! Charge up a Sleet Storm, a Conjure Animals, or a Healing Spirit, and give it to your (non-raging Barbarian) martial pal. Congrats: by delegating, you can now "concentrate on two great spells" at the same time. Or simply store a few Healing Words, so you have an extra emergency healer.
    d) Grab other people's goodies for yourself! You have a Sorcerer/Wizard? Now you can grab Shield without needing a feat. Your Cleric wants to Spirit Guardians everytime, you'd like to conserve some slots? Well, Bless is not the worst to concentrate upon in regular fights.
    You're away to spy? An Invisibility or Fly may help a lot escape if needed.
    Etc etc.
    The Ring is basically the one best item for anyone, except a full martial party possibly (and yet: you could still hire NPCs to charge up).


    Spells
    - Warding Wind: "only useful if you get attacked at range". Well, shouldn't that be your usual threat? The big problem of this one is the fact it's concentration, and you have so many better spells to use it upon. If you're going for non-conjured animal armies, and otherwise use cantrips and Healign Words to support party, it *can* be worth. If you're going for a frontliner with Mobile and weapon cantrips, it is worth.
    - Wind Wall: "better make a wall of flurry": absolutely NOT. First, army of flurry would provide a half-cover at best, and it would require huge micro management to really make them act as an efficient arrow barrier (in addition to possibly hindering your own pals's movement). Second, Wind Wall make all ranged weapon attacks auto-miss. It's hugely better. So yeah, it's kinda a situational spell, but largely worth keeping it prepped unless you're pretty sure ranged enemies are non-existent in encounters to come. I do love Sleet Storm as an alternative, but Sleet Storm people can cross and get out of. Wind Wall, set up close to your frontline, make ranged useless for the whole encounter so they have no other choice than just watch or come crossing the wall into the frontline.

    - Spike Growth: should be ranked one tier more at least, unless you're really the only one in party with push/pull abilities.

    - Water Breathing: allows underwater short and long rests. Just think this should be stressed. :)

    - Water Walking: situational, but invaluable in those situations: nullifying a body of water that acted as a blockade (like high forts), cutting travel by miles walking on top of a river instead of looking for a bridge, attacking ships while leaving your own in a safe area...
    Worth keeping in mind when you select your spells for the day.

    - Elemental Bane: should be at least black. Yeah, it's situational, but immunities are rare until very high level, whereas resistances start getting common when you get the spell. Moreover unless you're in a pure martial party, you should find at least one element for which everyone has something to use. Also, you remember the point about Ring of Spell Storing? Provided enemy is not immune to fire, pair that with a Conjure Minor Elementals and Steam/Magma Mephits, have them order to "have one suicide every time an ally attacks it" to break the "group turn" into "individual turns" (depends on DM). If that isn't allowed, a simple Conjure Fire Elemental should work. Or maybe a Wall of Fire if there are several push/pull.

    - Healing Spirit: can be equally worth casting IN fight, when you really want to help a few creatures tank a frontline. Also, remember the bit about Ring of Spell Storing? Perfect to have for example a ranged Rogue/Fighter keep your Conjure Animals healthy.

    - Wall of Fire: "creatures can just walk through the wall". Yeah, sure. Except they *just take it*, no save. And it's triggered "first time on a turn". So its damage scales greatly with whatever push/pull (preferably push though, since it blocks view) your party has a whole may have.
    Remember the bit about Ring of Spell Storing? Conjure a bunch of pushing animals, or maybe fire-immune creatures that could push or try and grapple in place.
    Beyond that particular and wildly YMMV use-case, since it blocks view, it also force casters to come and cross it (putting themselves close to you) since many spells require sight and ranged attackers to do the same or aim blindly. Big win in both cases.

    - Storm of vengeance: should be rated one rank higher at least. Of course it takes time, hopefully it takes time! It affects a MILE LONG RADIUS.
    You can completely disable whole armies, or set to ruin a whole region. It's not the spell you prepare for a fight. It's one of those Druid spells that give them incredible worldwide political power.
    Last edited by HiveStriker; 2019-11-17 at 12:05 PM.