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Merudo
2019-04-02, 10:44 AM
5e Druid Guide - Dreams, Land, Shepherd, and Spores (v1.3)

https://db4sgowjqfwig.cloudfront.net/campaigns/90586/assets/839380/Circle_of_the_Shepard.jpg

For the Moon Druid, check out my other guide (http://www.giantitp.com/forums/showthread.php?583036).

Table of Content:

Post1: Introduction (http://www.giantitp.com/forums/showthread.php?584818&p=23818364&viewfull=1#post23818364)
Post2: Druid Circles (http://www.giantitp.com/forums/showthread.php?584818&p=23818364&viewfull=1#post23818371)
Post3: Ability Scores & Race (http://www.giantitp.com/forums/showthread.php?584818&p=23818364&viewfull=1#post23818380)
Post4: Feats, Skills, Languages, and Equipment (http://www.giantitp.com/forums/showthread.php?584818&p=23818364&viewfull=1#post23818394)
Post5: Wildshape Forms, Shapechange, & Polymorph (http://www.giantitp.com/forums/showthread.php?584818&p=23818364&viewfull=1#post23818428)
Post6: Creature Forms Availability, & Wild Shape Communication (http://www.giantitp.com/forums/showthread.php?584818&p=23818364&viewfull=1#post23818439)
Post7: Conjuring Spells (http://www.giantitp.com/forums/showthread.php?584818&p=23818364&viewfull=1#post23818446)
Post8: Druid Spells Analysis (http://www.giantitp.com/forums/showthread.php?584818&p=23818364&viewfull=1#post23818454)
Post9: Multiclassing, Action Economy & Party Synergies (http://www.giantitp.com/forums/showthread.php?584818&p=23818364&viewfull=1#post23818491)

Color Scheme:

Sky Blue: Amazing
Blue: Good
Black: Decent
Purple: Bad
Red: Horrible


This distinguishes itself from the other Druid guides through the following:

Extensive Bestiary: My guide constitutes the largest collection of creatures for Wild Shape, Polymorph, & Conjure spells. It covers every AL Legal source, plus GGtR & WGtE. Every other list, app, and guide I've consulted is missing some of the creatures listed here.

Every Beast/Fey/Elementals Reviewed: Every creature listed has been reviewed, and the color of its name indicates how good I believe it is. This allows the viewer to rapidly zoom in on the most useful creatures.

Every Spell Reviewed: Every spell on the Druid's list has been reviewed, and the color of its name indicates how valuable I believe it is.

Extensive Analysis of Druid Features: The guide goes beyond the usual analysis of Races / Skills / Feats, and describes often ignored aspect of the Druid such as Languages, Communication while in Wild Shape, Party Synergies, and more.



The spell list of the Druid is its main draw, and it features a strong emphasis on debuffing, healing, and summoning.

Debuffing: The Druid has strong options, with spells such as Entangle, Faerie Fire, Heat Metal, Sleet Storm, and Reverse Gravity significantly hindering enemies and often providing battlefield control.
Although a strong debuffer, the Druid lacks best debuffing spells targeting Wisdom saves, such as Hypnotic Pattern and Fear.

Healing: The druid is arguably the best class at healing, with spells like Goodberry, Healing Spirit, Healing Word, and Polymorph; only the Life Cleric can hope to compete with the Druid.
The Druid is not very good at bringing people back to life however: it lacks the important Revivify and Raise Dead.

Summoning: The Druid is the best Summoner, and has a multitude of Druid-exclusive conjuring spells.
The main standout is Conjure Animals at level 5, which can create hordes of beasts that can chew through enemies.
Being a good summoner is tricky; it requires extensive knowledge of the bestiary to pick out the best creatures to summon and a friendly DM to let you get them.

Wild Shape: The Druid also has the neat Wild Shape ability, allowing it to transform into beasts. Although typically not suitable for combat, Wild Shape is perfect for scouting or sneaking around.

Druid Circles: The Druid's subclasses, the Druid Circles, also provide impressive benefits to the Druid. The Shepherd Circle improve its summoning, the Land Circle improves its general spellcasting, and the Dream Circle provides decent healing and some utility.

Issues: The main issues with the Druid are its over-reliance on Concentration spells and its difficulty finding appropriate armor.

Druidic, 1: Knowing the language of the druids. For fluff.

Spellcasting, 1: The Druid spell list is excellent, but tends to rely heavily on Concentration.

Ritual Casting, 1: A few of your spells can be cast as rituals to save spellslots. Some such as Speak with Animals can be used almost every session.

Wild Shape, 2: Decent for scouting and utility, but of limited use for combat.

Animal Companion, 2: optional feature from Tasha's Cauldron of Everything that allows you to expend a Wildshape to get a temporary familiar. Contrarily to the Wizard's familiar, this doesn't cost 10GP, so at low levels it is much more expendable. If you use this before a short rest you will regain all your Wildshape charges while keeping the familiar. Even more useful for classes who don't have a strong use for Wildshape, such as Circle of Dreams, Land, and Shepherd.

Druid Circle, 2: Provides numerous benefits. These are covered in detail in the next section.

Wild Shape Improvement, 4, 8: You gain access to forms with an aquatic speed at level 4, and forms with a flying speed at level 8. Flying is especially useful for scouting.

ASI/Feats, 4, 8, 12, 16, 19: Wisdom helps with spells, although some of your best options don't use DCs. Feats that help with concentration can be immensely helpful.

Timeless Body, 18: You age at 1/10 the rate. A fluff ability, although potentially helpful for races with a short longevity.

Beast Spells, 18: You can now cast spells without material components while using Wild Shape, making it much more usable for combat. This can provide better movement and a small pool of extra HP.

Can be cast with Beast Spells:


Cantrips: Control Flames, Create Bonfire, Druidcraft, Frostbite, Guidance, Gust, Magic Stone, Mold Earth, Poison Spray, Primal Savagery, Produce Flame, Shape Water, Thunderclap,
1st: Absorb Elements, Charm Person, Cure Wounds, Detect Magic, Earth Tremor, Entangle, Faerie Fire, Fog Cloud, Healing Word, Purify Food & Drink, Speak with Animals, Thunderwave
2nd: Beast Sense, Earthbind, Find Traps, Healing Spirit, Lesser Restoration, Protection from Poison, Skywrite, Warding Wind
3rd: Call Lightning, Conjure Animals, Daylight, Dispel Magic, Flame Arrows, Meld into Stone, Plant Growth, Protection from Energy, Speak with Plants
4th: Blight, Charm Monster, Conjure Minor Elementals, Dominate Beast, Elemental Bane, Giant Insect, Gasping Vine, Guardian of Nature
5th: Antilife Shell, Commune with Nature, Contagion, Control Winds, Geas, Mass Cure Wounds, Tree Stride, Wrath of Nature
6th: Bones of the Earth, Conjure Fey, Heal, Investiture of Flame, Investiture of Ice, Investiture of Stone, Investiture of Wind, Primordial Ward, Transport via Plants
7th: Fire Storm, Mirage Arcane
8th: Animal Shapes, Tsunami
9th: Storm of Vengeance

Cannot be cast with Beast Spells:

A: Also can't be cast with Archdruid

Cantrips: Infestation, Mending, Resistance, Shillelagh (A), Thorn Whip
1st: Animal Friendship, Beast Bond, Create/Destroy Water, Detect Poison&Disease, Goodberry, Ice Knife, Jump, Lonstrider, Snare(A)
2nd: Animal Messenger, Barkskin, Darkvision, Dust Devil, Enhance Ability, Flame Blade, Flaming Sphere, Gust of Wind, Heat Metal, Hold Person, Locate Animals/Plants, Locate Object, Moonbeam, Pass without Trace, Spike Growth
3rd: Erupting Earth, Feign Death, Sleet Storm, Tidal Wave, Wall of Water, Water Breathing, Water Walk, Wind Wall
4th: Confusion, Conjure Woodland Being, Control Water, Freedom of Movement, Hallucinatory Terrain, Ice Storm, Locate Creature, Polymorph, Stone Shape, Stoneskin (A), Wall of Fire, Watery Sphere
5th: Awaken (A), Conjure Elemental, Greater Restoration (A), Insect Plague, Maelstrom, Planar Binding (A), Reincarnate (A), Scrying (A), Transmute Rock, Wall of Stone
6th: Druid Grove, Find the Path (A), Heroes' Feast (A), Move Earth, Sunbeam, Wall of Thorns, Wind Walk
7th: Plane Shift (A), Regenerate, Reverse Gravity, Whirlwind
8th: Antipathy/Sympathy, Control Weather, Earthquake, Feeblemind, Sunburst
9th: Foresight, Shapechange (A), True Resurrection (A)


Archdruid, 20: You can Wildshape an unlimited number of times, and you can ignore the verbal, somatic, and material (lacking a price) components of your spells. The later makes you near undetectable while casting spells as a beast.

ChameleonX's By your Powers Combined: A Land Druid Handbook (http://www.enworld.org/forum/showthread.php?468810-GUIDE-By-your-Powers-Combined-A-Land-Druid-Handbook)

Hymer's 5e Druid Handbook - Dreams, Land, Moon, and Shepherd (http://www.giantitp.com/forums/showthread.php?545558-5e-Druid-Handbook-Dreams-Land-Moon-and-Shepherd&p=22693950)

Irhtos Sauriv's Guide to front line druidism (http://www.giantitp.com/forums/showthread.php?518832-Irhtos-Sauriv-s-guide-to-front-line-druidism)

MinokeTheWise's How to be unBEARable, a Guide to druiding (https://www.dndbeyond.com/forums/class-forums/druid/10768-how-to-be-unbearable-a-guide-to-druiding)

Nhym’s Shepherd Druid Guide (http://www.giantitp.com/forums/showthread.php?588987-Shepherd-Druid-Guide-to-Fuzzy-Fury&p=23938575)

Rcanine's Thy Fearful Symmetry: A Circle of the Moon Handbook (http://www.enworld.org/forum/showthread.php?477830-GUIDE-Thy-Fearful-Symmetry-A-Circle-of-the-Moon-Handbook-(original))

RPG BOT's Druid Handbook (https://rpgbot.net/dnd5/characters/classes/druid/)

RPG BOT's Guide to Wildshape (https://rpgbot.net/dnd5/characters/classes/druid/wildshape.html)

Treantmonk's Moon Druid Guide Video (https://www.youtube.com/watch?v=XodxXFxF-vs)

Treantmonk's Shepherd Druid Guide Video (https://www.youtube.com/watch?v=kM-hmhCiAQs)

Treantmonk's Spore Druid Guide Video (https://www.youtube.com/watch?v=-_ue5m3IG7c)

Flick_Montana's Circle of Spores experience (https://www.dndbeyond.com/forums/class-forums/druid/43497-my-circle-of-spores-experience)

Bestiaries:

https://5etools.com/bestiary.html

https://chisaipete.github.io/bestiary/

https://www.dndbeyond.com/monsters



Core Books: These three are the primarily books; most content listed here come from them. DMs will usually let you freely use material from these books.

Dungeon Master's Guide (DMG): Rules for crafting, and most magical items.

Monster Manual (MM): Most Beasts, Fey & Elementals.

Player's Handbook (PHB): The Druid class, plus most races, spells, feats, circles, & equipment.


Supplement Books: These five supplements are widely available but not as prevalent as the core books. Many DMs will let you use material from these sources but might ban some options.

For Adventure League (AL), the "PHB + 1" rule says your character creation & advancement can only use material from the PHB plus one of these sources.

Elemental Evil (EE): Spells & races. Free PDF. The spells are reprinted in XGtE.

Mordenkainen's Tome of Foes (MToF): A few races options, and the Frost Salamander.

Sword Coast Adventurer's Guide (SCAG): A few races variants, new cantrips, & Spiked Armor.

Volo's Guide to Monsters (VGtM): 12 races, and more Beasts, Fey & Elementals.

Xanathar's Guide to Everything (XGtE): Two new circles, many spells, racial feats, and crafting rules.

Non-AL Legal WotC Sources: These are published by WotC but not AL Legal. Most of the races are not native to the Forgotten Realms.

Eberron: Rising From The Last War (ERLW): 5 race changes, Clawfoot, Fastieth, Dusk Hag, and three Valenars.

Guildmasters' Guide to Ravnica (GGtR): Five races, Circle of the Spores, 3 Elementals & the Conclave Dryad

One Grung Above (OGA): The Grung race.

Wayfinder's Guide to Eberron (WGtE): Four races, and the Clawfoot Raptor

WotC Adventures: These contain magical items to find, and Beasts to observe for Wild Shape. Whether or not you are allowed to conjure the various Beasts, Fey & Elementals included in these adventures is up to the DM.


Curse of Strahd (CoS): Sangzor the Goat.
Ghosts of Saltmarsh (GoS): Giant Coral Snake, Giant Sea Eel, Sea Lion, Giant White Moray Eel.
Hoard of the Dragon Queen (HotDQ): Insignia of Claws.
Icewind Dale: Rime of the Frostmaiden (IWD): Hare, Walrus, Giant Walrus, Sperm Whale
Lost Mine of Phandelver (LMoP): Snarl the Wolf.
Out of the Abyss (OotA): Many new Beasts & Beast variants.
Princes of the Apocalypse (PotA): Crystal Scale Mail & Stone Breastplate, & Elemental Myrmidons.
Storm King's Thunder (SKT): Stone Breastplate, Ice Spiders, Hulking Crab, & Tressym.
Tales from the Yawning Portal (TftYP): Six Beasts, and the Nereid & Siren.
Tomb of Annihilation (ToA): Scorpion Armor, Chwinga, & Jaculi.
Waterdeep: Dungeon of the Mad Mage (DotMM): Flying spider.

Guild Adept (AL Legal): These third party supplements have been judged AL Legal through the Guild (http://dnd.wizards.com/articles/news/dms-guild-adept-news) Adept (http://dnd.wizards.com/articles/news/guild-adept-content) program (https://twitter.com/dnd_advleague/status/1051658412306718726). They contain additional Beats, Fey, and Elementals to use for Wild Shape & for conjuring spells. Unfortunately, few DMs own them, so you might trouble getting them into play.


DDHC-TOA-2 The Tortle Package (TTP): Tortle Race, & the Geonid.
DDHC-TOA-3 Beasts of the Jungle Rot (BotJR): 12 extra dinosaurs.
DDHC-TOA-8 Return of the Lizard King (RotLK): Krenshar, Giant Spitting Lizard, & 3 Mutated Beasts.
DDHC-TOA-14 Xanathar's Lost Notes to Everything Else (XLNtEE): 3 Urban Dryads & 4 Gens.
DDHC-WDH-04 Durnan's Guide to Tavernkeeping (DGtT): Alewife & Yeastling.

AL Adventures: These AL missions give you magical items as rewards, or introduce you to a new Beast. The Staff of the Woodlands is especially worth seeking out.


DDEX2-09 Eye of the Tempest: Giant Snow Spider.
DDEX3-11 The Quest for Sporedome: Mushroom Half-Plate.
DDAL05-13 Jarl Rising: Shroud of the Mourning Warrior.
DDAL05-16 Parnast Under Siege: Young Mammoth.
DDAL07-08 Putting the Dead to Rest: Staff of the Woodlands, & Awakened Giant Ape.
DDAL08-11 Poisoned Words: Awakened Flying Snake.


1.3 (11/26/2019): Added races, beasts and fey from Eberron: Rising From The Last War.

1.2 (5/26/2019): Added beasts from Ghosts of Saltmarsh.

1.1 (4/19/2019): Edited information for Korred, and added Conjure Elemental & Fey information.

1.0 (4/16/2019): First complete version

Merudo
2019-04-02, 10:45 AM
Druid Circles

Circle of Dreams (XGtE)

The Circle of Dreams provides bonus action healing at level 2, the ability to take rests more safely at level 6, a bonus action teleport at level 10, and a free Scrying/Dream/Teleport Circle at level 14.

The bonus action healing and teleport are great abilities that work wonderfully in tandem with your spellcasting. The issue is that this Circle has little else of value. For levels 2 to 9, the only combat feature of this Circle is a few d6s of healing, which is a harsh pill to swallow. The bonus action teleport at level 10 can be a life saver, but it's rarely used.

A decent circle, overshadowed by the Moon, Land & Shepherd circles.

Balm of the Summer Court (2): Healing Word with twice the range. Excellent to bring back someone from 0HP and still cast a non-cantrip spell.

Hearth of Moonlight and Shadow (6): This lets you rest more safely. Useful if nobody has access to Leomund's Tiny Hut, but near useless otherwise. A kind DM might let you start a "fake" rest just to trigger the +5 to Perception/Stealth.

Hidden Paths (10): Misty Step with twice the range, or you can teleport someone else 30' instead. It's not a spell, so you can cast a non-cantrip spell with your Action. Amazing!

Walker in Dreams (14): Once per long rest, you can cast either Dream, Scrying or Teleport Circle for free at the end of a short rest.

Scrying you could already do, but using it without a spell slot is nice.
Dream is great to harass enemies. By RAW you can take a short rest in the middle of your long rest, so you can cast this in the middle of the night without missing out on a long rest.
Teleport Circle can open a portal to the last location where you took a long rest. Frankly, I don't see much use for this beside teleporting out of dungeons.

Circle of Land

This Circle improves the Druid's ability to cast spells. The main draws are Natural Recovery for more spell slots per day, and extra spells for more versatility. Additionally, you also get 3 defensive buffs, but these are limited in scope.

Bonus Cantrip (2): Decent, especially at early levels where you would otherwise only have 2 cantrips

Natural Recovery (2): Recover some spells slot on a short rest, just like a Wizard. Greatly increases your stamina.

Circle Spells (3,5,7,9): The main reason you'd pick this as your circle. The Grassland & Underdark lands are probably the best choices.

Land's Stride (6): Makes you immune to your own Plant Growth spell. Also helps with saving throws from Entangle & Spike Growth.

Nature's Ward (10): Immunity to Disease and Poison, plus you can't be charmed/frightened by Fey or Elementals. The later part is extremely circumstantial.

Nature's Sanctuary (14): Similar to the Sanctuary spell - but only against Beasts & Plants, which are rarely encountered at level 14+.

N: New option that isn't on the Druid's list

Arctic: Decent enough spells you'd likely want to prepare. The access to Slow is the main draw of this; with Cone of Cold being an unremarkable damage spell.

Level 2: Hold Person, Spike Growth
Level 3: Sleet Storm, Slow (N)
Level 4: Freedom of Movement, Ice Storm
Level 5: Commune with Nature, Cone of Cold (N)

Coast: The Level 2 spells are arguably the best defensive spells in the game, and they don't use your concentration. The rest is not so hot unless you play an aquatic campaign.

Level 2: Mirror Image (N), Misty Step (N)
Level 3: Water Breathing, Water Walk
Level 4: Control Water, Freedom of Movement
Level 5: Conjure Elemental, Scrying

Desert: You get Silence, Wall of Stone, and a bunch of crappy spells. Avoid this.

Level 2: Blur (N), Silence (N)
Level 3: Create Food and Water (N), Protection from Energy
Level 4: Blight, Hallucinatory Terrain
Level 5: Insect Plague, Wall of Stone

Forest: Plant Growth is great & Divination is occasionally helpful, but the rest is bad. Go Grassland instead.

Level 2: Barkskin, Spider Climb (N)
Level 3: Call Lightning, Plant Growth
Level 4: Divination (N), Freedom of Movement
Level 5: Commune with Nature, Tree Stride

Grassland: You gain access to the wonderful Invisibility & Haste, as well as the occasionally useful Divination & Dream. Plus, you always have Pass without Trace prepared. Solid.

Level 2: Invisibility (N), Pass without Trace
Level 3: Daylight, Haste (N)
Level 4: Divination (N), Freedom of Movement
Level 5: Dream (N), Insect Plague

Mountain: There is not much of value here. Only get this if you really want Lightning Bolt.

Level 2: Spider Climb (N), Spike Growth
Level 3: Lightning Bolt (N), Meld into Stone
Level 4: Stone Shape, Stoneskin
Level 5: Passwall (N), Wall of Stone

Swamp: If you want Stinking Cloud that badly, go Underdark instead.

Level 2: Darkness (N), Melf's Acid Arrow (N)
Level 3: Water Walk, Stinking Cloud (N)
Level 4: Freedom of Movement, Locate Creature
Level 5: Insect Plague, Scrying

Underdark: Gives you the largest list of Circle spells not on the Druid's list. Greater Invisibility, Stinking Cloud & Web are all good, but the rest is bit lacking.

Level 2: Spider Climb (N), Web (N)
Level 3: Gaseous Form (N), Stinking Cloud (N)
Level 4: Greater Invisibility (N), Stone Shape
Level 5: Cloudkill (N), Insect Plague


B : Bonus Action Spell
C : Concentration Spell
R : Ritual Spell


Level 2 Spells

Blur (C, Desert): Doesn't provide enough defense to be worth your precious concentration

Darkness (C, Swamp): You already have Fog Cloud.

Invisibility (C, Grassland): Always useful, although Pass Without Trace is often better for stealth missions

Melf's Acid Arrow (Swamp): This spell does embarrassingly little damage.

Mirror Image (Coast): An amazing defensive spell that doesn't take concentration

Misty Step (B, Coast): Teleport as a Bonus Action. Quite useful for your entire career.

Silence (C, R, Desert): Can cripple spellcasters, if you have some way to keep them in the sphere.

Spider Climb (C, Forest, Mountain & Underdark): You can already turn into a spider.

Web (C, Underdark): A powered-up version of Entangle that restrains every turn


Level 3 Spells

Create Food and Water(Desert): You already can cast Goodberry, and Create Water.

Gaseous Form (C, Underdark): Circumstantial, especially for someone who can turn into a small critter at will.

Haste (C, Grassland): Good buff - a nice use of your concentration against enemies resistant against your magic.

Lightning Bolt (Mountain): Decent blasting spell, although the area of effect is more awkward to use than Fireball.

Slow (C, Arctic): A powerful debuff that is also party friendly.

Stinking Cloud (C, Swamp & Underdark): Okay AoE debuff, but works wonderfully when combined with Poison immunity such as your Nature's Ward or Heroes' Feast.


Level 4 Spells

Divination (R, Forest & Grassland): Lets you ask a question to your god(?). Highly DM dependent.

Greater Invisibility (C, Underdark): Amazing buff providing excellent offense & defense.


Level 5 Spells

Cloudkill (C, Underdark): Mediocre damage unworthy of concentration & a level 5 slot

Cone of Cold (Arctic): An okay AoE damage spell that doesn't take concentration. The Druid list lacks those.

Dream (Grassland): Lets you harass your enemies in their sleep. Can be game breaking or a mere annoyance, depending on the target & campaign.

Passwall (Mountain): Can make a whole in the wall, which is extremely situational. A better use is to create pits & remove bridges, although a saving throw might apply.

Circle of the Shepherd (XGtE)

This stellar Circle makes the Druid even better in two areas it was already excelling at: summoning and healing. The Mighty Summoner ability provides more HP to your summoned Beasts & Fey, and more importantly lets them ignore resistance to nonmagical weapons. Meanwhile, the Totem provides impressive AoE healing to potentially your entire party, including all minions and summoned creatures. This Circle really starts shining at level 5, when Conjure Animals becomes available.

Speech of the Woods: You learn Sylvan - which helps while Conjuring Boggles & Pixies, and you get a permanent Speak with Animals.

Spirit Totem (2): *The* reason to go Shepherd Druid. You can summon a Totem 1/rest, which provides powerful buffs to *any* ally in the area.


Bear: Provides 5 + your druid level in THP - note that you can take a short rest right after to regain use of the totem & retain the THP. The bonus to Strength Checks & Saving Throws helps a lot with Grappling.
Hawk Spirit: You can provide advantage to a single attack roll as a reaction, and it gives advantage to Perception rolls. Helpful if you have a Rogue in the party. By far, the worst of the Totems.
Unicorn Spirit: Provides advantage on ability checks to detect creatures, which is nice. And each time you use a healing spell, it also heals every ally inside the aura HPs equals to your druid level. The later can result in absurd amounts of healing if your party is huge or uses minions.

Mighty Summoner (6): All your summoned fey & beasts get more HP, and their weapons are considered magical. The later really help with damage against resistant creatures.

Guardian Spirit (10): Helps to keep your summoned beasts & feys alive by providing them a bit of HP while in your Totem's aura.

Faithful Summons (14): If incapacitated or downed, you get four CR4 beasts to protect you. Decent effect, although at this level CR2 creatures don't exactly dazzle anymore. You can trigger this voluntarily by having an ally render you unconscious or incapacitated.


CR 1/4
Axe Break: 6 (19/25)
Boar: 4 (11/15)
Cave Badger: 4 (13/17)
Constrictor Snake: 4 (13/17)
Cow/Ox/Rothe/Deep Rothe/Stench Kow: 4 (15/19)
Dimetrodon: 6 (19/25)
Draft Horse: 6 (19/25)
Elk: 4 (13/17)
Giant Badger: 4 (13/17)
Giant Bat: 8 (22/30)
Giant Centipede: 2 (4/6)
Giant Frog: 8 (18/26)
Giant Lizard: 6 (19/25)
Giant Owl: 6 (19/25)
Giant Poisonous Snake: 4 (11/15)
Giant Riding Lizard: 6 (19/25)
Giant Wolf Spider: 4 (11/15)
Hadrosaurus: 6 (19/25)
Male Steeder: 4 (13/17)
Mastiff: 2 (5/7)
Panther: 6 (13/19)
Pony: 4 (11/15)
Pterandon: 6 (13/19)
Riding Horse: 4 (13/17)
Velociraptor: 6 (10/16)
Wolf: 4 (11/15)

CR 1/2
Ape: 6 (19/25)
Black Bear: 6 (19/25)
Crocodile: 6 (19/25)
Fiendish Giant Spider: 4 (11/15)
Giant Goat: 6 (19/25)
Giant Sea Horse: 6 (16/22)
Giant Wasp: 6 (13/19)
Jaculi: 6 (16/22)
Reef Shark: 8 (22/30)
War Horse: 6 (19/25)

CR 1
Archelon: 8 (26/34)
Brown Bear: 8 (34/42)
Crag Cat: 8 (34/42)
Deinonychus: 8 (26/34)
Dilophosaurus: 8 (26/34)
Dire Wolf: 10 (37/47)
Female Steeder: 8 (30/38)
Giant Eagle: 8 (26/34)
Giant Hyena: 12 (45/57)
Giant Octopus/Rocktopus: 16 (52/68)
Giant Spider: 8 (26/34)
Giant Toad: 12 (39/51)
Giant Vulture: 6 (22/28)
Ice Spider: 8 (26/34)
Mutated Hunting Dog: 12 (39/51)
Lion: 8 (25/33)
Tiger: 10 (37/47)
Troodon: 8 (22/30)

CR 2
Allosaurus: 12 (51/63)
Aurochs: 8 (38/46)
Giant Boar: 10 (42/52)
Giant Constrictor Snake: 16 (60/76)
Giant Crayfish: 14 (45/59)
Giant Elk: 10 (42/52)
Giant Spitting Lizard: 12 (45/57)
Hunter Shark: 12 (45/57)
Ice Spider Queen: 8 (44/52)
Mutated Giant Vulture: 10 (37/47)
Krenshar: 16 (28/44)
Pachycephalosaurus: 16 (68/84)
Plesiosaurus: 16 (68/84)
Polar Bear: 10 (45/55)
Quetzalcoatlus: 8 (30/38)
Rhinoceros: 12 (45/57)
Saber-Tooth Tiger: 14 (52/66)
Zealotraptor: 14 (52/66)


CR <= 1/4
Blink Dog: 8 (22/30)
Boggle: 8 (18/26)
Pixie: 2 (1/3)
Sprite: 2 (2/4)

CR 1/2
Alewife: 8 (22/30)
Darkling: 6 (13/19)
Satyr: 14 (31/45)
Urban Sproutling: 6 (13/19)
Yeastling: 16 (28/44)

CR 1
Dryad: 10 (22/32)
Quickling: 6 (10/16)

CR 2
Darkling Elder: 10 (27/37)
Meenlock: 14 (31/45)
Nereid: 16 (44/60)
Sea Hag: 14 (52/66)

CR 4
Elephant: 16 (76/92)
Giant Subterranean Lizard: 14 (66/80)
Stegosaurus: 16 (76/92)
Yeth Hound: 12 (51/63)

CR 5
Brontosaurus: 18 (121/139)
Giant Crocodile: 18 (85/103)
Giant Shark: 22 (126/148)
Hulking Crab: 16 (76/92)
Large Subterranean Lizard: 18 (85/103)
Triceratops: 20 (95/115)
Therizinosaurus: 22 (104/126)
Urban Dryad: 24 (78/102)

CR 6
Annis Hag: 20 (75/95)
Brachiosaurus: 20 (145/165)
Dusk Hag: 30 (82/112)
Elder Dryad: 28 (105/133)
Mammoth: 22 (126/148)

CR 7 (Upcast Required)
Bheur Hag: 28 (91/119)
Giant Ape: 30 (157/187)
Korred: 24 (102/126)
Sarcosuchus: 20 (137/157)
Titanosaurus: 26 (201/227)

CR 8 (Upcast Required)
Huge Giant Crab: 28 (161/189)
Mosasaurus: 22 (159/181)
Tyrannosaurus Rex: 26 (136/162)

CR 9 (Upcast Required)
Conclave Dryad: 44 (143/187)


Circle of Spores (GGtR)

The Spells are good and thematically appropriate. Animate Dead is especially welcome here, and can be a game changer if you wish to build a skeleton army. The fluff of your class also helps shed some of the stigma associated with the undead.

The main feature of this class is Symbiotic Entity. It provides a considerable amount of THP & increases your damage output.

Unfortunately, this circle has a few issues:


The extra damage doesn't scale well at all
The Halo & Infestation both use your reaction, which you might want for OAs & Absorb Elements.
Symbiotic Entity lasts 10 minutes & takes an action to activate. It can be tricky to have it ready before combat.
Symbiotic Entity uses up your Wild Shape, reducing your utility.
Symbiotic Entity is turned off early if you lose all your THP, discouraging investing in the ability


The best thing about the circle is the substantial Temporary HP it can give. It's even better if your DM rules that a reduction to THP doesn't trigger a concentration check, although the Sage disagrees (https://twitter.com/JeremyECrawford/status/503958007177166848).

Extra Spells:

The early spells are rather good, with spells that play up to the Druid's strength without taking concentration (Blindness/Deafness, Animate Dead) and that patch a hole in the Druid's healing spell list (Gentle Repose). Contagion is nice to have always prepared, although it already was on the Druid's list. More details about the spells can be found in the Spell Analysis section.

N: Not on the Druid's list

Cantrip: Chill Touch (N)
Level 2: Blindness/Deafness (N), Gentle Repose (N)
Level 3: Animate Dead (N), Gaseous Form (N)
Level 4: Blight, Confusion
Level 5: Cloudkill (N), Contagion

Halo of Spores (2): You do 1d4 necrotic damage to an enemy within 10' as a reaction. Scales rather poorly: +1 damage every 4 levels.

Symbiotic Entity (2): Gives 4THP per level, which is awesome and relevant for your entire career. It also doubles the Halo's damage, and lets you deal 1d6 extra necro damage in melee, both of which start off extremely strong but don't get much better as you level up. Sadly, it uses up your Wild Shape & it only lasts 10 minutes, making it awkward to use.

Fugal Infestation (6): When a beast/humanoid dies, you can use up your reaction to create a 1HP zombie that can only take the attack action. Near useless offensively, the main use is to prevent enemy movement.

Spreading Spores (10): As a bonus action, you can throw your Symbiotic Entity spores to do damage in a 10-foot cube. Good on the action economy, but at level 10, the damage is lacking.

Fungal Body (14): You can't be blinded/deafened/frightened/poisoned, and critical hit don't do extra damage against you. A pretty handy defensive buff.

C : Concentration Spell
R : Ritual Spell

Chill Touch: Decent damage with anti-heal & anti-undead effects. The long 120' range is dramatically better than what your other cantrips offer.

Blindness/Deafness: Good debuff that doesn't take concentration. Shines when upcasted.

Gentle Repose (R): If you lack a Cleric & Wizard, you can cast this until you met a Cleric that can cast Revivify or Raise Dead.

Animate Dead: Can make an army of undead skeletons. Really effective if your party is fine with it.

Gaseous Form (C): Circumstantial, especially for someone who can turn into a small critter at will.

Cloudkill (C): Doesn't do enough damage to be worth your concentration.

Merudo
2019-04-02, 10:48 AM
Ability Scores

The Druid's primarily attribute is Wisdom, which is crucial in making Debuff spells land. Still, the strongest Druid spells are summoning spells, which do not make use of Wisdom.

Low Wisdom and high Wisdom builds are therefore both viable, depending on the spells you plan on prioritizing. This makes the choice of ability scores & race more flexible than for other classes.


Strength: For melee combat in caster form, Shillelagh does a far better job.

Dexterity: Helps with Initiative, saving throws, and AC. Typically your 3rd most valuable attribute.

Constitution: Helps with hit points and saving throws. Your 2nd most valuable attribute.

Intelligence helps with some niche skills, and with saving throws against Mindflayers.

Wisdom helps with some spells as well as important skills (mainly Perception). Your most useful attribute.

Charisma helps with social interactions and a few rare saving throws.


Races

Dragonborn: Element resistance and a Breath Weapon to do some damage.

Dwarf (Hill): +2 Con, +1 Wis, +1HP/level, and Poison Resistance.

Dwarf (Mountain): +2 Con, and Poison Resistance. Go Hill Dwarf instead.

Elf (Drow) +2 Dex: Drow Magic is better taken from the Half-Elf Drow Variant.

Elf (High): +2 Dex, the Wizard cantrip can be semi-useful out of combat, and bow proficiency is okay.

Elf (Wood): +2 Dex, +1 Wis, 35' speed, and improved stealth in natural settings.

Gnome (Forest): +1 Dex, Gnome Cunning is amazing, minor illusion is one of the best cantrips. Speak with Small Beasts is outclassed by Speak with Animals & Speech of the Woods.

Gnome (Rock): +1 Con, Gnome Cunning is still amazing but the other features are of dubious utility.

Halfling (Lightfoot): +2 Dex, Brave & Lucky are great but the Stout variant is much better.

Halfling (Stout): +2 Dex, +1 Con, Brave & Lucky + Resistance to Poison are great.

Half-Elf: Alright stats, and decent features. The Drow variant is probably the best one.

Half-Orc: +1 Con & Relentless Endurable gives you more endurance, but the rest is bad.

Human (Standard): +1 to all stats. Awful choice - you don't need all the stats it gives.

Human (Variant): Amazing if you get War Caster or Res(Con).

Tiefling: Resistance to Fire (the most common element) is quite helpful, and the spells are fine.

Aasimar: +1 Wis, the resistance & spells are great, but the options in Volo's are even better

Elf (Eladrin): +2 Dex & Misty Step 1/rest is okay


Aarakocra: +2 Dex, +1 Wis, 50' flying speed while wearing light armor. Less good if the DM lets you get Spiked Armor or magical medium armor.

Genasi (Air): +2 Con, +1 Dex, & Levitation 1/day is okay

Genasi (Earth): +2 Con, and Pass with Trace 1/day is good but redundant with your spell list.

Genasi (Fire): +2 Con, fire spells & resistance.

Genasi (Water): +2 Con, +1 Wis, resistance to acid, swim speed & some utility water spells. Decent.

Dwarf (Grey): +2 Con, Duergar Resilience protects against multiple ailment & Duergar Magic is top notch, but Sunlight Sensitivity is a pain.

Gnome (Deep): +1 Dex, & Gnome Cunning is still amazing. Superior Darkvision & Stone Camouflage are awesome, too.

Halfling (Ghostwise): +2 Dex, +1 Wis , Lucky, Brave, plus the option to talk during Wildshape makes this one of the best options around.

Half-Elf Variants: The Drow variant is pretty good.

Tiefling Variants: Fire resistance and some Fire spells. Feral gives slightly better stats, while Winged gives a flying speed

Grung (OGA): +2 Dex, +1 Con, Poison immunity, & your piercing attacks do extra Poison damage. Sadly not compatible with Wild Shape or Shillelagh.

Tortle (TTP): +1 Wis, and Natural Armor provides AC19 even if you dump Dex. Excellent if the DM is stingy on armor.

Aasimar (Protector): +1 Wis, Healing Hands & Celestial Resistance are helpful, and an ability that makes you fly.

Aasimar (Scourge): +1 Con, Healing Hands & Celestial Resistance are helpful, and an ability that does a bit of damage.

Aasimar (Fallen): The worst of the Aasimar, you don't get a useful stat boost or a good ability.

Bugbear: +1 Dex, Reach & Surprise Attack have limited value.

Firbolg: +2 Wis, Speech of Beast and Leaf & Firbolg Magic are neat but ultimately made obsolete by the Druid’s abilities. Hidden Step is a great use of a bonus action but limited to 1/rest.

Goblin: +2 Dex, +1 Con. Nimble Escape is a great use of your Bonus action. Fury of the Small is decent damage.

Goliath: +1 Con & good damage mitigation 1/rest but little else

Hobgoblin: +2 Con & Saving Face are helpful but the rest isn’t

Kenku: +2 Dex, +1 Con, and interesting social abilities.

Kobold: +2 Dex, Pack Tactics compensates for the sunlight sensitivity. Grovel, Cower, and Beg combos extremely well with the summoning spells.

Lizardfolk: +2 Dex, +1 Wis. Natural Armor helps a lot with the Druid’s armor restriction, Hungry Jaws can do some bonus damage and heal.

Orc: +1 Con. Aggressive is okay but the rest of the package isn’t – I’d rather pick Goblin.

Tabaxi: +2 Dex, Feline Agility is decent for positioning.

Triton: +1 Con, & resistance to cold damage are helpful. The spells are okay.

Yuan-Ti Pureblood: Magic Resistance & Poison Immunity are almost broken, plus you get some spells.


Elf (Eladrin): +2 Dex, & the bonus action Fey Step is excellent

Elf (Sea): +2 Dex, +1 Con, but not much else.

Elf (Shadar-Kai): +2 Dex, +1 Con, necrotic resistance, and a bonus action teleport that gives damage resistance.

Githyanki: Okay spells but not much else.

Githzerai: +2 Wis, advantage on charmed & frightened saving throws, and good spells.

Centaur: +1 Wis and 40' speed, but not much else.

Loxodon: +2 Con and +1 Wis, advantage on saving throws against being charmed or frightened, and possibility to dump both strength and dexterity and keep good AC. Less good if your DM provides you with magical armor.

Minotaur: +1 Con, with nothing else useful.

Simic Hybrid: +2 Con and +1 Wis. The enhancements are weak, except Carapace which provides a +1 to AC.

Vedalken: +1 Wis and advantage on all Intelligence, Wisdom, and Charisma saving throws is good, and you get proficiency + permanent Guidance in one skill.

Changeling: +1 Dex, some tools & skills proficiency and a shape changing ability. Sadly, the later doesn't synergize with the Druid's abilities at all, plus you can already Wild Shape.

Kalashtar: +1 Wis, +1 to something else, and you can use up your reaction to gain advantage on Wis saving throws. You also gain telepathy, one social skill, and you gain advantage on all checks using that skill. A strong alternative to the Ghostwise Halfling.

Shifter (Beasthide): +2 Con, +1 Dex, proficiency in Athletics & Perception. You can shift 1/rest for Level + Con Mod + 1d6 THP and 1 AC.

Shifter (Longtooth): +1 Dex, proficiency in Intimidation & Perception. You can shift 1/rest for Level + Con THP and the ability to do a weak fang attack as a bonus action

Shifter (Swiftstride): +2 Dex, proficiency in Acrobatics & Perception, +5' speed. You can shift 1/rest for Level + Con THP and another +5' speed.

Shifter (Wildhunt): +2 Wis, +1 Dex, proficiency in Survival & Perception, plus the ability to "mark" a target to find it more easily. You can shift 1/rest for Level + Con THP and advantage on Wisdom checks.

Warforged (Envoy): +1 con, +1 to two abilities, resistance to Poison, plus an excellent AC.

Warforged (Juggernaut): +1 con, resistance to Poison, plus an excellent AC.

Warforged (Skirmisher): +2 Dex, +1 con, +5' speed, resistance to Poison, plus an excellent AC.


The Changeling, Kalashtar, Shifters, and Warforged are different from their Wayfinder's Guide to Eberron versions.
The Orc is better than the Volo's Guide version.

Changeling: +1 to any stat, some skills proficiency and a shape changing ability. Sadly, the later doesn't synergize with the Druid's abilities at all; you can already Wild Shape.

Kalashtar: +2 Wis, and advantage on Wis saving throws. You also gain telepathy. A strong alternative to the Ghostwise Halfling.

Orc: +1 Con, +2 skills, Aggressive is great to use while Wildshaped. Better than the Volo version, but I’d still rather pick Goblin.

Shifter (Beasthide): +2 Con, proficiency in Athletics. You can shift 1/rest for Level + Con Mod + 1d6 THP and 1 AC, which works in Wild Shape.

Shifter (Longtooth): +1 Dex, proficiency in Intimidation. You can shift 1/rest for Level + Con THP and the ability to do a 1d6 + Str Mod as a bonus action.

Shifter (Swiftstride): +2 Dex, proficiency in Acrobatics. You can shift 1/rest for Level + Con THP and +10' speed, and an extra +10' as a reaction.

Shifter (Wildhunt): +2 Wis, +1 Dex, proficiency in Survival. You can shift 1/rest for Level + Con THP and advantage on Wisdom checks + no one within 30' can make an attack roll with advantage against you. Of the Shifter, this gives the best stats and a rather good shift.

Warforged: +2 Con, +1 to something else, resistance to poison, +1 to AC in caster form, one skill proficiency. A good alternative to the Hill Dwarf.

Merudo
2019-04-02, 10:54 AM
Feats

Alert: Bonus to initiative is always useful for casters.

Lucky: An excellent feat that can be invaluable. Using it right requires some skill and foresight, though.

Magic Initiate: Find Familiar: The Owl can perform the Help action without triggering OAs, and it can feed your Goodberries to allies with 0HP. If you Wildshape into a tiny creature the Owl can carry you while it flies around. Fun, versatile and occasionally powerful.

Mounted Combatant: Can be useful if you often conjure yourself a mount.

Observant: +1 Wisdom and a significant bonus to passive perception.

Polearm Master: Could be used with Shillelagh & Quaterstaff for a Druid of Spores.

Resilient: Res(CON) is excellent for the +1 con and the proficiency bonus to concentration checks.

Ritual Caster: Lets you cast Find Familiar, as well as all the wonderful rituals available to the Wizard.

Tough: A substantial increase in HP.

War Caster: Best way to keep concentrating on spells until the high levels. Also help with casting with hands full & for better OAs.

A Druid can cast spells with both Somatic & Material components while holding a druidic focus (such as a quarterstaff) and a shield.

However, by RAW, a Druid cannot cast a spell with Somatic components and no Material components unless either one hand is free or the Druid has the War Caster feat. In practice, this rule is ignored at most tables.

If you play by RAW, War Caster is required to cast the following spells with your hands full:

Cantrips: Control Flames, Create Bonfire, Druidcraft, Frostbite, Guidance, Gust, Magic Stone, Mold Earth, Poison Spray, Primal Savagery, Produce Flame, Shape Water, Thunderclap
1st: Absorb Elements, Charm Person, Cure Wounds, Detect Magic, Earth Tremor, Entangle, Fog Cloud, Purify Food and Drink, Speak with Animals, Thunderwave
2nd: Beast Sense, Find Traps, Healing Spirit, Lesser Restoration, Protection from Poison, Skywrite
3rd: Call Lightning, Conjure Animals, Daylight, Dispel Magic, Flame Arrows, Meld into Stone, Plant Growth, Protection from Energy, Speak with Plants
4th: Blight, Charm Monster, Conjure Minor Elementals, Dominate Beast, Elemental Bane, Giant Insect, Grasping Vine, Antilife Shell
5th: Antilife Shell, Commune with Nature, Contagion, Control Winds, Mass Cure Wounds, Tree Stride, Wrath of Nature
6th: Bones of the Earth, Conjure Fey, Heal, Investiture of Flame, Investiture of Ice, Investiture of Stone, Investiture of Wind, Primordial Ward, Transport via Plants
7th: Fire Storm, Mirage Arcane
8th: Animal Shapes, Tsunami
9th: Storm of Vengeance



Bountiful Luck (XGtE): Somewhat decent in large parties.

Dragon Fear (XGtE): You don't need the stat boost but the roar is a decent improvement over the breath.

Dragon Hide (XGtE): The hide doesn't work while Wildshaped.

Drow High Magic (XGtE): Detect magic at will is okay.

Dwarven Fortitude: (XGtE): You have better ways to heal hit points.

Elven Accuracy (XGtE): You almost never do attack rolls.

Fade Away (XGtE): Decent invisibility as a reaction 1/rest.

Fey Teleportation (XGtE): Misty Step 1/rest is nice but the stat increase isn't.

Flames of Phlegethos (XGtE): You don't have that many good fire spells.

Infernal Constitution (XGtE): +1 Con and Cold & Poison resistances.

Orcish Fury (XGtE): +1 Con, but the other benefits are lost on you.

Prodigy (XGtE): Can be decent, depending on the skill.

Second Chance (XGtE): A less useful Lucky but with a stat increase.

Squat Nimbleness (XGtE): +1 Dex, +5' speed, and proficiency/expertise in Acrobatics or Athletics.

Svirfneblin Magic (MToF): The spells are just not good enough to be worth it.

Wood Elf Magic (XGtE): The spells are good, you just know them already.

Actor: You can already impersonate other creatures.

Athlete: A +1 to Dexterity and some minor movement bonuses.

Charge: The bonus action requirement makes this incompatible with most charging forms.

Defensive Duelist: Works with scimitar but the bonus isn't worth it.

Dual Wielder: Terrible feat for everyone, but especially for the Druid.

Dungeon Delver: With your tons of hit points you're not a bad choice to send on traps, but there are better feats.

Durable: You have so many ways to regain hit points that this is unnecessary.

Elemental Adept: You don't use that many elemental spells.

Grappler: Grappling is great but this doesn't really help. You are better off just pushing the grappled enemy prone.

Healer: Unless your DM lets you use a Healer's Kit while Wildshaped, this is a bad feat.

Heavily Armoured / Heavy Armor Master: Sadly, almost all heavy armors are made of metal.

Inspiring Leader: Sadly, almost all Wildshape forms can't speak.

Keen Mind / Linguist: You have little value for intelligence.

Mage Slayer: This is a rather bad feat to begin with, and you are not set up to take advantage of it.

Martial Adept: Could be fun to do maneuvers as a beast but one superiority dice is just not enough.

Medium Armor Master: Doesn't increase AC in Wildshape form at all.

Mobile: You are unlikely to attack that often, although the extra speed is always nice to have.

Savage Attacker: Can help damage done while Wildshaping, but the feat just doesn't do enough.

Sentinel: You don't want to get hit, or to hit people back.

Sharpshooter: You won't be using a ranged weapon much.

Shield Master: At least this has some defensive value. Still awful though.

Skilled: You can't use most skills well when Wildshaped.

Skulker: If can use your Wildshape when you really need to hide.

Spell Sniper: The extra cantrip is neat but not required. The extra range is rarely useful.

Tavern Brawler: Your Wildshape use their natural weapons, not improvised weapons.

Weapon Master: Your quarterstaff is pretty much all the weapons you need.


Skills

Arcana: Most useful Knowledge skill, which isn't saying much.

Animal Handling: You can cast spells to deal with animals, but you can use this while Wildshaped. Especially useful if you pick a race that can easily interact with animals (Firbolg, Forest Gnome, Triton & Sea Elf).

Insight: Very helpful social skill that works well with your high Wisdom.

Medicine: The most useless skill in the game. A 5gp Healing Kit can replicate most of its effects.

Nature: Generally tells you obvious lore.

Perception: The best skill in the game, it comes up multiple times per session.

Religion: Can be occasionally helpful to identify supernatural effects.

Survival: Better than Nature, as it allows you to do practical things such as tracking.

Acrobatics: Can help defend against Grapples in caster form, and to keep your balance.

Athletics: Helps with climbing, jumping, or swimming - but you have your Wild Shape for that.

Deception: Useful social skill, but could put you into trouble.

History: One of the least useful skills in the game. Just go to the library or talk to a sage.

Intimidation: Decent social skill, plus you can definitely use it while Wildshaped.

Investigation: Arguably the most useful of the intelligence skills.

Performance: I guess it could be used to make a cute little dance as a Wildshaped animal.

Persuasion: The most useful social skill.

Sleight of Hand: Your animal forms don't have the hands to pick pockets.

Stealth: Great for scouting, and helpful both in and out of Wildshape. A must for races that grant advantage to stealth (Wood Elf, Deep Gnomes).


Languages

Although your conjured creatures can understand any verbal commands you issue them, you can't understand them back unless you know their own language.

Blink Dog: Blink Dogs could make okay scouts, but Giant Eagles/Owls are better.

Dragonic: For the GGtR Blistercoil Weird & Fluxcharger. Mainly used to spy on creatures including Kobolds and Dragons, but most of them also speak Common.

Giant Elk: You are highly unlikely to use these animals as scouts.

Giant Eagle: Decent if you plan on using them as scouts.

Giant Owl: Decent if you plan on using them as scouts.

Primordial: To understand virtually all of the Elementals you can conjure. Crucial to work with the Invisible Stalker.

Sylvan: To understand Boggles / Pixies / Yestlings, and Darklings/Darkling Elders/Dryads if nobody knows Elvish

Abyssal: To communicate with Demons.

Giant: Giants are plentiful, and can be reasoned with.

Goblin: To spy on Goblins, but quickly becomes useless as you stop facing these foes.

Infernal: To communicate with Devils.

Undercommon: Most intelligent creatures from the Underdark speak it.


Equipment
DS: Disadvantage on Stealth checks

Club: For Shillelagh use only. Lighter than a Quarterstaff, but less damage without Shillelagh.

Dagger: Darts are cheaper and lighter than Daggers.

Darts: If you really need Piercing ranged damage that uses Dex. Slings have better range and do Bludgeoning damage.

Javelin: Your best ranged option if you have good Strength.

Greatclub: The Quarterstaff is strictly better than this

Mace: The Quarterstaff is strictly better than this

Quarterstaff: Best option for Shillelagh or for Strength melee damage. Can also work as a druidic focus.

Scimitar: Best melee weapon that uses Dex, or of the Slashing type.

Sickle: Less damage than a Scimitar and without the Finesse tag.

Sling: Your best ranged option if you have good Dexterity. Less damage than a Javelin but cheaper to use.

Spear: Like a Javelin but heavier, twice as expensive, and with worse range.


Magical Weapons

Staff of Fire: Lets you cast Fireball, as well as Wall of Fire & Burning Hands. Druids get few direct damage options, so this can be wonderful. Found in HotDQ & SKT.

Staff of Frost: Lets you cast Cone of Cold, Fog Cloud, Ice Storm, & Wall of Ice. A good variety here. Cone of Cold is decent damage, and Wall of Ice is a Wizard-exclusive spell that is quite efficient. Found in CoS & TftYP.

Staff of the Swarming Insects: The spells Giant Insect and Insect Plague are okay, but it's the unique ability "Insect Cloud" that is amazing here. Activating it is roughly equivalent to casting Improved Invisibility / Shadow of Moil on yourself, except (1) it doesn't take concentration and (2) it lasts 10 minutes instead of one. The main issue is that it creates an heavily obscured area of 30 feet radius centered on you, which might interfere with the abilities of party members. Note that conjured animals with Blindsight are especially useful here - consider summoning Constrictor Snakes, Giant Poisonous Snakes, Giant Spiders, or a Giant Constrictor Snake.

Staff of the Woodlands: Excellent staff for any Druid, with numerous abilities. Casting Awaken for no gold cost and for 1 action instead of 8 hours is borderline broken. Found in DDAL07-08, DDEP07-01 & DDHC-TOA-13, or on treasure Table G.



Druids cannot wear metal armor. A kind DM might allow you to buy or craft "natural" armor equivalent to metal armor, opening up options. By default though, you are only allowed to wear these few types of armor:

Shield, +2 AC: You can start with a shield and should always have it equipped

Padded, DS, AC11 + Dex Mod: Awful, you should upgrade as soon as possible

Leather, AC11 + Dex Mod: Decent if you are saving up for better armor

Studded Leather, AC12 + Dex Mod: Your best choice if you have great Dex.

Hide, AC12 + Dex Mod (Max 2): If you have less than 16 Dex, this works like a cheaper, lighter Studded Leather

Spiked Armor, DS, AC14 + Dex Mod (Max 2): Rare armor made by dwarves & costing 75gp, likely your best option for AC unless you have 18+ Dex. From SCAG.

Ring Mail, DS, AC14: Heavy armor, for which you don't get proficiency by default. Sadly your best option for AC if you have less than 14 Dex and don't have access to Spiked Armor.

Survival Mantle, DS, AC15 + Dex Mod (Max 2): Created by Mind Flayers, this non-magical carapace armor has the same AC as half-plate, allows the wearer to breath in any environment, and gives advantage on saving throws against gas. Excellent, but hard to come across and few DMs know about it. From VGtM p.81.


Magical Armors

Crystal Scale Mail +1, DS, AC15 + Dex Mod (Max 2): Found in PotA (p. 140)

Dragon Scale Mail, DS, AC15 + Dex Mod (Max 2): Bonus to Saving Throws against Dragon abilities, and Resistance to a type of damage.

Mushroom Half-Plate of Poison Resistance, DS, AC15 + Dex Mod (Max 2): Provides Resistance to Poison. From DDEX3-11.

Scorpion Armor, AC18: Cursed Heavy Armor made of Scorpion parts. Gives +5 to Initiative. Found in ToA.

Shroud of the Mourning Warrior, DS, AC15 + Dex Mod (Max 2). Functions as a +1 Scale Mail but is made of wood. From DDAL 05-13.

Stone Breastplate, DS, AC14 + Dex Mod (Max 2): Found in PotA (p.136) and SKT (p.103)


As seen in the previous section, Magical Armor not made of metal is extremely rare and outright absent from many published WotC adventures. Unless your DM tweaks the treasures in published adventures or runs homebrew, your best bet is probably to craft the armor yourself.

The DMG and XGtE both contain optional rules for crafting magical items - ask your DM if you can use them.

According to these rules (p.128 of both books), to craft a Magical Item you'll need:


A formula describing the item's construction
Special materials, decided by the DM
Gp, determined by the item's rarity
Time, determined by the item's rarity
A high enough level, determined by the item's rarity (DMG only)
Spells, if the item will produce them (DMG only)
Appropriate equipment, tools, & tools proficiencies (XGtE only)

The gp & time requirement are much more relaxed in XGtE; for example, a Legendary item takes 100,000gp and 1 year in XGtE but 500,000 gp and 55 years in the DMG!


Crafting Materials

The materials needed are up to the DM. To procure them, XGtE suggests that the PCs face a creature with a CR appropriate to the rarity of the item to be crafted.

The list of magical armor listed above suggest the following materials are suitable: Crystal, Scale, Petrified Giant Mushroom, Scorpion part, Stone, and Wood.

The Wood could be mundane such as Cedar, Ebony, Oak, or Yew, or magical such as Darkwood, Greenwood, Ironwood, or Wyroot.

Alternatively, other materials might be appropriate: Bone/Hide/Mane/Skin, Chitin/Shell, Bark/Cord/Leaf, Gem, Obsidian, Spidersilk, etc.

Most magical items do not help the Druid while in Wildshape. However, a few items also work in Wild Shape:


RAW Legal Items

Animated Shield: Can be activated before Wildshaping to retain the +2 Bonus to AC.

Dancing Sword: Can be activated before Wildshaping to gain an extra attack as a Bonus Action. Only lasts four turns, though.

Ioun Stones: These can orbit your head while Wildshaped. Among other things, they can provide a +1 bonus to AC, a +2 to a stat, and Regeneration.

Insignia of Claws (HotDQ): Can be worn while in Wildshape and provides +1 bonus to attack rolls and damage rolls

Scarab of Protection: Gives advantage on Saving Throws against Spells. The medallion only needs to be "on your person" to work, so carrying it is enough.

Stone of Good Luck: Provides a +1 bonus to Ability Checks & Saving Throws. The stone only needs to be "on your person" to work, so you could make a pendant out of it or something.


"Up to the DM" Items

Amulets/Belts/Bracers/Capes/Gloves/Handbands/Lenses/Medallions/Rings/etc.: "The GM decides whether it is practical for the new form to wear a piece of equipment".

Barding Armor: Can dramatically increase the AC of some Wildshape forms. However, some DMs may claim that the Druid is not proficient in Barding Armor and thus has disadvantage on ability checks, saving throws, and attack rolls involving Strength or Dexterity while wearing Barding.

Saddle of the Cavalier: Attacks have disadvantage against the Moon Druid so long as they are wearing this and have a rider. It's unclear under which form(s) a PC qualifies as a mount.

Merudo
2019-04-02, 11:04 AM
DG: Expected damage if all attacks are non-critical hits.


Wildshape Forms

These forms are generally terrible at combat, and that's the point: by looking non-threatening, you can infiltrate and spy on others. The best form is probably one that is inconspicuous: a cat in a city, a frog in a marsh, a weasel in the forest, etc. Still, a few forms provide benefits that may not be obvious:

Badger, AC10, 3HP, 1DG: 5' burrow speed.

Cranium Rat (VGtM), AC12, 2HP, 1DG: Telepathy, immunity to divination & mind read effects.

Hare, AC13, 1HP: +5 stealth, 5' burrow speed, and has cunning action.

Mastiff, AC12, 5HP, 4.5DG: An extremely fragile Medium size mount that can knock Prone (DC11).

Pony, AC10, 11HP, 7DG: A fragile Medium size mount.

Spider, AC12, 1HP, 3.5DG: Has Spider Climb.

Weasel, AC13, 1HP, 1DG: +5 stealth, and less conspicuous than the Almiraj.


Adventure-specific Beasts

Almiraj (ToA), AC13, 3HP, 5.5DG: 50' speed, advantage on Sight/Hearing checks, +5 stealth.


Axe Break, AC11, 19HP, 6.5DG: 50' speed. Poor damage and no features.

Boar, AC11, 11HP, 4.5DG: 40' speed. Awful stats and a mediocre Charge for 3.5 extra damage, and can knock Prone (DC11).

Cow/Ox/Rothe (VGtM), AC10, 15HP, 7.5DG: Powerful Charge for 7 extra damage but no Prone effect.

Deep Rothe (VGtM), AC10, 13HP, 7.5DG: Like the Cow, but with 2 less hp and the ability to cast dancing lights.

Draft Horse, AC10, 19HP, 9DG: 40' speed. Slow mount with good HP.

Elk, AC10, 13HP, 6.5DG: 50' speed. Has an amazing Charge that does 7 extra damage & knocks Prone (DC13).

Giant Badger, AC10, 13HP, 10.5DG: 10' dig speed and good damage.

Giant Centipede, AC13, 4HP, 15DG: 30' Blindsight. Great poison damage (DC11) but extremely fragile.

Giant Lizard, AC12, 19HP, 6.5DG: Poor stats but has variants with Swimming / Spider Climb.

Giant Wolf Spider, AC13, 11HP, 11.5DG: 40' speed, Spider Climb, 10' Blindsight and good Poison damage (DC11).

Hadrosaurus (VGtM), AC11, 19HP, 7.5DG: 40' speed. Okay stats but no features.

Panther, AC12, 13HP, 5.5DG: 50' speed. Underwhelming Pounce for Prone (DC12) & chance to do 4.5 extra damage.

Riding Horse, AC10, 13HP, 8DG: 60' speed, can act as a fast mount.

Stench Kow (VGtM), AC10, 15HP, 7.5DG: Like a Cow, but has resistance to Fire/Cold/Poison and automatically poisons creatures (DC12) within 5' of it with (!).

Velociraptor (VGtM), AC13, 10HP, 10DG: Pack Tactics and good damage. Tiny size.

Wolf, AC13, 11HP, 7DG: 40' speed, Pack Tactics, and its attack can Prone (DC11).


Adventure-specific Beasts

Cave Badger (OotA), AC12, 13HP, 10.5DG: 15' dig speed, Tremorsense 60', and does good damage. Variant of the Giant Badger.

Fastieth (ERLW), AC14, 9HP, 8.5DG: 50' speed, can take Dodge as bonus action about 1/3 of the time. Dodging compensates for poor HP, but little else here is of value.

Giant Riding Lizard (OotA), AC12, 19HP, 6.5DG: 30' speed, but 30' climbing speed and Spider Walk. An excellent mount for vertical travel.

Guthash (TftYP), AC12, 16HP, 4.5DG: Pack Tactics but awful damage. Unique variant of the Giant Rat.

Male Steeder (OotA), AC12, 13HP, 12DG: Has Spider Climb and good Acid damage (DC12).

Snarl (LMoP), AC13, 18HP, 7DG: Unique variant of the Wolf with 7 more HP.


Ape, AC12, 19HP, 13DG: Has a ranged rock attack for 6.5DG, hands to manipulate objects, and Athletics +5 for Grappling.

Black Bear, AC12, 19HP, 12.5DG: 40' speed. Faster than the Ape but without the ranged attack or Grappling.

Constrictor Snake, AC12, 13HP, 6.5DG: 30' swim, 10' Blindsight. The auto-restrain attack (DC14) is great, but low HP.

Crocodile, AC12, 19HP, 7.5DG: 20' speed, 30' swim. Auto-restrain on a hit (DC12). Slower on land than Giant Frog but otherwise slightly better.

Dimetrodon (VGtM), AC12, 19HP, 9DG: 20' swim. Mediocre stats and no features.

Giant Frog, AC11, 18HP, 4.5DG: 30' swim & Amphibious. Auto-restrain attack (DC11) & can swallow the restrained creature. Substantially more durable than the Constrictor Snake.

Giant Goat, AC11, 19HP, 8DG: 40' speed. Has a Charge attack that does 5 extra damage & knocks Prone (DC13). Advantage against Prone. Weaker & slower than the Warhorse.

Giant Poisonous Snake, AC14, 11HP, 17DG: 30' swim, 10' reach, 10' Blindsight, the best AC and the most damage if not resisting poison (DC11). A good beast with low hp.

Giant Sea Horse, AC13, 16HP, 4.5DG: 40' swim. Charge attack does 7 extra damage & knocks Prone (DC11). The best aquatic animal that charges.

Reef Shark, AC12, 22HP, 6.5DG: 40' swim, 30' Blindsight. Has Pack Tactics.

Warhorse, AC11, 19HP, 11DG: 60' speed mount. Has a Trampling Charge that knocks Prone & gives another attack (DC14). Better than both the CR1/4 horses.


Adventure-specific Beasts

Clawfoot Raptor (WGtE), AC14, 16HP, 10DG: 50' speed, has a Pounce attack to knock Prone (DC13) & allow a Bonus Action attack for 8 damage. Medium mount quite similar to the Warhorse, but with more AC and less HP.

Fiendish Giant Spider (OotA), AC13, 11HP, 11.5DG: 40' speed, Spider Climb, 10' Blindsight, resistance to Cold/Fire/Lightening and Immunity to Poison. Variant of the Giant Wolf Spider.

Giant Sea Eel (GoS), AC14, 19HP, 13DG: 40' swim, can only breath underwater. Great damage but doesn't have the Reef Shark's abilities.

Jaculi (ToA), AC14, 16HP, 9DG: 30' Blindsight. Can do a "spring" attack that can grant advantage and do 7 extra damage.

Sea Lion (GoS), AC16, 15HP, 18.5 DG: 15' speed, 30' swim, hold breath for 15 minutes. Amazing AC and damage.

Walrus (IWD), AC9, 22HP, 7.5 DG: 20' speed, 40' swim, hold breath for 15 minutes. Good HP and swimming speed, but little else.


Brown Bear, AC11, 34HP, 19.5DG: 40' speed. Good HP and damage, but terrible AC.

Deinonychus (VGtM), AC13, 26HP, 19.5DG: 40' speed. Pounce attack to knock Prone and give extra attack (DC12), but low HP. Outdamages the Brown Bear if Pouncing every round - works amazingly with the Mobile feat. Medium size.

Dire Wolf, AC14, 37HP, 10DG: 50' speed, Pack Tactics. Excellent defensive form. Relatively weak damage but can knock Prone (DC13).

Giant Eagle, AC13, 26HP, 16.5DG: 80' fly speed. You can speak while in this form.

Giant Hyena, AC12, 45HP, 10DG: 50' speed. If Rampage procs, can be as damaging as the Brown Bear.

Giant Octopus, AC11, 52HP, 10DG: 10' speed, 60' swim. Its 15' range tentacles auto-restrain enemies on hit (escape DC16). Low mobility on land, but can be improved with the Mobility feat or Longstrider.

Giant Spider, AC14, 26HP, 16.5DG: Spider Climb, 10' Blindsight, good Poison damage (DC11), a Web attack that auto-restrain on a hit (no saves).

Giant Toad, AC11, 39HP, 13DG: 20' speed, 40' swim. A Bite that auto-restrain (escape DC13). Can Swallow the grappled enemy to inflict 10.5 acid damage but the process is very slow (takes 3 turns minimum for the acid to kick in).

Giant Vulture, AC10, 22HP, 16DG: 60' fly speed, with Pack Tactics. Decent offense & defense for a flyer, but its speed and defenses are less than the Giant Eagle.

Lion, AC12, 25HP, 7.5DG: 50' speed. Has Pack Tactics and a Pounce attack (DC13). Weak damage and defense.

Tiger, AC12, 37HP, 8.5DG: 40' speed. Has a Pounce attack (DC13), but unlike the Lion doesn't have Pack Tactics.


Adventure-specific Beasts

Archelon (BotJR), AC14, 26HP, 12DG: 10' speed, 40' swim. Terrible stats, plus no special features.

Clawfoot (ERLW), AC13, 19HP, 15 DG: 40' speed, Pack Tactics, and a Pounce attack (DC11). Amazing offense, but extremely vulnerable.

Crag Cat (SKT, IWD), AC13, 34HP, 8.5DG: 40' speed, Nondetection, Spell Turning, and a Pounce attack (DC13). No longer a beast after the errata.

Dilophosaurus (BotJR), AC13, 26HP, 6.5DG: Has a ranged spit attack that does no damage but can Blind and Paralyze an enemy (DC12).

Female Steeder (OotA), AC14, 30HP, 16.5DG: Crazy 90' jump, Spider Climb, 120' darkvision, good Acid damage (DC12).

Giant Rocktopus (OotA), AC11, 52HP, 10 DG: A variant of the Giant Octopus that evolved to live on land. Has a 20' speed on land & advantage on stealth checks, but no swim speed.

Mutated Hunting Dog (RotLK), AC14, 39HP, 9DG: 40' speed. Its attack can knock the target Prone (DC12). Has Pack Tactics. Can do 1 extra damage as a BA if it had advantage on the attack roll. Immune to Cold but Vulnerable to Fire. Roughly as good as the Dire Wolf.

Sangzor (CoS), AC11, 33HP, 8DG: 40' speed. Resistance to nonmagical attacks. Has a Charge attack that does 5 extra damage & knocks Prone (DC13). Has advantage against most Prone effects. Excellent at defense but poor offense. Unique variant of the Giant Goat.

Spider (Flying) (DotMM), 14AC, 26HP, 16.5DG: 40' Fly, good damage, a Web attack that auto-restrain on a hit (no saves), and Blindsight 10'. Variant of the Giant Spider.

Spider (Giant Snow) (EotT), 14AC, 26HP, 16.5DG: A variant of the Giant Spider with Cold resistance and Ice Walk.

Spider (Ice) (SKT), AC14, 26HP, 16.5DG: A variant of the Giant Spider with Cold damage resistance, and its Webbing does 1 damage per turn but is no longer immune to bludgeoning damage.

Spider (King) (OotA), AC14, 44HP, 16.5DG: Unique variant of the Giant Spider with Proficiency in Perception, Constitution & Wisdom saving throws. Advantage on Perception checks, and against many debuffs.

Troodon (BotJR), AC13, 22HP, 7.5DG: Has Pack Tactics & Improved Critical. Pretty much strictly inferior to the Dire Wolf.



Shapechange Forms

The level 9 spell Shapechange works similarly to your Wild Shape, letting you adopt the form of a creature you have have seen. The CR of the creature can't exceed your level, and the creature can’t be a construct or an undead.

This section heavily depends on what creatures you have seen through your adventuring career, but here are a few ideas:

Aboleth: To enslave other creatures.

Adult Dragon: 60' Blindsight, excellent mobility, legendary resistance, Frightful Presence, and a powerful long range Breath weapon. Best used to harass enemies with the Breath while staying out of their range.

Androsphinx: Has 3 Roars that affect everyone hearing them within 500 feet, immune to nonmagical attacks.

Beholder: 150' Antimagic cone.

Chwinga (ToA): Magical Gift lets you give a charm to one of your allies.

Couatl: Cure Wounds, Lesser Restoration & Greater Restoration, immune to nonmagical weapons.

Death Slaad: Regeneration 10 & Plane Shift

Neothelid/Ulitharid/Elder Brain: Sense every creature within 1/2/5 miles

Pit Fiend: Amazing in combat.

Planetar: 120' True Sight, 120' fly, resists nonmagical attacks, magic resistance, Divine Awareness (lies detection), & Healing Touch.

Rakshasa: Immune to nonmagical attacks & Limited Magic Immunity, Plane Shift



Polymorph Forms

Cranium Rat (VGtM), AC12, 2HP, 1DG: 30' speed. Makes your target immune to divination, in case its allies try to locate it. Sadly, this also gives your target Telepathy & immunity to mind read effects.

Frog, AC11, 2HP, 0DG: 20' speed & 20' swim, & can jump well. Can't attack.

Killer Whale: AC12, 90HP, 21.5DG: Can't move on land but can breath air, & decent HP in case someone attacks it.

Sperm Whale (IWD), AC13, 189HP, 40DG: Even more HP than the Killer Whale! Amazing form to take someone out of a land battle.

Rat, AC10, 1HP, 1DG: 20' speed and 1HP attack.

Scorpion, AC11, 1HP, 5.5DG: 10' speed (slowest), but it can do some damage.

Sea Horse, AC11, 1HP, 0DG: 20' swim, & can't attack. Great for underwater battles.

Brontosaurus (VGtM), AC15, 121HP, 32DG: 20' reach. Also has alternative tail attack that does 27.5 damage but knocks enemies Prone (DC14). Inferior to the CR6 Brachiosaurus.

Giant Ape, AC12, 157HP, 45DG: 40' speed, 10' reach. Has a ranged attack for 30.5 damage. May be your best CR7 bet if you don't have access to BotJR.

Giant Crocodile, AC14, 85HP, 35.5DG: 50' swim. Multiattack with a Bite that auto-restrains and a Tail with Reach that knocks prone (DC16). Decent aquatic animal if you can't get the Sarcosuchus.

Giant Shark, AC13, 126HP, 22.5DG: 50' swim, 60' Blindsight, Blood Frenzy gives advantage against the wounded. Decent aquatic animal if you can't get the Sarcosuchus.

Mammoth, AC13, 126HP, 25DG: 40' speed. Has a Trampling Charge with Reach and a wonderful DC18 that knocks an enemy prone & allows an additional 29 damage attack. If you can use its Charge well, its a good alternative to the Giant Ape.

Triceratops, AC13, 95HP, 24DG: 50' speed. Like the Elephant, has a Trample attack that knocks Prone (DC13) & gives extra attack. Get the CR6 Mammoth instead.


Adventure-specific Beasts

Brachiosaurus (BotJR), AC16, 145HP, 40DG: 20' reach. Also has alternative tail attack that does 34.5 damage but knocks enemies Prone (DC15). Gargantuan size. Better version of the Brontosaurus. If you have access to this, get the Titanosaurus instead.

Hulking Crab (SKT), AC17, 76HP, 41DG: 20' speed, 30' Blindsight. Multiattack with two claws that auto-grapple (DC15), and an interesting Camouflage ability. Decent aquatic animal if you can't get the Sarcosuchus.

Large Subterranean Lizard (TftYP), AC14, 85HP, 35.5DG: Multiattack with a Bite that auto-restrains and a Tail with Reach that knocks prone (DC16). This variant of the Giant Crocodile has no swim speed, a 30' climbing speed, and 60' darkvision. Low HP. For battles on land, there are better options.

Sarcosuchus (BotJR), AC15, 137HP, 47.5DG: Reach 10'. 40' speed, 50' swim. Reach 10'. Multiattack with a Bite that auto-restrain and a Tail that knocks Prone (DC17). Good impact on the battlefield, and arguably the best aquatic form.

Therizinosaurus (BotJR), AC14, 104HP, 35DG: If you have access to this, get the Titanosaurus instead.

Titanosaurus (BotJR), AC17, 201HP, 45.5DG: 20' reach. Has a Stomp attack for 40 damage and knocking Prone (DC16). Good offense and excellent durability. Sadly, you can't use the Legendary Actions.

Tyrannosaurus Rex, AC13, 136HP, 53.5DG: Has a Bite attack with auto-restrain (DC17). Better than the Mammoth & the Giant Ape, but the CR7 Titanosaurus is more durable.


Adventure-specific Beasts

Giganotosaurus (BotJR), AC14, 217HP, 60DG: 60' speed. 15' reach. Its Bite auto-restrains (DC18). Can swallow enemies for 21 acid damage every turn. A definite improvement over the T-Rex, but the Titanosaurus has superior AC. Sadly, you can't use the Legendary Actions.

Sperm Whale (IWD), AC13, 189HP, 40DG: 60; swim. Tons of HP & great swimming speed, but awful attacks. The bite automatically swallows a large or smaller creature, giving it total cover which can often be hurtful to your own team.

Merudo
2019-04-02, 11:09 AM
Creature Forms Availability

Existence: The first requirement of Polymorph, Wild Shape and the Conjure spells is that the target form must exist in the game universe. The existence of dinosaurs is typically the primary concern here - dinos are among some of the most powerful and versatile Beasts available, but some DMs exclude them from their world.

AL: If you play in Adventure League (AL), the creatures available are those listed in AL legal sources (https://www.dmsguild.com/product/208178/DD-Adventurers-League-Player--DM-Pack). These include the MM, most WotC supplements, published WotC Adventures, and content from the Guild Adept program such as BotJR.

All of the creatures I list in this guide are AL legal, except for those in GGtR and WGtE.

Additional restrictions: Beside the existence of the creature, there are some additional restriction on the target form:


Polymorph: your character must know about the creature.

Wild Shape: your character must have seen the creature before.

Conjure Animals / Minor Elemental / Fey : the creature(s) are selected by the DM.

Conjure Elemental: the elemental is appropriate for the area you choose, and selected by the DM.


Polymorph has the least restrictive requirement: having heard or read about the Beast is sufficient. The DM could reasonably ask for a Nature or History check if the Beast is rare or foreign.

For Wild Shape, observing a polymorphed or conjured Beast may be enough to let you Wild Shape into the form.

With the Conjure spells, you can request specific creature(s), although the DM is free to ignore your suggestions. Some DMs may also be more likely to oblige if your character knows about or has seen the creatures before, or if they are native to the land you are visiting.

DM Courtesy: Not a requirement, but if you wish to use a creature from a source your DM doesn't own, it is common courtesy to show him a picture or printed copy of the relevant stat block.

Awaken: The Awaken spell (level 5) can "awaken" a Beast of size Huge or smaller, increasing its Intelligence to 10 and allowing it to speak one language.

By RAW, there is nothing preventing a PC from using Wild Shape or Polymorph to turn into an Awakened Beast, or to conjure Awakened Beasts. Of course, some DMs may object to this.

Benefits: Choosing an awakened version of a Beast instead of the regular yields the following benefits


Wild Shape: you retain the ability to speak while Wild Shaped.
Polymorph: the target's intelligence becomes 10 (instead of the usual 1-2), and it can understand (but not speak) a language.
Conjure Animals/Fey: the conjured Beasts obey your orders more intelligently, and can report verbally to you.


Wild Shape Requirement: To Wild Shape into the awakened version of a Beast, you must have seen such awakened Beast before. If you are level 9+, the most straightforward way to do so is to awaken a member of the specie yourself.

The following adventures feature Awakened Beasts:

Ghosts of Saltmarsh: Giant Crab (Barnacle Bess).

Poisoned Words: Flying Snake (Zsoksia).

Putting the Dead to Rest: Giant Ape.

Tomb of Annihilation: Giant Constructor Snake (Azi Mas).

Waterdeep Dragon Heist: Draft Horse (Maxeene), Giant Shark (Obliteros), & Rat.

Waterdeep Dungeon of the Mad Mage: Brown Bear, Elk, and Giant Wasp.


Polymorph Requirement: I assume you need to know about a specific awakened Beast; knowing that a given beast could be theoretically awakened is not sufficient.

Some Beasts have a name and unique stats. By RAW, these Beasts are legal forms for Wild Shape, Polymorph, and the Conjure Animals / Fey spells.

In practice, the DM is unlikely to conjure these creatures, and some may even prohibit Wild Shaping and Polymorphing into them.

The following adventures feature unique Beasts:


Curse of Strahd: Sangzor the Giant Goat (p.160).
Lost Mine of Phandelver: Snarl the Wolf (p.40).
Out of the Abyss: The Spider King (p.74).
Tales from the Yawning Portal: Guthash the Giant Rat (p.21), Huge Giant Crab (p.103)

The Spider King is rather problematic here - the form is a greatly buffed Giant Spider yet remains CR 1. Although not RAW, the fluff of the creature suggests to me it should be an Monstrosity instead of a Beast, and thus not a valid target for Wild Shape.

Some Beasts do not have their own stat block, but are instead variants of existing monsters with some changes. By RAW, there is nothing stopping you from using these altered forms for Wild Shape, Polymorph, & conjuring spells.

The MM & VGtM have the following variants:


Monster Manual: Cave Bear, Diseases Giant Rat, Giant Lizards (Swiming/Climbing), & Satyr (Pipe)
Volo's Guide to Monsters: Ox, Rothe, & Stench Kow.


Additionally, some easily missed monster variants are described in the middle of an adventure:


Out of the Abyss: Cave Badger (p.96), Fiendish Giant Spider (p.97), Giant Rocktopus (p.28)
Storm King's Thunder: Ice Spider (p.127), Ice Spider Queen (p.128)
Tales from the Yawning Portal: Amphisbaena (p.83), Four-Armed Gargoyle (p.129), Large Subterranean Lizard (p.176),
Waterdeep Dungeon of the Mad Mage: Flying Spider (p.150)



While looking for creatures for the summoning spells, I've decided to exclude the following:


Encounters in Port Nyanzaru: Cursed Water Elemental (p.19, unique).
Chelimber's Descent: Stone Mephit (p.22, obscure & too powerful).
Giant Diplomacy: Oblivillish (p.23, unique).
Szith Morcane Unbound: Azer Acolyte & Priest (pp. 26-27, weak & obscure forms).
The Iron Baron: Ironmonger (p.41, unique Earth Elemental Myrmidon), Vigorel (p.43, unique).
Uneasy Lies the Head: Wobbles (p.36, magically enhanced).
Waterdeep Dragon Heist: Lady Gondafrey (p.152, unique).
Waterdeep Dungeon of the Mad Mage: Big Xorn (p.51, unique), Haungharassk (p.258, magically enhanced), Poison Weird (p.127, dies out of brew).




Wild Shape Communication

Telepathy: Telepathy is the most straightforward method of communicating while Wild Shaped. Most Telepathy effects are one-way and only work with a single person.


Races: Ghostwise Halfling, Kalashtar
Beast: Cranium Rat
Item: Helm Of Telepathy
Class: GOO Warlock (Awakened Mind)
Spells: Telepathic Bond, Telepathy
Find Familiar: You can communicate telepathically with a Raven familiar, and have it say your words through Mimicry.


Understanding Beasts: While Wild Shaped, you qualify as a Beast. Features & effects that let someone understand Beasts will work on you.


Class: Shepherd Druid (Speech of the Woods)
Spell: Speak with Animals



The Giant Eagle, Giant Elk and Giant Owl all speak their own language; the Druid can thus communicate to some extend while Wild Shaped into them.

However, there is some ambiguity regarding what language(s) you can speak while Wild Shaped into these forms:


Native Language: By RAW, you automatically learn the Giant Eagle/Elk/Owl's language while Wild Shaped, because Languages are part of a Beast's statistics. Your DM might disagree.
Prohibited Languages: These Beasts can understand, but not speak, Common and either Elvish&Sylvan or Primordial. If it's because they just don't know how, you'll be able to speak the languages while Wild Shaped. If it's because they physically can't, you won't be able to either.
Other Languages: If these Beasts cannot vocalize properly, then they likely won't be able to speak other languages as well.


Under the harshest interpretation, you'll only be able to speak the native tongue of these Beasts and only if you learnt them beforehand.
Under the most related interpretation, you can speak any language you knew before and you even learn an extra language.

How it works is really up to the DM.


A simple communication method is to make a physical list of frequently words such as "Danger", "Treasure", "Fight", etc. While Wild Shaped, you point at the correct word(s) to communicate.

Examples of lists: a wooden board, a large scroll, a series of flash cards with words of them, shield engravings, embroidered words in a cloak, etc.

The main advantage of this method is that it doesn't require any extra work from other players; you just say "I point at the words "Danger", "Traps", and "Ahead" and everyone will get what you meant.

The main problems is that the list itself may have to be physically large (especially if you become a Huge or larger Beast) and that you need to be physically close to the list. The later makes it near impossible to communicate this way during combat.

Here are examples of words to use.

Basics


Yes
No
I
You
They
Thanks
Sorry
Numbers 0-9

Things


Danger
Enemy
Friend
Door
Traps
Treasure

Actions


Fight
Retreat
Scout
Search
Listen
Go
Get
Hide
Heal
Rest

Directions


Ahead
Behind
Above
Under
Left
Right


At the most basic, you can have your Druid attempt to communicate through Charades. Although Charades can be hilarious, they can be quite imprecise and inefficient; after a few, your party risks getting bored & may start ignoring you.

At the other extreme, you and your friend could learn the Morse language; you'd then be able to communicate freely regardless of the Beast form. The commitment for this is substantial, though.

An alternate approach is to come up with a rudimentary "language" making use of the signs & sounds a Beast can make. For example, moving a right paw to the ground could mean "Watch for Traps", while a Growl could mean "Let's attack".

The advantage of the pseudo-language approach is that the Druid can communicate at any time (including combat) with his allies.

The disadvantage is that it requires some work to come up with the language & memorize it. Also, it may be difficult to make up a language for Beasts with unusual appendages (Giant Spider, Constrictor Snake, etc)

A kind DM might assume the characters themselves memorize the language, so you can just say "My character does the sign for Danger".

Example: Bear Communication

Yes: Nod.
No: Shake head.
I / You / They : Point one paw at person.
Thanks: Bow
Sorry: Paws cover both eyes.
Numbers: Clap paws.

Danger: Put a paw around head with mouth open (as if scared).
Enemy: Punches in front.
Friend: Paw over heart.
Door: Make the outline of a door with a paw.
Traps: Stomp paw on ground.
Treasure: Lick lips.

Fight: Punch both paws together horizontally.
Retreat: Wave paw toward the back.
Scout/Search: Paw horizontally above eyes while slowing shaking head.
Listen: Paw behind ear.
Go: Point paws at place to go.
Get: Put both paws together on the floor and raise them (as if picking up an object).
Hide: Two arms in front, as if hiding behind them.
Heal: Make a cross with both pawns.
Rest: Crossed pawns on the chest.

Merudo
2019-04-02, 11:11 AM
DG: Expected damage if all attacks are non-critical hits.


Conjure Animals

Conjuring Animals gives the Druid four options for summoning:

Eight CR 1/4 Beasts
Four CR 1/2 Beasts
Two CR 1 Beasts
One CR 2 Beast
Technically, the DM gets to pick the creature(s) you get; in practice, most DMs let the player choose the creatures.

Conjuring Eight CR 1/4 Beasts: Extremely powerful option - the total HP pool and damage of eight CR 1/4 creature are generally superior to those of four CR 1/2 creatures, two CR1 creatures or a single CR2 creature. It's also better to have 8 chances of restraining or knocking Prone instead of one or two.

There are three main reasons why you'd prefer to conjure higher CR beasts instead:

CR 1/4 creatures are extremely vulnerable to AoE damage.
It can be difficult to maneuver so many creatures around, especially if they are Large.
It can take too long for a player to control so many creatures around
Conjuring Four CR 1/2 Beasts: These creatures are barely more durable than the CR 1/4 options, and don't do much more damage either. Frankly, you are almost always better off getting twice as many CR 1/4 creatures instead.

Conjuring Two CR1 Beasts: A few creatures at this rating (Dire Wolf, Giant Octopus, Giant Toad, etc.) have decent hit points - enough to have a good chance to survive a Fireball. Summoning these creatures is a good compromise between damage and durability.

Conjuring One CR2 Beast: Almost all the creatures at this tier are durable but getting half as many as the CR1 option hurts. Good choice if you need durable creatures and the best CR1 options don't work for you.


Axe Break, AC11 19HP, 6.5DG: 50' speed. Poor damage and no features.

Boar, AC11, 11HP, 4.5DG: 40' speed. Awful stats and a mediocre Charge for 3.5 extra damage, and can knock Prone (DC11).

Constrictor Snake, AC12, 13HP, 6.5DG: 30' swim, 10' Blindsight. The auto-restrain attack (DC14) is great.

Cow/Ox/Rothe (VGtM), AC10, 15HP, 7.5DG: Powerful Charge for 7 extra damage but no Prone effect.

Deep Rothe (VGtM), AC10, 13HP, 7.5DG: Like the Cow, but with 2 less hp and the ability to cast dancing lights.

Dimetrodon (VGtM), AC12, 19HP, 9DG: 20' swim. Okay stats.

Draft Horse, AC10, 19HP, 9DG: 40' speed. Slow mount with good HP.

Elk, AC10, 13HP, 6.5DG: 50' speed. Has an amazing Charge that does 7 extra damage & knocks Prone (DC13).

Giant Badger, AC10, 13HP, 10.5DG: 10' dig speed and good damage.

Giant Bat, AC13, 22HP, 5.5DG: 60' Blindsight and impressive durability, but low damage.

Giant Centipede, AC13, 4HP, 15DG: 30' Blindsight. Great poison damage (DC11) but extremely fragile.

Giant Frog, AC11, 18HP, 4.5DG: 30' swim & Amphibious. Auto-restrain attack (DC11) & can swallow the restrained creature. Substantially more durable than the Constrictor Snake. Medium size.

Giant Lizard, AC12, 19HP, 6.5DG: Poor stats but has variants with Swimming / Spider Climb.

Giant Owl, AC12, 19HP, 8DG: 60' fly. Quite durable and versatile, and can avoid damage through Flyby.

Giant Poisonous Snake, AC14, 11HP, 17DG: 30' swim, 10' reach, 10' Blindsight, the best AC and the most damage if not resisting poison (DC11). An amazing beast with low hp.

Giant Wolf Spider, AC13, 11HP, 11.5DG: 40' speed, Spider Climb, 10' Blindsight and good Poison damage (DC11).

Hadrosaurus (VGtM), AC11, 19HP, 7.5DG: 40' speed. Okay stats but no features.

Mastiff, AC12, 5HP, 4.5DG: 40' speed. An extremely fragile Medium size mount that can knock Prone (DC11).

Panther, AC12, 13HP, 5.5DG: 50' speed. Underwhelming Pounce for Prone (DC12) & chance to do 4.5 extra damage.

Pony, AC10, 11HP, 7DG: 40' speed. A fragile Medium size mount.

Pterandon (VGtM), AC13, 13HP, 6DG: 60' fly. Has Flyby. A worse version of the Giant Owl, but that's still pretty good.

Riding Horse, AC10, 13HP, 8DG: 60' speed, can act as a fast mount.

Stench Kow (VGtM), AC10, 15HP, 7.5DG: Like a Cow, but has resistance to Fire/Cold/Poison and automatically poisons creatures (DC12) within 5' of it with (!).

Velociraptor (VGtM), AC13, 10HP, 10DG: Pack Tactics and good damage. Tiny size.

Wolf, AC13, 11HP, 7DG: 40' speed, Pack Tactics, and its attack can Prone (DC11).


Adventure-specific Beasts

Cave Badger (OotA), AC12, 13HP, 10.5DG: 15' dig speed, Tremorsense 60', and does good damage. Variant of the Giant Badger.

Fastieth (ERLW), AC14, 9HP, 8.5DG: 50' speed, can take Dodge as bonus action about 1/3 of the time. Dodging compensates for poor HP, but little else here is of value.

Giant Riding Lizard (OotA), AC12, 19HP, 6.5DG: 30' speed, but 30' climbing speed and Spider Walk. An excellent mount for vertical travel.

Guthash (TftYP), AC12, 16HP, 4.5DG: Pack Tactics but awful damage. Unique variant of the Giant Rat.

Male Steeder (OotA), AC12, 13HP, 12DG: Has Spider Climb and good Acid damage (DC12).

Snarl (LMoP), AC13, 18HP, 7DG: Unique variant of the Wolf with 7 more HP.

Walrus (IWD), AC9, 22HP, 7.5 DG: 20' speed, 40' swim, hold breath for 15 minutes. Good HP and swimming speed, but little else.


Ape, AC12, 19HP, 13DG: Has a ranged rock attack for 6.5DG, and Athletics +5 for Grappling.

Black Bear, AC12, 19HP, 12.5DG: 40' speed. Faster than the Ape but without the ranged attack or Grappling.

Crocodile, AC12, 19HP, 7.5DG: 20' speed, 30' swim. Auto-restrain on a hit (DC12). Slower on land than Giant Frog but otherwise slightly better.

Giant Goat, AC11, 19HP, 8DG: 40' speed. Has a Charge attack that does 5 extra damage & knocks Prone (DC13). Advantage against Prone. Similar to an Elk but with 6 more HP.

Giant Sea Horse, AC13, 16HP, 4.5DG: 40' swim. Charge attack does 7 extra damage & knocks Prone (DC11). The best aquatic animal that charges.

Giant Wasp, AC12, 13HP, 16DG: 50' fly. Good poison damage (DC11). Essentially a Giant Poisonous Snake without reach but that can fly.

Reef Shark, AC12, 22HP, 6.5DG: 40' swim, 30' Blindsight. Has Pack Tactics.

Warhorse, AC11, 19HP, 11DG: 60' speed mount. Has a Trampling Charge that knocks Prone & gives another attack (DC14). Beside the charge, it's very similar to CR1/4 horses.


Adventure-specific Beasts

Clawfoot Raptor (WGtE), AC14, 16HP, 10DG: 50' speed, has a Pounce attack to knock Prone (DC13) & allow a Bonus Action attack for 8 damage. Medium mount quite similar to the Warhorse, but with more AC and less HP.

Fiendish Giant Spider (OotA), AC13, 11HP, 11.5DG: 40' speed, Spider Climb, 10' Blindsight, resistance to Cold/Fire/Lightening and Immunity to Poison. Variant of the Giant Wolf Spider that isn't worth the extra CR.

Giant Sea Eel (GoS), AC14, 19HP, 13DG: 40' swim, can only breath underwater. Great damage but doesn't have the Reef Shark's abilities.

Jaculi (ToA), AC14, 16HP, 9DG: 30' Blindsight. Can do a "spring" attack that can grant advantage and do 7 extra damage. These guys nova pretty well, but are roughly equivalent to CR1/4 creatures when they can't spring.

Sea Lion (GoS), AC16, 15HP, 18.5 DG: 15' speed, 30' swim, hold breath for 15 minutes. Amazing AC and damage.


Brown Bear, 11AC, 34HP, 19.5DG: 40' speed. Good HP and damage, but terrible AC.

Deinonychus (VGtM), 13AC, 26HP, 19.5DG: 40' speed. Pounce attack to knock Prone and give extra attack (DC12), but low HP. Why not get four times as many Elk instead?

Dire Wolf, 14AC, 37HP, 10DG: 50' speed, Pack Tactics. Excellent defensive form. Relatively weak damage but can knock Prone (DC13).

Giant Eagle, AC13, 26HP, 16.5DG: 80' fly. Why not get four times as many Giant Owls instead?

Giant Hyena, 12AC, 45HP, 10DG: 50' speed. If Rampage procs, can be as damaging as the Brown Bear.

Giant Octopus, 11AC, 52HP, 10DG: 10' speed, 60' swim. Its 15' range tentacles auto-restrain enemies on hit (escape DC16). Low mobility on land.

Giant Spider, 14AC, 26HP, 16.5DG: Spider Climb, 10' Blindsight, good Poison damage (DC11), a Web attack that auto-restrain on a hit (no saves). Summoning four times as many Giant Wolf Spiders may be preferable.

Giant Toad, 11AC, 39HP, 13DG: 20' speed, 40' swim. A Bite that auto-restrain (escape DC13). Can Swallow the grappled enemy to inflict 10.5 acid damage but the process is very slow (takes 3 turns minimum for the acid to kick in).

Giant Vulture, AC10, 22HP, 16DG: 60' fly speed, with Pack Tactics. Decent offense & defense for a flyer.

Lion, 12AC, 25HP, 7.5DG: 50' speed. Has Pack Tactics and a Pounce attack (DC13). Weak damage and defense.

Tiger, 12AC, 37HP, 8.5DG: 40' speed. Has a Pounce attack (DC13), but unlike the Lion doesn't have Pack Tactics.


Adventure-specific Beasts

Archelon (BotJR), 14AC, 26HP, 12DG: 10' speed, 40' swim. Terrible stats, plus no special features.

Clawfoot (ERLW), AC13, 19HP, 15 DG: 40' speed, Pack Tactics, and a Pounce attack (DC11). Amazing offense, but extremely vulnerable.

Crag Cat (SKT), 13AC, 34HP, 8.5DG: 40' speed, Nondetection, Spell Turning, and a Pounce attack (DC13).

Dilophosaurus (BotJR), 13AC, 26HP, 6.5DG: Has a ranged spit attack that does no damage but can Blind and Paralyze an enemy (DC12).

Female Steeder (OotA), 14AC, 30HP, 16.5DG: Crazy 90' jump, Spider Climb, 120' darkvision, good Acid damage (DC12).

Giant Rocktopus (OotA), AC11, 52HP, 10 DG: A variant of the Giant Octopus that evolved to live on land. Has a 20' speed on land & advantage on stealth checks, but no swim speed.

Mutated Hunting Dog (RotLK), AC14, 39HP, 9DG: 40' speed. Its attack can knock the target Prone (DC12). Has Pack Tactics. Can do 1 extra damage as a BA if it had advantage on the attack roll. Immune to Cold but Vulnerable to Fire. Roughly as good as the Dire Wolf.

Sangzor (CoS), AC11, 33HP, 8DG: 40' speed. Resistance to nonmagical attacks. Has a Charge attack that does 5 extra damage & knocks Prone (DC13). Has advantage against most Prone effects. Excellent at defense but poor offense. Unique variant of the Giant Goat.

Spider (Flying) (DotMM), 14AC, 26HP, 16.5DG: 40' Fly, 10' Blindsight, good Poison damage (DC11), a Web attack that auto-restrain on a hit (no saves). Variant of the Giant Spider.

Spider (Giant Snow) (EotT), 14AC, 26HP, 16.5DG: A variant of the Giant Spider with Cold resistance and Ice Walk.

Spider (Ice) (SKT), AC14, 26HP, 16.5DG: A variant of the Giant Spider with Cold resistance, and its Webbing does 1 cold damage per turn but is no longer immune to bludgeoning damage.

Spider (King) (OotA), AC14, 44HP, 16.5DG: Unique variant of the Giant Spider with Proficiency in Perception, Constitution & Wisdom saving throws. Advantage on Perception checks, and against many debuffs.

Troodon (BotJR), 13AC, 22HP, 7.5DG: Has Pack Tactics & Improved Critical. Pretty much strictly inferior to the Dire Wolf.


Allosaurus, AC13, 51HP, 15DG: 60' speed. Has a Pounce attack (DC13). Okay form, but much inferior to the Zealoraptor.

Aurochs (VGtM), AC11, 38HP, 14DG: 50' speed. Has a Pounce attack (DC15) for 9 extra damage. Has offensive & defensive capacities close to the Brown Bear - so why not get twice as many of the later?

Giant Boar, AC12, 42HP, 10DG: 40' speed. Has a Charge attack (DC13) for 7 extra damage. Relentless 10. About as bad as the Aurochs.

Giant Constrictor Snake, 12AC, 60HP, 13DG: 30' swim Amphibian, 10' Blindsight. Has auto-restrain constrict attack (escape DC16). Slightly better than the Giant Octopus in almost every way, and has much better mobility on land.

Giant Elk, 14AC, 42HP, 11DG: 60' speed. Can Ram an enemy from 10' away, then retreat. If Charging, can knock the target Prone (DC14) and do 7 more damage.

Hunter Shark, 12AC, 45HP 13DG: 40' swim. Blood Frenzy gives advantage very often, but the damage is lackluster and it lacks the restraining ability of the Giant Constrictor Snake & Giant Octopus.

Plesiosaurus, 13AC, 68HP, 14.5DG: 20' speed, 40' swim. Great defenses but little else.

Polar Bear, 12AC, 45HP, 21.5DG: 40' speed, 30' swim. Slight upgrade to the Brown Bear, but at this CR there are much better forms. The Cave Bear variant has 60' Darkvision.

Quetzalcoatlus (VGtM), AC13, 30HP, 12.5DG: 80' fly speed. Dive Attack is easy to trigger and can do 10 extra damage. Has both Flyby and Reach 10 to keep it out of trouble. Barely stronger than a Giant Eagle.

Rhinoceros, AC11, 45HP, 14DG: 40' speed. Has a Charge attack (DC15) for 9 extra damage. Another mediocre charging/pouncing form.

Saber-Tooth Tiger: 12AC, 52HP, 12DG: 40' speed. Has a Pounce attack (DC14). Yawn.


Adventure-specific Beasts

Giant Crayfish (TftYP), 15AC, 45HP, 14DG: 30' swim, 30' Blindsight. Has two claw attacks that can auto-grapple.

Giant Spitting Lizard (RotLK), 12AC, 45HP, 13.5DG: A ranged attack that can hit two adjacent creatures for 13.5 damage, and a melee grapple attack. Oh, and a reaction that pushes enemies away, knocks them prone, and ends their movement. What!?

Giant White Moray Eel (GoS), 12AC, 60HP, 13DG: 40' swim, 10' Blindsight, can only breath underwater. A variant of the Giant Constrictor Snake that can't breath air or constrict, but with a +4 to stealth checks. The constrict attack is the main draw of the Giant Constrictor Snake, so this variant is pretty useless.

Ice Spider Queen (SKT), AC14, 44HP, 16.5DG: A variant of the Giant Spider. Its webbing does 2.5 cold damage per turn. Resists cold damage, and does 5 cold damage to creatures that start their turn near it.

Mutated Giant Vulture (RotLK), AC10, 37HP, 16DG: 60' fly speed, with Pack Tactics. Can do 2 extra damage as BA. Beside the HP, extremely similar to the Giant Vulture.

Krenshar (RotLK), 13AC, 28HP, 14DG: 40' speed. Has a 60' Frightening Roar (DC11 Charisma) that knocks enemies Prone and Frighten them. A creature making the saving throw becomes immune - use this before combat until your team is immune. Beside its roar, the form is mediocre.

Pachycephalosaurus (BotJR), 13AC, 68HP, 8.5DG: 40' speed. Has a Charge attack (DC14) for 5 damage. Great defenses but its damage is a joke at this point.

Zealoraptor (BotJR), 15AC, 52HP, 19DG: 50' speed. Has a Pounce attack (DC13) and Pack Tactics. Excellent at offense and defense.



Conjure Minor Elementals

Conjuring Minor Elementals gives the Druid four options for summoning:

Eight CR 1/4 Elementals
Four CR 1/2 Elementals
Two CR 1 Elementals
One CR 2 Elemental
Technically, the DM gets to pick the creature(s) you get; in practice, most DMs let the player choose the creatures.

Conjuring Eight CR 1/4 Elementals: Decent enough choice. The Mephits can fly, have excellent HPs for their CR, trigger Deathburst on death, & use breath weapons that can either inflict status or do damage. Sadly their ability DC are really low (10-11). Its also nice to ask for a single Chwinga, for Pass without Trace.

Conjuring Four CR 1/2 Elementals: You get this for the spells; Dust Mephit for Sleep, Ice Mephit for Fog Cloud, & Magma Mephit for Heat Metal. The Mephits of this tier are not any more durable than their CR 1/4 cousins. The Gens can cast Tongue which isn't on your spell list. They have other cool spells but their HP are really low.

Conjuring Two CR1 Elementals: These creatures are not any sturdier than the CR 1/4 options, and their increased damage doesn't compensate for the fact that there are 4x less of them.

Conjuring One CR2 Elemental: The Gargoyle makes a decent scout. If you have access to the four-armed Gargoyle, this is actually really nice.


Mephit (Mud), AC11, 27HP, 4.5DG: 20' fly. Single target Mud Breath & AoE Deathburst that can both restrain (DC11) Medium or smaller creatures. Creatures restrained by the Breath have a saving throw every turn (with disadvantage) to end the effect. A more durable alternative to the Constrictor Snake & Giant Frog.

Mephit (Smoke), AC12, 22HP, 4.5DG: 30' fly. Cinder Breath cone that can Blind (DC10), Dancing Lights 1/day. Death Burst creates a cloud of smokes which works against its Breath: Blinded enemies can just go inside the cloud to negate the penalties.

Mephit (Steam), AC10, 21HP, 5DG: 30' fly. Steam Breath cone and Death Burst AoE both do 4.5 damage, Blur 1/day. For pure damage, Conjure Animals probably works better.


Adventure-specific Elementals

Chwinga (ToA), AC15, 5HP, 0DG: 60' Blindsight, Evasion & Natural Shelter, can cast Druidcraft/Guidance/Pass without Trace/Resistance at will. Can also give a Supernatural Charm, which is so easy to abuse that no sane DM would allow it. Getting one Chwinga for Stealth is useful, but I wouldn't get more.

Geonid (TTP), AC17, 26HP, 3.5DG: 30' tremorsense & excellent defenses, but no offensive abilities beyond spamming the Help action.


Magmin, AC14, 9HP, 7DG: Resistance to nonmagical attacks. Has Deathburst for 7 damage within 10', and its attack sets an enemy on fire for 3HP every round. Decent offensively, but vulnerable.

Mephit (Dust), AC12, 17HP, 4.5DG: 30' fly, Blinding Breath cone and Death Burst can both Blind with DC10. The Blinding lasts 1 minute or until the creature makes its saving throw. Can cast Sleep 1/day. Good against lower CR minions.

Mephit (Ice), AC11, 21HP, 6DG: 30' fly, awful Bludgeoning & Fire vulnerabilities. Has Frost Breath cone & Death Burst for 4.5 damage, Fog 1/day. Steam Mephits are a better choice unless you really need the Fog Cloud.

Mephit (Magma), AC11, 22HP, 6DG: 30' fly, Fire Breath cone & Death Burst for 7 damage. Can also cast Heat Metal 1/day, which is amazing.


Adventure-specific Elementals

All Gens can cast Detect Evil and Good & Tongues.

Gen (Air) (XLNtEE), AC12, 7HP, 11DG: 60' fly, Resistance against nonmagical attacks & Magic Resistance, Fog Cloud & Tongues 2/day. Not a lot going on with this.

Gen (Earth) (XLNtEE), AC11, 10HP, 9DG: 40' fly. Magic Resistance, Tremorsense 30', can cast Entangle & Earth Tremor (DC12). Useful spells but extremely fragile.

Gen (Fire) (XLNtEE), AC12, 9HP, 11DG: 50' fly, Resistance against nonmagical attacks & Magic Resistance. Can cast Heat Metal 1/day, which is amazing. Faster version of the Magma Mephit, but without the Fire Breath & Death Burst.

Gen (Water) (XLNtEE), AC12, 10HP, 9DG: 60' fly, 90' swim Amphibian, 30' Blindsight, Magic Resistance. Has a Tidal Wave attack that does 5 damage in a cone and can knock Prone (DC 13). Extremely fragile.


Fire Snake, AC14, 22HP, 14DG: Resistance to nonmagical attacks. Does 3.5 damage if hit by a melee attack. For raw damage, the lower CR options are superior.


Adventure-specific Elementals

Galvanice Weird (GGtR), AC12, 22HP, 10.5DG: Resistance to nonmagical attacks. Deathburst for 7 damage within 10'. Its attack can cause the target to lose its reaction for a turn (DC13). Mediocre damage & debuff.


Azer, AC17, 39HP, 15.5DG: Does 5.5 damage if hit by a melee attack. Mediocre damage.

Gargoyle, AC15, 52HP, 11DG: 60' fly. Resistance to nonmagical attacks. Excellent at defense but awful at offense. Good scout, especially if someone in the party can understand its language.


Adventure-specific Elementals

Gargoyle (Four-Armed) (TftYP), AC15, 63HP, 16.5DG: Strictly better version of the Gargoyle, with three attacks instead of two and 11 more HP.


Conjure Woodland Beings

Conjuring Woodland Beings gives the Druid four options for summoning:

Eight CR 1/4 Fey
Four CR 1/2 Fey
Two CR 1 Fey
One CR 2 Fey
Technically, the DM gets to pick the creature(s) you get; in practice, most DMs let the player choose the creatures.

Conjuring Eight CR 1/4 Fey: You get this to exploit the heck out of Pixies & Boggles. Absolutely devastating.

Conjuring Four CR 1/2 Fey: What's the draw of this, exactly? The special abilities are underwhelming, the HP & damage aren't good... I guess you can get this if you want semi-durable critters with Magic Resistance. The exception here is getting four Satyrs with Panpipes, which is almost as broken as getting eight Pixies.

Conjuring Two CR1 Fey: Good options if you can make good use of the Quickling's absurd speed or the Dryad's charm.

Conjuring One CR2 Fey: The Nereid is excellent around water but the rest is quite mediocre.


Blink Dog, AC13, 22HP, 4.5DG: 40' speed. Can teleport 40' and attack in the same turn. A kind DM might let a small PC ride on the Blink Dog & teleport with it.

Boggle (VGtM), AC14, 18HP, 2.5DG: Makes Oil Puddles that last one hour each - amazing to prepare a battlefield. Can secrete sticky oil from its body, giving it Spider Climb & advantage on Grapples. It can also teleport Grappled creatures 30' through Dimensional Rift - great for moving PCs around or for dropping enemies into hazards.

Pixie, AC15, 1HP, 0DG: 30' fly, Magic Resistance, Superior Invisibility, and an almost broken spell list including Confusion, Fly and Polymorph.

Sprite, AC15, 2HP, 1DG: 40' fly. Can turn invisible, and its Shortbow can Poison (DC10). Its main draw is its touch (Heart Sight), which reveals a creature's emotions and can break social campaigns by revealing its alignment (DC10, auto-fails against Celestials/Fiends/Undead)


Adventure-specific Fey

Willow Wilden Watcher (RotLK), AC12, 11HP, 7.5DG: +3 THP when an ally goes down 1/rest. At will Thorn Whip, & can cast Cure wounds, Faerie Fire, & Longstrider (DC13, 1 slot). Good damage, and the Thorn Whip could be abused.


Darkling (VGtM), AC14, 13HP, 5.5DG: 30' Blindsight but Light Sensitivity. Does an extra 7 damage if it has advantage on the attack roll. Death Flash blinds in a 10' radius (DC10 Con). Very low HP.

Satyr, AC14, 31HP, 6.5DG: 40' speed, Magic resistance, ranged attack and good defense but awful damage.

Satyr Pipes, AC14, 31HP, 6.5DG: Variant of the Satyr with Panpipes to Charm / Frighten / Put to Sleep creatures within 60' (DC13). Creatures that make their saving throws become Immune. Excellent for mass debuff.


Adventure-specific Fey

Alewife (DGtT), AC13, 22HP, 5.5DG: 20' speed. Magic Resistance, 30' Intoxicating Aura (DC14) to become Charmed & compelled to drink alcohol. Can cast useful spells: Charm Person, Grease, & Tasha’s Hideous Laughter. It's unclear if the Aura works during battle, but in any case it isn't party friendly.

Pine Wilden Warrior (RotLK), AC13, 22HP, 7.5DG: +5 THP when an ally goes down 1/rest. Has a Sentinel-ish ability that does 3 damage as a reaction (DC11). Okay HP & damage, but lacks interesting features.

Urban Sproutling (XLNtEE), AC11, 13HP, 9DG: 20' speed, 60' Blindsight, Magic resistance. Too slow & weak to be of much use.

Valenar Hound (ERLW), AC14, 19HP, 6.5DG: 40' speed, attack can prone (DC13). The 1 hour duration means it can't bond with you.

Valenar Steed (ERLW), AC13, 22HP, 10DG: 50' speed. The 1 hour duration means it can't bond with you.

Yestling (DGtT), AC15, 28HP, 5.5DG: 40' speed, 30' Tremorsense, Intoxicating Sludge can Poison a creature (DC11) at 30' range, and Death Burst also Poisons within 10'. Similar enough to the Mud Mephit, but you only get half as many.

Dryad, AC11, 22HP, 8.5DG: Magic Resistance. Fey Charm is amazing & can work against 1 Humanoid or up to 3 Beasts (DC14). Can cast excellent spells including Entangle & Pass without Trace. Tree Stride makes it highly maneuverable in forests.

Quickling (VGtM), AC16, 10HP, 25.5DG: 120' speed. 20' Ranged attack and absurd speed means it can harass melee enemies relentlessly. Low HP but resilient thanks to AC, Blurred Movement, and Evasion.

Darkling Elder (VGtM), AC15, 27HP, 13DG: 30' Blindsight, 21 extra damage if the attack roll has advantage. Can cast Darkness 1/rest, and on death causes 7 damage and Blindness (DC11) in a 10' radius. Fight well when inside its Darkness spell, but its low HP make it unreliable.

Meenlock (VGtM), AC15, 31HP, 7DG: Its attack can paralyze, and it has a party unsafe 10' Fear Aura against Humanoids (DC11). Also has Telepathy, Light Sensitivity and a Shadow Teleport. Hard to use well.

Sea Hag, AC14, 52HP, 10DG: 40' swim. Horrific Appearance can Frighten Humanoids in a 30' radius (DC11), but those who make their saving throws become immune. Death Glare can be used on any Frightened creature to drop them to 0HP (DC11). The later works best when combined with other Frightening effects such as the Fear spell.


Adventure-specific Fey

Nereid (TftYP), AC13, 44HP, 16DG: 60' swim. Its attack automatically Blinds an enemy. Also has a 17 damage Water Lash that can knock Prone and a Drowning Kiss that does 22.5 damage (DC13). Has permanent Invisibility while in water, and can cast Control Water at will. Excellent choice in water.

Pine Wilden Ranger (RotLK), AC14, 55HP, 20.5DG: : +10 THP when an ally goes down 1/rest. Has a Sentinel-ish ability that does 5 damage as a reaction (DC12). Good damage & HP, but little else.




Giant Insect

10 Giant Centipedes, AC13, 4HP, 15DG: 30' Blindsight. Great poison damage (DC11) but extremely fragile. You only get 2 more than from Conjure Animals.

5 Giant Wasp, AC12, 13HP, 16DG: 50' fly. Good poison damage (DC11). Essentially a Giant Poisonous Snake without reach but that can fly. You only get 1 more than from Conjure Animals.

3 Giant Spiders, 14AC, 26HP, 16.5DG: Spider Climb, 10' Blindsight, good Poison damage (DC11), a Web attack that auto-restrain on a hit (no saves). You get 1 more than from Conjure Animals.

Giant Scorpion, 15AC, 52HP, 42.5DG: 40' speed, 60' Blindsight. Multiattack with 2 claws that auto-grapple, and a stinger that does ridiculous poison damage (DC12). Can't get this from Conjure Animals.


Conjure Elemental

All Elementals have resistance to nonmagical attacks
Exceptions: Flail Snail, Xorn, & Frost Salamander

Conjure Elemental can be upcasted to summon stronger Elementals.

No Upcasting: The 4 Elementals & the Salamander offer a wide variety of good options.

CR6: Great if you need a Invisible Stalker, but unimpressive choice otherwise. The Galeb Duhr is finicky to use and not appreciably stronger than the Earth Elemental.

CR7: The Elemental Myrmidons have Plate Armor and Magical Weapons, but very little else. Their Strikes only recharges on a 6, too. You are probably better off getting a Fey instead.

CR9: The Frost Salamander is a decent choice, if you can use its Breath every turn. Just have a minion poke at it with a torch or something.

Flail Snail (VGtM), AC16, 52HP, 32.5DG: 10' speed, 60' Tremorsense. Can stun within 30' for a turn 1/rest (DC13) and it has a very random pseudo Anti-Magic shell. Doesn't have weapon resistances. Too vulnerable to compete with the CR5 Elementals.

Water Weird, AC13, 58HP, 13.5DG: 60' swim, 30' Blindsight, Water Bound & Invisible in Water. Its attack has 10' reach and auto-restrains. The CR5 Water Elemental is much better.


Adventure-specific Elementals

Blistercoil Weird (GGtR), AC13, 45HP, 14.5DG: 40' speed, 60' swim. Can feed on fire to become larger, increasing its DG to 27 and eventually creating an explosion for 28 damage in 30' (DC12). Sets creatures on fire if they hit it with a melee attack or if they share the same space. Fun creature but its low HP make it extremely vulnerable.

Elemental (Air), AC15, 90HP, 28DG: 90' fly. Arguably the worst of the Elementals for combat, it has bad HP and a weak Whirlwind ability (DC13). It does make for an excellent scout, and it can fight well against flying enemies or highly maneuverable opponents.

Elemental (Earth), AC17, 126HP, 28DG: 30' burrow, 60' Tremorsense. No-nonsense elemental with excellent defense and good offense. With Earth Glide, it can burrow at the end of its turn to be fully protected against AoE and other attacks. Works wonderfully with abilities that obscure vision.

Elemental (Fire), AC13, 102HP, 20DG: 50' speed. Set enemies on fire, by walking into them or touching them. An enemy on flame takes 5.5 damage per turn unless an action is spent to douse the flame. With such low AC, it shines brightly but doesn't last long.

Elemental (Water), AC14, 114HP, 26DG: 90' swim speed. Its Whelm ability is its main feature. It can restrain up to two creatures and has a relatively high DC (15). Cold damage destroys its mobility.

Salamander, AC15, 90HP, 34.5DG: Excellent damage and an attack with auto-restrain (DC14). Too bad it has such low HP.

Xorn, AC19, 73HP, 20DG: 20' speed, 20' burrow. Doesn't resist bludgeoning damage. Has a "Treasure Sense" ability, but otherwise inferior in every way to the Earth Elemental.

Galeb Duhr, AC16, 85HP, 12DG: 15' speed (30' when rolling, 60' downhill). 60' Tremorsense. Can create two copies of itself for 1 minute 1/day (requires Concentration) and has a Charge that does 7 damage and can knock Prone (DC16). Mediocre if it loses concentration or after the 1 minute is up.

Invisible Stalker, AC14, 104HP, 20DG: 50' fly. Always invisible, and can track down a quarry anywhere on the same plane. Knowing Primordial is recommended to work with this.

All Elemental Myrmidons yield magical weapons.

Elemental Myrmidon (Air) (MToF), AC18, 117HP, 25.5DG: 30' Fly, has a Lightning Strike attack for 26.5 damage that can Stun (DC13).

Elemental Myrmidon (Earth) (MToF), AC18, 127HP, 22DG: Has a Lightning Strike attack for 27.5 damage that can knock Prone (DC14). Awful mobility, and the Stun effect of the Air Myrmidon is much more useful.

Elemental Myrmidon (Fire) (MToF), AC18, 117HP, 22.5DG: 40' Speed, has a Fiery Strikes attack for 39 damage. Low HP and regular damage for a Myrmidon.

Elemental Myrmidon (Water) (MToF), AC18, 127HP, 22.5DG: 40' Speed & 40' Swim, has a Freezing Strikes attack for 39 damage that also reduces mobility. Almost strictly better than the Fire Myrmidon.


Adventure-specific Elementals

Fluxcharger (GGtR), AC16, 60HP, 60DG: 60' Fly. Lightning spells with the Fluxcharger in their area do 9 more damage. Its Arc Lightning can damage a second target as well (DC15 to avoid), but using it costs 5.5 HP. Powerhouse offensively but the low HP combined with the self-hurt attacks makes it quite hard to keep alive.

Frost Salamander (MToF), AC17 168HP, 49DG: 60' Speed, 40' burrow, 60' Tremorsense. Attacks with Reach. Can do a Cone of Cold Breath for 44 damage, which recharges if the Salamander takes Fire damage. Vulnerable to Fire, and no resistance to weapons. Powerful choice if you can keep it alive and recharge its Breath reliably.


Conjure Fey

Conjure Fey can be upcasted to summon a stronger Beast or Fey.

No Upcasting: The Elder Dryad is the only powerful choice here, if you don't have access to the form, this is really weak.

CR7: Access to the amazing Korred, plus the Bheur Hag, Titanosaurus & Sarcosuchus. If you have lack access to either BotJR or VGtM, the Giant Ape is your only option, which is awful.

CR8: The extra dinosaurs are less useful and weaker than the CR7 Fey.

CR9: The Conclave Dryad has the unique ability to disable magic items, can cast spells, and can stun with its multiattack. Decent enough choice.

Ankylosaurus, AC15, 68HP, 18DG: 10' Reach attack that can knock creatures Prone (DC14). Worse than the CR6 options.

Giant Scorpion, AC15, 52HP, 42.5DG: 40' speed, 60' Blindsight. Multiattack with 2 claws that auto-grapple, and a stinger that does poison damage (DC12). The CR6 Beasts are much stronger than this.

Green Hag, AC17, 82HP, 13DG: Can turn invisible, hide, or cast cantrips. Weak without being part of a covenant.

Killer Whale, AC12, 90HP, 21.5DG: 60' swim, 120' Blindsight. Has decent HP, but the CR5 Giant Shark performs much better.

Redcap (VGtM), AC13, 45HP, 27DG: 25' speed. Has a attack that moves 25' & trip, and terrible stats.


Adventure-specific Beasts & Fey

Amphisbaena (TftYP), 12AC, 60HP, 24DG: 30' swim Amphibian, 10' Blindsight, and its attack auto-restrains (escape DC16). A variant of the Giant Constrictor Snake that can attack twice.

Giant Lightning Eel (TftYP), AC13, 42HP, 29DG: 5' speed, 30' swim. Terrible defenses. Blindsight 60'. Its Lightning Jolt can stun multiple creatures (DC12), but that's not enough to prefer it to CR6 options.

Giant Snapping Turtle (ToA), AC17, 75HP, 18DG: 40' swim. The CR6 Beasts are much stronger than this.

Mutated Crocodile (RotLK), AC12, 60HP, 11DG: 30' swim. Its attack auto-restrain (DC13), and it can reduce the HP of the restrained enemy by 3 as a Bonus Action. Worse than the CR2 Giant Constrictor Snake.

Siren (TftYP), AC14, 38HP, 7.5DG: 30' swim. Magic resistance, a Stupefying Touch that stuns (DC13), & can cast Greater Invisibility once per day. Extremely fragile compared to the CR6 options.


Elephant, AC12, 76HP, 19.5DG: 40' speed. Trampling Charge (DC12) to knock Prone & attack again for 22.5 DG. The CR6 Mammoth is much better than this.

Stegosaurus (VGtM), AC13, 76HP, 26DG: 40' speed. The CR6 dinosaurs are much superior to this.

Yeth Hound (VGtM), AC14, 51HP, 11DG: 40' fly. Immunity to nonmagical attacks that aren't silvered, which is huge. Has Telepathy, and a Bay that frightens every enemy within 300 feet (DC13). Does 14 more DG to frightened creatures. Is evil & banished by sunlight. CR6 creatures are preferable for damage, but this makes a great scout & AoE debuffer.


Adventure-specific Beasts & Fey

Giant Coral Snake (GoS), AC13, 90HP, 8DG: 30' swim. On a hit, stuns for a round and inflicts a short-term madness (DC12), most of which are incredibly debilitating. Unfortunately, the low DC and damage makes this beast highly unreliable.

Giant Subterranean Lizard (TftYP), AC14, 66HP, 28DG: 50' swim. Multiattack with a Bite that auto-restrains and a Tail with Reach that knocks Prone (DC15). Can also Swallow a grappled creature for 16 damage immediately and 10 acid damage every round. The CR5 Giant Crocodile is superior.

Giant Walrus (IWD), AC9, 85HP, 31.5DG: 20' speed, 40' swim. The CR5 Giant Crocodile is superor.

Mammoth (Young) (PUS), AC11, 90HP, 14DG: 40' speed. Charge attack to knock Prone (DC16) & do a BA attack (21.5 DG). Strictly inferior to the Mammoth.

Willow Wilden Sentinel (RotLK), AC12, 66HP, 8.5DG: +15 THP when an ally goes down 1/rest. Cannot be surprised and has advantage on its initiative rolls. Is a level 8 spell caster (DC14), with spells like Heat Magic, Call Lightning, Dispel Magic, Confusion, & Ice Storm. Decent spells, although they are probably not worth your concentration & a level 6 slot.



Brontosaurus (VGtM), AC15, 121HP, 32DG: 20' reach. Also has alternative tail attack that does 27.5 damage but knocks enemies Prone (DC14). Inferior to the CR6 Brachiosaurus.

Giant Crocodile, AC14, 85HP, 35.5DG: 50' swim. Multiattack with a Bite that auto-restrains and a Tail with Reach that knocks prone (DC16). Decent aquatic animal.

Giant Shark, AC13, 126HP, 22.5DG: 50' swim, 60' Blindsight, Blood Frenzy gives advantage against the wounded. Decent aquatic animal.

Triceratops, AC13, 95HP, 24DG: 50' speed. Like the Elephant, has a Trample attack that knocks Prone (DC13) & gives extra attack. Get the CR6 Mammoth instead.


Adventure-specific Beasts & Fey

Hulking Crab (SKT), AC17, 76HP, 41DG: 20' speed, 30' swim, 30' Blindsight. Multiattack with two claws that auto-grapple (DC15), and an interesting Camouflage ability.

Large Subterranean Lizard (TftYP), AC14, 85HP, 35.5DG: Multiattack with a Bite that auto-restrains and a Tail with Reach that knocks prone (DC16). This variant of the Giant Crocodile has no swim speed, a climbing speed of 30', and 60' darkvision. The CR6 creatures are better.

Therizinosaurus (BotJR), AC14, 104HP, 35DG: The CR6 creatures are better.

Urban Dryad (XLNtEE), AC13, 78HP, 38DG: Resistance from nonmagical attacks & Magic Resistance. Has a few level 1 & 2 druid spells, but otherwise the CR6 Elder Dryad is much better.

Annis Hag (VGtM), AC17, 75HP, 73DG: 40' speed. Resistance from nonmagical attacks. Has an amazing Crushing Hug that Grapples and do 36.5 damage right away, and another 36.5 damage on the next Hag's turn. Note that the Hag can stop the hug on their next turn, then perform a different action or initiate a new hug for ~73 damage total during that turn! Can also cast Disguise Self and Fog Cloud 3/day for some utility. Evil alignment.

Mammoth, AC13, 126HP, 25DG: 40' speed. Has a Trampling Charge with Reach and a wonderful DC18 that knocks an enemy prone & allows an additional 29 damage attack.


Adventure-specific Beasts & Fey

Brachiosaurus (BotJR), AC16, 145HP, 40DG: 20' reach. Also has alternative tail attack that does 34.5 damage but knocks enemies Prone (DC15). Gargantuan size. Alternative to the Mammoth if its Charge can't work.

Dusk Hag (ERLW), AC17, 82HP, 36DG: Magic Resistance, can cast Disguise Self, Dream, Hypnotic Pattern, Sleep (9d8), Scrying. Can heal and damage for 11HP as a reaction when something regains consciousness. Good spells, but vulnerable.

Elder Dryad (XLNtEE), AC15, 105HP, 52.5DG: 40' speed, 60' Blindsight. Resistance from nonmagical attacks & Magic Resistance, Blight 1/day, & a pseudo Entangle power (DC15). Good offense & defense.


Bheur Hag (VGtM), AC17, 91HP, 13.5 DMG: 40' fly (with broom) and cast 3/day Cone of Cold, Ice Storm, & Wall of Ice, as well as 1/day Control Weather. Can devour a dead enemy to incapacitate enemies in a 60' radius (DC15). Can also cast Hold Person at Will. Excellent spellcasting, but fragile. Evil alignment.

Giant Ape, AC12, 157HP, 45DG: 40' speed, 10' reach. Has a ranged attack for 30.5 damage, and that's it. Hardly worth the slot.

Korred (VGtM), AC17, 102HP, 48DG: 30' burrow, 120' Tremorsense, & Resistance from nonmagical attacks. Small Size & 60' ranged weapon. Does half damage if not on ground. Can use its Hair as a Bonus Action to restrain (DC13), but said hair is easily destroyed (20HP). Can cast a restricted Conjure Elemental 1/day (Earth Elemental & Galeb Duhr are the best options), which means this spell could potentially create a whooping 4 minions for you (the Korred, Galeb Duhr, and two Galeb Duhr clones). Can also cast Otto's Irresistible Dance 1/day, but with DC it is unlikely to stick more than a round. Stone Shape at will, which is near broken for building fortifications or tearing apart a stone dungeon. Amazing ranged support.


Adventure-specific Beasts & Fey

Sarcosuchus (BotJR), AC15, 137HP, 47.5DG: 40' speed, 50' swim. Reach 10'. Multiattack with a Bite that auto-restrain and a Tail that knocks Prone (DC17). Good impact on the battlefield, but vulnerable for a melee animal. Arguably the best aquatic form, but lacking otherwise.

Titanosaurus (BotJR), AC17, 201HP, 45.5DG: 20' reach. Has a Stomp attack for 40 damage and knocking Prone (DC16). Good offense and excellent durability. Sadly, you can't use the Legendary Actions.

Tyrannosaurus Rex, AC13, 136HP, 53.5DG: Has a Bite attack with auto-restrain (DC17). Despite the coolness factor, not any better than the CR7 options.


Adventure-specific Beasts & Fey

Huge Giant Crab (TftYP), AC15, 161HP, 27DG: 30' swim. 10' reach. Has a Claw attack that grapples (DC14). A variant of the Giant Crab that is weaker than CR7 creatures.

Mosasaurus (BotJR), AC13, 159HP, 33DG: 50' swim. Can't move or breath outside water. Has a Bite attack with auto-restrain (DC17), and can Swallow. Not any better than the CR7 Sarcosuchus.

Sperm Whale (IWD), AC13, 189HP, 40DG: 60; swim. Tons of HP & great swimming speed, but awful attacks. The bite automatically swallows a large or smaller creature, giving it total cover which can often be hurtful to your own team.



Adventure-specific Beasts & Fey

Conclave Dryad (GGtR), AC16, 143HP, 36DG: Comes with an Elk mount (speed 50'). Magic Resistance. Can disable any magic item within 120' with no saves. In melee, attacks three times with each hit restraining (DC17). Can cast Dispel Magic, Moon Beam, Wall of Thorns, & Entangle. Very nice Fey, but rather fragile in melee. Is it really worth a level 9 slot?

Merudo
2019-04-02, 11:15 AM
Druid Spell Analysis

B : Bonus Action Spell
C : Concentration Spell
R : Ritual Spell
T : Tasha's Cauldron of Everything
X : Xanathar's Guide to Everything

Control Flames (X): One of the few effects that can create 40' bright light and 80' dim light. Better if playing on roll20 with dynamic lighting.

Create Bonfire (C, X): If you can reliably have it hit twice, it becomes the most damaging cantrip in the game. Sadly, its 5-foot cube area is too small to let it have a reliable impact on the battlefield, and you have much better spells to concentrate on.

Druidcraft: Cute spell, but the practical applications are limited to predicting the weather & making magical imitation of natural sounds. Better in RP heavy groups or a group without the Minor Illusion cantrip.

Frostbite (X): d6 cold damage that inflicts disadvantage on the next weapon roll. The Constitution save is the worst part of the spell. Significantly less useful against enemies with multi-attack.

Guidance (C): Provides a d4 bonus to an ability check. Extremely useful when your druid is not using Wildshape or Concentrating on a spell.

Gust (X): Push a Medium or smaller creature, or an object less than 5 lbs. Occasionally useful, but Thorn Whip is much more valuable for battlefield control.

Infestation (X): Con save, low range, unreliable effect

Magic Stone (B, X): 1d6 Shillelagh at range. Weaker & requires casting every 3 pebbles, but said pebbles can be given to another minions/allies. Like Shillelagh, doesn't scale well at all.

Mending: Repairing broken objects does come up every now and then. Better during long wilderness trips where replacing gear is difficult.

Mold Earth (X): You can now excavate 5-foot cube of loose earth every 6 seconds. Lets you create trenches, dig pits, dig out coffins, etc. in a blink of an eye.

Poison Spray : Great damage but poor type & saving throw.

Primal Savagery (X): Decent melee spell. Typically better than Shillelagh starting level 5, unless you specifically build your Druid for Shillelagh (and why would you).

Produce Flame: Can be used as a Light cantrip with a 1/2 the area of affect, or as a decent ranged attack.

Resistance (C): You have much better spells to concentrate on during combat.

Shape Water (X): Moving a 5-foot cube of water is far less useful than moving a 5-foot cube of dirt.

Shillelagh (B): Turns your staff into a d8 magical weapon that uses your Wisdom modifier. Good at early levels, but loses steam fast after level 5.

Thorn Whip: Slightly less damage than Produce Flame but has great battlefield control potential.

Thunderclap (X): Decent AoE damage, although the Con saving throw is bad.


Absorb Elements (X): Excellent defensive spell in caster form. A must at higher levels.

Animal Friendship: The "charmed" condition is of limited use in 5e - all it does is prevent the target from attacking the caster and give you advantage on social rolls. Bribing the animal with food may be preferable to casting this spell.

Beast Bond (C, X): The beast gets advantage to combat roll on enemies within 5 feet of you. Could be useful if the party has a powerful beast as a pet (think Beast Master). The 10 minute duration is too short.

Charm Person : An alright spell to use out of combat to befriend someone and get advantage on social rolls.

Create or Destroy Water: Only ever useful in settings where the party may run out of water (think Tomb of Annihilation)

Cure Wounds: Goodberry and Healing Spirit do much better out-of-combat healing. Healing Word is typically better in-combat healing as well, unless you use your bonus action to direct a Flaming Sphere or something.

Detect Magic (C,R): Pretty useful ritual to identify traps, magical items, illusion effects, curses, etc.

Detect Poison and Disease (C,R): Extremely niche uses, but at least its a ritual

Earth Tremor (X): Knock enemies Prone in an area around you. The effect is decent, but the area makes it hard to avoid friendly fire. Better if you have some allies with flying or with spiderclimb.

Entangle (C): Being restrained is a rather punishing effect. One of the rare spells with a strength saving throw. Remains useful at higher levels.

Faerie Fire (C): Gives advantage to attack rolls and cancels out invisibility. Use this instead of Entangle when the enemies have high strength but low dexterity, such as an heavily armored fighter.

Fog Cloud (C): A niche spell, because of 5e non-intuitive vision rules (http://www.giantitp.com/forums/showthread.php?521394-RAW-Fog-Cloud-does-nothing-at-all). Can still be helpful against Beholders & other creatures that rely on sight.

Goodberry: Extremely efficient way to heal up after a battle. Can be feed to 0hp allies during battle to bring them back, although some DMs may object to this as the spell does not explicitly allow you to do so. You can also give some berries to a Familiar and other minions so they can bring back a party member without spending your action. Even better, you can cast this at the end of a day if you have some spellslots left, to start the next adventuring day with a stack of berries and all your spell slots. I always prepare this.

Healing Word (B): Efficient way to bring back an ally at 0hp. Significantly less useful if you have a Familiar that can feed a Goodberry to an unconscious ally.

Ice Knife (X): Decent single target damage with some minor splash damage. Quickly becomes obsolete, though.

Jump: Cast this on a PC to let them jump from tree to tree, on top of rooftops, across ravines, etc. which could be beneficial to an archer or in a chase scene. In most terrains, this is useless though.

Longstrider: One of the most underrated spells in the game, this concentration-free buff gives the target an extra 10 feet of movement. Handy to let archers kite better. Rogues can attack an enemy, then disengage and move out of reach. With a coordinated party (http://www.giantitp.com/forums/showsinglepost.php?p=19681571&postcount=10), this can be amazing.

Protection from Evil and Good (C, T): powerful buff against a limited set of creatures, with a Blur like effect combined to immunity to Charm, Fright, and Possession. Great if you are in a campaign where the types regularly shows up.

Purify Food and Drink: You can Create Water outright, and Goodberry feeds you. If you suspect foul play at a banquet you can Detect Poison and Disease as a ritual instead. I have a hard time finding a use for this spell.

Snare (X): Spend 10 minutes to create a restraining trap. With some planning, can be used to trap the battlefield before engaging the enemy there. Excellent use of a spell slot at higher levels.

Speak with Animals (R): Probably the best ritual on your list. Make sure to carry ample seeds, dry fruits, veggies, etc. to bribe the various animals you'll meet. You can talk the animals into being scouts, giving you directions, spying on you, etc. Even better if you can buy a pet animal or a mount (the Urchin background gives you a free pet mouse). I always prepare this.

Thunderwave: Good AoE damage at low levels, but becomes obsolete fast.

Animal Messenger (R): Excellent alternative to the Sending spell that can be cast as a ritual. If you afraid that a predator might eat the animal, you can cast it multiple times to make sure at least one of the messengers makes it.

Augury (R, T): handy spell that essentially lets your DM tell you if your plan is good or bad.

Barkskin (C): The minor AC increase is not worth the slot and your concentration.

Beast Sense (C, R): You can send a beast to spy for you. You are a Druid though, so you could just as well Wildshape into a beast yourself. At least it's a ritual...

Continual Flame (T): Useful spell that should only be prepared and cast during downtime. Lets you create permanent light sources that don't require hands to carry, or air to stay lit. If upcasted to level 3 or more, the light will shine through a Darkness spell.

Darkvision: Give Darkvision to yourself or an ally, without using up concentration.

Dust Devil (C, X): Can be used as a movable Fog Cloud that also does minor damage to boot.

Earthbind (C, X): Brings a single flying enemy to the ground. Only single target, but has a large 200 feet range and doesn't allow a save at the end of the target's turn. Good against a flying archer but extremely situational.

Enhance Ability (C): Excellent buff. Can give advantage to all checks related to one ability - so you choose Dexterity before stealth missions, Charisma before a long social encounters, etc. In combat, Dexterity gives advantage on Initiative rolls and Strength gives advantage on Grapple checks.

Enlarge/Reduce (C, T): minor combat buff/debuff - the disadvantage on Strength ability checks could be useful when combined with a grappler, for example. Somewhat better when cast on objects - a reduced door might fall out of its hinges, and a reduced rock can be moved and grown back to block a hallway.

Find Traps: Low range, & doesn't tell you anything about the traps it detects. One of the worst spells of all D&D.

Flame Blade (B, C): Your cantrips do about the same damage and don't take up your concentration. You are most likely better off with the Flaming Sphere spell.

Flaming Sphere (C): Okay damage as a bonus action. Best used as area denial in narrow corridors, and for long battles. Sadly, enemies in the area only take damage if they *end* their turn in the 15' by 15' area of effect. Works great together with grappling forms to hold an enemy in the spell's area.

Gust of Wind (C): Enemies can just use their diagonal movement to sidestep this. Better if you can combine it with area effect spells from other casters.

Healing Spirit (B, C, X): This used to be amazing, but it got nerfed terribly by the errata. A rather terrible use of your concentration during combat, this is a bit more efficient than Cure Wounds outside of it.

Heat Metal (C): Amazing against armored enemies, significantly less helpful if you expect to fight monsters.

Hold Person (C): Attacking a paralyzed enemy with result in auto-crits for tons of damage. Upcasting this works amazingly well too.

Lesser Restoration: Decent if you expect to fight monsters that can induce the status effect. Dispel Magic can often replace it in a pinch.

Locate Animals or Plants (R): Mostly a way to learn new Wildshape forms.

Locate Object (C): Useful to locate a lost or stolen item. Can also work as a Locate Person spell if the target is carrying an unusual object. The low range, duration, and inability to detect through lead significantly worsen the spell.

Moonbeam (C): Good Radiant damage (1d10 per spell level), and can hit enemies every turn in a 10' by 10' area. Especially strong against creatures with the "shapechanger" tag, but those are rare. The main problem is that it costs you an action to move the beam. Best used if you can reliably hit 2+ enemies, or if the enemies can't easily move out of the beam.

CR 1/2: Jackalwere
CR 1: Quasit
CR 2: Mimic, Werebat, Wererat
CR 3: Deep Scion, Doppelganger, Werewolf, Yuan-ti Malison
CR 4: Barghest, Incubus, Succubus, Wereboar, Weretiger, Yuan-ti Nightmare Speaker, Yuan-ti Mind Whisperer
CR 5: Werebear, Yuan-ti Pit Master
CR 7: Yuan-ti Abomination
CR 8: Green Slaad
CR 9: Gray Slaad
CR 10: Death Slaad, Yochlol
CR 12: Yuan-ti Anathema
CR 13: Vampire
CR 24: Graz'zt
Pass Without Trace (C): Gives the party an enormous +10 to Stealth. Keep in mind it doesn't actually turn you invisible.

Protection from Poison: Good but situational. Can be used ahead of time, or on the spot to remove a poison. Amazing if you can accurately predict when you will encounter poison.

Skywrite (C,R, X): Like Animal Messenger but for shorter distances.

Spike Growth (C): Excellent area denial spell, and can be combined with Thorn Whip and other movement effects cause extra damage.

Summon Beast (C, T): your first summoning spell at level 2! Pretty good for the level, with excellent maneuverability options. Don't upcast it: Conjure Animals is much better. The 200gp cost is pricey at low levels, but as a Druid you don't have much else to spend the gold on anyway.

Warding Wind (C, X): Decent to protect your party against a mass of archer but near useless otherwise.


Aura of Vitality (C, T): this can heal for considerably more than Healing Spirit, especially if your wisdom score is low. Best used for out of combat healing.

Call Lightning (C): Similar to Moonbeam, with a worse type (Lightning) but a better save (Dex). The killer here is that Call Lightning doesn't do area denial like Moonbeam, and requires a large environment. Highly situational spell - best for prolonged outdoor fights such as sieges where can you get the full 10 minutes worth of blasting. Otherwise, stick with the Moonbeam.

Conjure Animals (C): The Wizard gets Fireball, the Cleric gets Spirit Guardians, the Druid gets this. Incredibly versatile spell. Need damage? Summon 8 Elks and do a deadly charge that knocks enemies prone. Need movement? Conjure 8 Giant Owls to carry your party. Someone invisible is around? Conjure 8 Giant Bats to locate the creature. Need something restrained? Conjure 8 Constrictor Snakes that inflict the Restrained condition on a hit. A must-have.

Daylight: A waste of a slot. The light radius is barely larger than a torch + Control Flame cantrip. It can be used to counter Magical Darkness - but so can Dispel Magic, or an upcast Continual Flame spell. And contrarily to its name, Daylight doesn't even create real sunlight.

Dispel Magic: Use it to remove buffs or debuffs, magical barriers, magical traps, etc. Amazing if you expect to fight a spellcaster.

Elemental Weapon (C, T): buff that provides a small bonus to damage and more importantly makes the weapon magical. An okay spell if your party lacks access to magical weapons and you face a creature with resistance or immunity to nonmagical attacks.

Erupting Earth (X): Deals about 70% of the damage of Fireball in a much smaller area. It does leave an area of difficult terrain, but the area is too small for it to be really helpful.

Feign Death (R): Casting Feign Death is awful during combat - it removes one of your allies from the fight. Its out-of-combat utility is also extremely limited.

Flame Arrows (C, X): A single Erupting Earth targeting two creatures will do roughly the same damage in a much shorter time and without using concentration. And Conjure Animals is a much superior spell to cast ahead of time.

Meld into Stone (R): You can take a rest while melded into stone. That's about the extend of this spell.

Plant Growth: Battlefield control spell that doesn't take up concentration and that has a permanent duration. Massive area of effect. Stacks with difficult terrain so that 1 foot of movement costs 5 feet of speed.

Protection from Energy (C): Requires Concentration, which makes it substantially less useful than Protection from Poison.

Revivify (T): With this finally on your spell list, you can finally bring someone from the dead like the Cleric could all along!

Sleet Storm (C): Large area of effect. Creates difficult terrain & heavy obscuration, knocks creatures prone, and forces concentration checks. Works best when combined with Plant Growth.

Speak with Plants: Speak with Animals can do roughly the same, as a ritual, at level 1.

Summon Fey (C, T): this just can't compare to Conjure Animals.

Tidal Wave (X): Low damage with flexible AoE that inflicts the Prone status, which your summoned creatures can take advantage of. At level 5, you are probably better using the spell slot for Conjure Animals, but Tidal Wave is great at higher levels when you have more spell slots.

Wall of Water (C, X): Pretty weak spell compared to Wall of Wind, which itself isn't that good. I guess it could be of some use against Red Dragons and other fire related creatures.

Water Breathing (R): 24h duration and ritual tag means you should cast this every time there is a risk of ending up in the water. Definitely cast this before Wildshaping into an aquatic form in case you receive enough damage to be transformed back.

Water Walk (R): Prepare this if you expect to travel on liquid surfaces. The 1h duration makes the spell somewhat awkward to use.

Wind Wall (C): Excellent protection against ranged weapons and gases, and does 3d8 damage. Note that you can shape the wall in any continuous path, so you can shape this to hit multiple enemies while avoiding your party.

Blight: Mediocre damage. Only prepare it if you know you'll fight some plants.

Charm Monster: Hostile monsters you'd want to use this on are likely to attack you on sight, granting them advantage on the saving throw.

Confusion (C): One of the few Wisdom based debuff for the Druid. Tends to be much less effective than Wizard/Bard spells Hypnotic Pattern & Fear because of the tiny area of effect, and relatively high chance (20%) of the enemy acting normally.

Conjure Minor Elementals (C): Conjure Animals & Conjure Woodland Being are much more likely to be helpful, and the 1 minute casting time makes it impossible to cast during combat. Summoning 4 Dust Mephitis for their Sleep spell and blinding breath, or 4 Magma Mephit for their Heat Metal are good options.

Conjure Woodland Beings (C): Conjuring Pixies that can buff your party with Polymorph and Fly is probably the best option.

Control Water (C): Excellent for sinking ships, but too specific for most other purposes.

Divination (R, T): Lets you ask a question to a god. Highly DM dependent.

Dominate Beast (C): The target gets an extra saving throw every time it receives damage, and the duration is quite short (1 minute).

Elemental Bane (C, X): A meager 2d6 extra damage is quite underwhelming. Unless you have a large party or multiple minions using the same damage type, I can't see why you'd want to cast this.

Fire Shield (T): a decent way to get resistance to cold or fire damage without taking up concentration. Less useful to you than to a Wizard, as you usually have your reaction free for Absorb Element.

Freedom of Movement: A decent non-concentration buff that protects against multiple conditions. The main issue is that these conditions don't come up all that often. By RAW, it doesn't protect against Plant Growth.

Giant Insect (C): Compare this to Conjure Animals: this spell has much shorter duration (10min vs 1 hour), uses a higher level slot, requires you to have some insects on hand, and only lets you conjure 4 types of beasts. The centipede, spider, and wasp could already be summoned through Conjure Animals - this spell only lets you get 1 or 2 more. The CR3 Giant Scorpion is the main reason to get this spell - it can restrain two enemies & do damage way above what its CR would suggest.

Grasping Vine (B, C): Could be of some value to pull enemies into a hazard such as a trap or pit, but requires an intimate knowledge of where the battle will take place at preparation.

Guardian of Nature (B, C, X): The main benefit of this spell is granting advantage on your attacks. It's probably preferable to Conjure Animals and ask them to perform the Help action.

Hallucinatory Terrain: One use is to hide something - the spell can work like a much larger Leomund's Tiny Hut. Another use is to lure enemies into unfavorable terrains or into traps. You can also create illusionary cover that your team can see through. Its 24h duration means you can spam it before taking a long rest.

Ice Storm: About 3 damage less on average than an upcasted Erupting Earth, but at 2.5 times the range and with a much bigger area of effect.

Locate Creature (C): Alright spell to use for a rescue mission in a BBEG's lair. The short range makes it extremely limited.

Polymorph (C): Can turn any level 8 ally into a T-Rex with 136 hp. Or, polymorph a strong monster into a slug, throw it into the enemy's camp and drop concentration. Note that Conjure Woodland Beings can summon 8 Pixies that each can cast this once for free.

Stone Shape: Can create doors into stone walls, or topple stone pillars. Only rarely worth a level 4 spell slot.

Stoneskin (C): Pricey spell that gives you resistance to non-magical weapons.

Wall of Fire (C): A "wall" that does 22.5 damage when people go through it. You are typically better off casting off Erupting Earth / Ice Storm to do about the same damage without using up concentration. Much better if you can force enemies to take the damage multiple times.

Watery Sphere (C, X): The Strength save together with having to spend an action to move the sphere makes this underwhelming.

Antilife Shell (C): A great anti-melee spell with a 1h duration.

Awaken: Highly DM dependent spell. This could potentially let you build an army of beast/plant minions. Or, a DM could very well have the awaken creatures/plants refuse to help you.

Commune with Nature (R): By this level, you can Wildshape into a Eagle or send a hoard of Owls to survey a territory. Still, it's nice to be able to do this as a ritual.

Cone of Cold (T): Probably your best damage spell without concentration.

Conjure Elemental (C): The Elementals have nice immunities and resistances, but are somewhat bad at offense. Losing control of the elemental can be catastrophic. The Water Elemental can restrain up to two creatures and is my favorite. Best when combined with an upcast Planar Binding.

Contagion: Impressive concentration-less debuff: on a hit, guaranteed to make the target Poisoned for at least 3 rounds. If the target fails the 3 Constitution saves, Slimy Doom will shut it down completely. The 7 days duration makes it perfect for a hit-and-run.

Control Winds (C, X): Downdraft is a strong anti-air option, the other effects are rather mediocre.

Geas: Best used on hired NPCs if you suspect they will betray or abandon you once you turn your back. The long duration means you can prepare and cast this in downtime.

Greater Restoration: Heal some very nasty ailments.

Insect Plague: Similar damage to Wall of Fire but in different area and in a more advantageous damage type.

Maelstrom (C, X): Similar damage to Wall of Fire. It also doesn't cause immediate damage, and a saving throw negates its effects outright. The only saving grace is its relatively large area of effect.

Mass Cure Wounds: Heal up to six PCs / minions for roughly 18 hp each. Best used to bring multiple unconscious allies back on their feet with one spell.

Planar Binding: With a little bit of work and 1000gp, it can grant you a decent ally for a day. The duration increases dramatically to a month or year if you use a higher level slot, which makes this spell far more cost-effective. Less good if the DM gives the creature a share of the party XP.

Reincarnate: An alternative to Raise Dead, but changes the race of the target. Min-maxers won't like it - it will hurt their build. Try to find a high level Cleric before casting this. Less useful now that Tasha's Cauldron of Everything adds Revivify to the Druid's list.

Scrying (C): Excellent to spy on a foe or to find out what happened to someone who disappeared.

Transmute Rock (X): One of the rare battlefield control spell that doesn't require Concentration. Too bad Rock to Mud has a Strength save, and that the restrained condition can automatically be removed by spending an action.

Tree Stride (C): An emergency Dimension Door that only works near trees and that can't bring anyone with you. In optimal conditions, you can use it to move about a mile in a minute.

Wall of Stone (C): A decent Wall spell, though strong creatures can burst through its 180hp relatively quickly. The best part is that it can be made permanent by concentrating 10 minutes on it.

Wrath of Nature (C, X): Party friendly spell that can restrain an enemy and knock another one prone each round. Also causes Difficult Terrain and does some minor damage. Situational, but can be highly effective if in a terrain that supports all effects. You could also carry some rocks and potted trees with you to take advantage of this spell wherever you are.

Bones of the Earth (X): Can Restrain 6 creatures, or make a pseudo wall without using up your Concentration. The brittleness (30hp) of the pillars is the main issue with this spell.

Conjure Fey (C): Arguably the worst of your Summoning spells when you get it, I would only use this together with Planar Binding at first. Upcasted to Level 7, it is significantly better, able to summon two powerful fey spellcasters (Bheur Hag & Korred) as well as a dinosaur with Legendary Actions (Titanosaurus).

Druid Grove (X): Hallucinatory Terrain does a better job at keeping your campsite safe. Hard to use offensively - most enemies will just avoid the area.

Find the Path (C): You are a Druid. By now you have tons of tools to find your way, and they don't require a Level 6 slot.

Flesh to Stone (C, T): It takes forever for this to fully transform a creature into stone, so effectively it's a single target save or be restrained spell. Awful use of a level 6 slot and concentration, you are much better off polymorphing an enemy into a whale or using the Contagion spell.

Heal: Decent healing spell that cures blindness, deafness, and diseases.

Heroes' Feast: Amazing buff that should be cast the night before any major fight if the funds permit it. Note that Familiars, pets, minions, etc. can also partake in the feast.

Investiture of Flame (C, X): The immunity to fire is decent but the rest is garbage. Using your concentration and action to do 4d8 damage is almost a bad joke at this point.

Investiture of Ice (C, X): The immunity to ice is okay but not as valuable as fire. The combo here is for the form to create difficult terrain and then use the cone of freezing wind to reduce the speed of enemies by half. If you really want to delay enemies, you'd probably be better using Sleet Storm / Plant Growth / Transmute Rock outside, and Antilife Shell indoor.

Investiture of Stone (C, X): If you want non-magical weapon resistance, you are better off with Stoneskin. This allows you move through any solid earth or stone (including worked stone), which can be occasionally useful.

Investiture of Wind (C, X): Essentially a Fly spell + Warding Wind rolled into one. Decent if you need to cast spells while flying and nobody in the party can cast Fly on you.

Move Earth (C): Mold Earth does essentially the same thing, as a cantrip.

Primordial Ward (C, X): You can use up the spell to get Immunity to one elemental attack for a turn, which can be life-saving. Too bad the duration is so short.

Sunbeam (C): Beam of sunlight that blinds enemies and do 27 radiant damage. Useful against the Undead because they have disadvantage on the save.

Transport via Plants: Similar to Teleport, but requires large plants. Excellent to travel around the world in a blink, but can't be used to escape a dungeon.

Wall of Thorns (C): Like Plant Growth & Transmute Rock, it creates "double" difficult terrain. Unlike these two lower level spells, it takes up your concentration to do some mediocre damage.

Wind Walk: Transform your party into clouds to travel quickly and stealthily. Characters are vulnerable while transforming out of the cloud form, though.

Fire Storm: Flexible area, good range, lackluster damage. Unless you are facing a horde, you are better off casting other spells.

Mirage Arcane: Hallucinatory Terrain is more flexible at a lower spell level.

Plane Shift: Excellent spell to escape danger or visit other planes. You cast also cast it twice in a row to teleport anywhere on your current plane of existence.

Regenerate: Restore 1hp a turn, which is negligible in combat. Out of combat, you can just cast Healing Spirit. Why is it good? It can work as a Death Ward that doesn't go away after activation.

Reverse Gravity (C): Can outright neuter melee-centric creatures. Also do alright damage from the fall - typically 10d6 but up to 20d6. Note that a creature auto-fails the save if there are no fixed object within their reach.

Symbol (T): Creates an OK trap for 1000 gp. As a Druid you usually don't have much use for your gold, so go ahead and prepare this if you have the time and the money.

Whirlwind (C, X): Alright (~35) damage, and can inflict the restrained condition. The Whirlwind can be moved each round to hit multiple enemies while ideally avoiding your party. The main flaws of the spell are that creatures have to fail two saves to be restrained, and that moving the Whirlwind takes an action.

Animal Shapes (C): Transform any number of willing creatures into CR3 Large or smaller beasts (there are no CR4 beasts eligible). The key words here are "any number". You can potentially transform a whole army into Giant Scorpions, Giant Elks, Giant Owls, etc. Note that you can spend your action to transform them into new shapes, which also restores their hps. With the right preparation, this spell can be absolutely insane.

Antipathy/Sympathy: If you know you are against a specific creature kind, you can spend several days casting the related Antipathy on every party member. Once you met said creature kind, they'll have to succeed on multiple Wisdom saves or become Frightened. The range on this is absolutely insane too (60 feet OR sight).

Control Weather (C): It takes a long time for the full effect of this to kick in, and even then it won't last more than a few hours.

Earthquake (C): Many effects are quite weak (difficult terrain, knocks enemies prone, creates pits). The good parts: its range and radius are humongous, it can damage structures, and it can break concentration of multiple enemy spellcasters.

Feeblemind: Concentration-less debuff that will completely wreak Bards, Clerics, Sorcerers, Warlocks, and other spellcasters with poor Intelligence saves.

Sunburst: A giant (60' radius) radiant fireball that does an average of 42 damage and blinds for a minute. Undead and oozes have disadvantage on the Con save. Good mass debuff that doesn't take concentration, but for consistent damage you might be better served by Sunbeam.

Incendiary Cloud (C, T): Poorly written spell that should be discussed with your DM before using it. My reading is that every turn, you pick an axis, and the cloud moves away from you 10 feet along that axis. The damage is mild and the area is difficult to control, making this rarely worthwhile.

Tsunami (C): The main use of this is to damage an army. It works best if the Tsunami pushes the creatures in a natural hazard such as a cliff. The range is Sight - so buy yourself a Spyglass and cast this from miles away.

Foresight: Grants advantage on all attack rolls, ability checks, & saving throws; attacks against the target are made at disadvantage. The best buff in the game, and it doesn't take Concentration.

Shapechange (C): The value of this spell heavily depends on the creatures you've seen. The Adult Dragons are especially strong with Legendary Resistance, top notch mobility, Blindsight, Frightful Presence and a powerful Breath.

Storm of Vengeance (C): Does about 39 damage spread over 10 rounds to creatures in a gigantic 360' radius. The main issue is that creatures can dash away from the area of effect, avoiding most of the damage.

True Resurrection: Finally, you can bring someone back to life without changing their race! The 25k cost is quite disheartening, though. Less useful now that Tasha's Cauldron of Everything adds Revivify to the Druid's list.

Merudo
2019-04-02, 11:29 AM
Multiclassing

Level 0: By Level 0, I mean starting in a different class before switching to Druid. Do this to get Constitution save proficiency.
Level 1: Better wait until you get your Circle power at level 2 before multiclassing.
Level 2: You got your Circle powers, but if you get one more level you get level 2 spells.
Level 3: The best time to multiclass at tier 1. You delay your ASI, which isn't crucial for most druids.
Level 4: Getting Conjure Animals is better than what you get from any multiclass.
Level 5: You just got Conjure Animals - not a bad time to multiclass. Espepecially good if your level 6 Circle ability is lackluster (looking at you, Dream and Spore druids).
Level 6: Conjure Woodland Beings is one level away. Do you really want to delay getting that awesome spell?
Level 7: At this point you got the bulk of your best spells, so it is a good time to multiclass. You do delay your ASI and flying Wild Shapes, though.
Level 8: You delay your level 5 spells, which are okay, but if you multiclass into a spellcaster you can upcast Conjure Animals instead.
Level 9: Can be a good time to multiclass if you don't care much about your level 10 Circle ability.
Level 10: You delay your level 6 spells, which are nice.
Level 11: Excellent time to multiclass, as level 12 is a rather dead level.
Level 12: You delay your level 7 spells, which are okay.
Level 13: For Planeshift & Reverse Gravity. The next 4 levels don't get you that much.
Level 14: The usefulness of the level 14 abilities is highly Circle dependent.
Level 15: You get Level 8 spells, which require some thinking but can be powerful.
Level 16: An ASI/feat. By now they aren't really adding much. Delaying your ASI is no biggie.
Level 17: You got level 9 spells! The three last levels are unfortunately rather useless, so now is the time to multiclass if you haven't done it already.
Level 18: Unless you need Timeless Body to keep on playing, I'd multiclass at level 17 instead.
Level 19: If you really need an extra feat, otherwise you should multiclass earlier.

Barbarian 1: This is really bad. Non-Moon druid rely on concentration spell to be effective, and using rage locks you out of it.

Bard: The Bard spells you would get are largely redundant with your Druid spells.

Cleric 1: The best multiclass option for the Druid. You get access to new cantrips, new spells that scale with WIS, and cool domain features.

New Spells:
- Sacred Flame: A cantrip that's like Produce Flame with a dex saves and with better type, twice the range, and the ability to ignore cover.
- Toll the Dead: A cantrip that targets WIS and can do D12s of damage! Much better than any other cantrip you can get!
- Command: Command "Flee" has amazing synergy with your summons by giving them OAs.
- Sanctuary: Often, you just want to avoid taking damage while your summons do the job. This gives fantastic protection.

Domain Features:
- Arcana: Access to the decent Magic Missile, as well as two Wizard cantrips. These could be Firebolt, Minor Illusion, or Booming Blade / Green-Flame-Blade. The later two are especially useful to a Spore Druid who might partake in melee.
- Death: You get access to Chill Touch, but more importantly you can twin it and Toll the Dead if two enemies are within 5'. Since Druids struggle to make meaningful contribution once their concentration spell is up, this is a godsend. The roleplay may be tricky for Druids not of the Spore circle, though.
- Forge: You get a free +1AC you can move around the party, or you can give someone in the party a magic weapon. Worshiping the Forge when Druids abhor metal is difficult, though.
- Grave: You can now bring people back from 0 HP very efficiently.
- Knowledge: You get pseudo expertise in 2 Knowledge skills. Some swear by it, but I'm underwhelmed by Knowledge skills in general.
- Life: A classic. Results in outrageous amount of healing with Goodberry and Healing Spirit. Amazing if your party often struggles to regain HP outside battle.
- Light: You learn Burning Hands, which is quickly made obsolete. The defensive Warding Flares are decent enough use of your reaction.
- Nature: Too much overlap with your Druid abilities. Avoid!
- Order: Casting a spell on an ally now gives them a free attack as a reaction. Amazing if a Rogue is in the party, or if you summon a powerful conjured create with 1 massive attack, or for the Shepherd Druid who can combine it with the Unicorn Totem. Again, the roleplay will be tricky though.
- Tempest: You get a weak use of your reaction, and ok spells you already had.
- Trickery: Giving someone else advantage on Stealth check can be quite useful. The Disguise Self spell is duplicated by your Wild Shape.
- War: The bonus attack is decent for the Spore Druid, but other Druids should avoid.

Fighter 2: For Action Surge and a Fighting style. The delay in your spellcasting isn't worth it, but it makes for an alright multiclass at level 17+.

Monk 1: Unarmored Defense increases AC in Wildshape, but doesn't help at all while casting spells.

Paladin 2: Perhaps decent for a Spore Druid who wants to smite? I'm unconvinced.

Paladin 3: For the oath. Most useful is probably Oath of Vengeance for Vow of Enmity & Hunter's Mark.

Ranger: Similar to the Bard, this gives you stuff you already have.

Rogue 2: The reason to get this is Cunning Action. I suggest you take the Mobile feat or pick the Goblin race instead.

Sorcerer 1: Starts with Con save proficiency. Gets you Shield, Mage Armor, and a bunch of cantrips. Divine Soul is probably the best bet with the extra spell and the Favored by the Gods ability for saving throws.

Hexblade 1: Eldritch Blast is a good cantrip, Shield is useful, and Armor of Agathys is good to have. Divine Soul is probably a stronger choice, though.

Wizard 1: For Find Familiar, some rituals, and Shield & Mage Armor.

Wizard 2: Bladesinger provides a defensive dance that gives bonuses to Concentration, AC, and speed. War Magic provides better Initiative & a +2AC/+4 saving throw reaction. Divination gives Portent, which is of course amazing. All three subclasses give benefits that work with Wild Shape.



Action Economy

Spells (Casting Time):


Cantrips: Magic Stone, Shillelagh
1st: Healing Word
2nd: Flame Blade, Healing Spirit, Misty Step (Coastal)
4th: Grasping Vine, Guardian of Nature


Spells (Ongoing Effect):


2nd: Dust Devil, Flame Blade, Flaming Sphere, Gust of Wind, Heat Metal, Healing Spirit
3rd: Animate Dead (Spores)
4th: Grasping Vine

Circles Powers:


Dreams: Balm of the Summer Court, Hidden Paths
Shepherd: Spirit Totem
Spores: Spreading Spores

Races:


Firbolg: Hidden Step
Goblin: Nimble Escape
Lizardfolk: Hungry Jaw
Shifter: Shifting

Wild Shape:


CR 1/4: Panther (Pounce)
CR 1/2: Clawfoot Raptor (Pounce), Warhorse (Trampling Charge)
CR 1: Crag Cat (Pounce), Deinonychus (Pounce), Giant Hyena (Rampage), Lion (Pounce), Tiger (Pounce)

Feats:


Polearm Master: Extra attack when you take the Attack action


Spells: Absorb Elements, Primordial Ward
Spores: Halo of Spores, Fugal Infestation
Races: Githzerai (Shield), Kalashtar (Advantage on Wis saving throws)
Polearm Master: Extra attack when a target enters your reach



Party Synergies

Crusader’s Mantle: Every ally in a 30' radius of the caster can do an extra 1d4 damage per attack. If you summoned 8 Giant Badger, that's a potential extra 16d4 damage - not too bad.

Earth Tremor / Grease / Thunderous Smite / etc: Combine attacks/spells that knocks Prone with summons that can Grapple to keep enemies Prone.

Inspiring Leader: This can give free temporary hp to some of your summons, if they can understand the speaker. Sylvan helps with fey, Primordial with elementals.

Magic Circle: For your Planar Binding spell with Conjure Elemental / Conjure Fey. It's strange that this is not on your spell list.


Find Familiar & Wildshape: You can Wildshape into a small or tiny beast and ask the flying familiar of the Wizard to carry you in its claws. Can be helpful before you get access to the flying forms.

Minions & Goodberry: Give your familiars/minions a Goodberry each so they can bring back unconscious PCs in combat.

Merudo
2019-04-02, 11:33 AM
Reversed for later.

Merudo
2019-04-03, 03:59 PM
Reserved for later. Please give your comments and suggestions below.

Citadel97501
2019-04-03, 04:22 PM
Why all the hate for the Spore Druid? I understand the shape-shifting cost for Symbiotic Entity and the poison resistance/immunity issues, however it doesn't seem bad at all due to the action economy. If your ST isn't being overly abundant with poison resist/immune monsters?

LudicSavant
2019-04-03, 04:25 PM
I appreciate the touch of adding "(N)" to unique spells on the Land list. This sort of notation should be standard issue for all guides listing domain spells or the like!

I also agree that Grassland is basically a better version of Forest. And that Swamp is a dud.

One of the things about the Druid spell list is that they have a lot of Concentration spells. The competition for your Concentration is really fierce at basically all levels. So when I look at Land choices, that's one of the things I try to keep in mind.

Underdark is always the one people expect to be best Land option on first glance, because it has the most unique spell additions and because one of them is Greater Invisibility. On the other hand, every single one of its unique additions are for the category of spells that has the highest amount of competition on the Druid spell list: Concentration. In fact, all of its spells take Concentration except for Stone Shape. As a result, I don't find them to be the best land choice in practice.

On the other hand, I really like Coast. Misty Step is not only an amazing spell in general, but is filling a niche that is precious and scarce for Land Druids (bonus actions). Mirror Image likewise fills the no-Concentration defensive buff niche. Coast strikes me as having the most significant additions, while Arctic and Grassland stand out to me as having the most "things I would want to have prepared on any given day" slots.

I also think Freedom of Movement is a good thing to have prepared, because it too is Concentrationless. You mention that it doesn't protect against Plant Growth, but Land Stride does that for you already. And while those conditions don't always come up, it's great to have ready when they do.

stoutstien
2019-04-03, 06:32 PM
I have to stand up on defense of the dream circle. At face value it looks a little blah but in play it has a few niches that it excels at.
Hearth is a free +5 stealth and perception check bonus. (Are passive perception checks included?). Unless your DM has a literal rest button you have to hit there isn't any rules against using this every time you stop. So it can be used offensively as an ambush tool. Also could act as a cloaking field for a fire elemental you summon.

Walker in dream has a ton of RP potential and being able to set a teleport spot anywhere can be used as a way to get a good size force a long distance quickly. How many people can get into a teleport circle on one round?

It's not the most powerful circle but I think it fairs better than people expect.

Ritorix
2019-04-03, 10:17 PM
Fantastic guide! Tons of great detail in there.

I'm a fan of circle druids, and tend to think of the good land choices as matching up to a few general playstyles. That might be helpful for someone trying to pick a land, to look at the options based on what playstyle they prefer rather than rush into the 'sky blue' option.

Artic - debuffing and area control
Coast - self-buffs and defense
Grassland - group-buffing
Underdark - mixed buffs/debuffs

All four of those seem to me about similar rating, Blue. One decent spell doesn't make Underdark amazing or make up for a pile of subpar spells, and when so many Artic and Coast spells are blue the overall rating should probably be too.

If we assigned a point value to each spell's quality rating the land choices turn out like this:
(higher is better, with Sky blue = 2, blue = 1, black = 0, purple = -1, red = -2)

artic: 3
coast: 3
desert: -5
forest: -2
grassland: 1
mountain: -3
swamp: -5
underdark: -2

Merudo
2019-04-04, 01:21 PM
Why all the hate for the Spore Druid? I understand the shape-shifting cost for Symbiotic Entity and the poison resistance/immunity issues, however it doesn't seem bad at all due to the action economy. If your ST isn't being overly abundant with poison resist/immune monsters?

I gave it some thoughts and I upgraded Circle of Spores to a better rank (ahead of the Circles of Dreams).

The damage potential at low levels, the extra spells, and the large pool of THP convinced me the class is decent.

The finickiness of Symbiotic Entity regarding its duration keeps me from ranking it higher.


I have to stand up on defense of the dream circle. At face value it looks a little blah but in play it has a few niches that it excels at.

Hearth is a free +5 stealth and perception check bonus. (Are passive perception checks included?). Unless your DM has a literal rest button you have to hit there isn't any rules against using this every time you stop. So it can be used offensively as an ambush tool. Also could act as a cloaking field for a fire elemental you summon.

I do agree Hearth is amazing if you can consistently start "fake" rests that you never plan to finish for a near permanent +5 to Stealth & Perception. My issue is that most DMs will catch on pretty quickly, and will refuse to provide the bonus unless the rest is actually legit.

By the way - passive checks include "all modifiers that normally apply to the check", so yes the bonuses apply to passive perception.


Walker in dream has a ton of RP potential and being able to set a teleport spot anywhere can be used as a way to get a good size force a long distance quickly. How many people can get into a teleport circle on one round?

The Druid already has Transport Via Plants, at level 11. Plus, Walker in Dream can't really move you over a "long distance" as it merely brings you back to the last place you took a long rest - unless you go several days without taking a long rest it will only spare you 1 day of travel at most.

Merudo
2019-04-04, 01:41 PM
I appreciate the touch of adding "(N)" to unique spells on the Land list. This sort of notation should be standard issue for all guides listing domain spells or the like!

Thank you - I do think it makes subclass spells much easier to evaluate.



On the other hand, I really like Coast. Misty Step is not only an amazing spell in general, but is filling a niche that is precious and scarce for Land Druids (bonus actions). Mirror Image likewise fills the no-Concentration defensive buff niche. Coast strikes me as having the most significant additions, while Arctic and Grassland stand out to me as having the most "things I would want to have prepared on any given day" slots.


Good point with Coast - I upgraded it to blue.


Fantastic guide! Tons of great detail in there.

Thanks!


I'm a fan of circle druids, and tend to think of the good land choices as matching up to a few general playstyles. That might be helpful for someone trying to pick a land, to look at the options based on what playstyle they prefer rather than rush into the 'sky blue' option.

Artic - debuffing and area control
Coast - self-buffs and defense
Grassland - group-buffing
Underdark - mixed buffs/debuffs

All four of those seem to me about similar rating, Blue. One decent spell doesn't make Underdark amazing or make up for a pile of subpar spells, and when so many Artic and Coast spells are blue the overall rating should probably be too.

I upgraded Arctic to Blue.

I still think Grassland & Underdark are better, as I highly value gaining access to new spells. But I can certainly see why some folks aren't all that impressed with Underdark.

stoutstien
2019-04-04, 01:41 PM
Im not recommended that a player try to spam hearth for the bonus but anytime the druid isn't actively in danger I would be had pressed to deny the druid.
In my eyes a player can't 'take the rest action'. If you spend at least an hour doing nothing more than what listed for a short rest you get the benefits of a short rest.
Hearth says at the start of an rest so as long as the player isn't actively doing one of those things that will prevent a short rest I can't find a reason why they can't use this.

Merudo
2019-04-06, 05:11 AM
I just added Mutated Beasts from Return of the Lizard King, the Gen Elementals & the Urban Fey from Xanathar's Lost Notes to Everything Else, and the Alewife & Yeastling from Durnan's Guide to Tavernkeeping (all are AL Legal).

I also added additional Beast variants from Out of the Abyss & Tales from the Yawning Portal.

I believe my guide is the most complete bestiary of AL legal Beasts, Fey and Elementals currently available.

MeeposFire
2019-04-06, 07:06 PM
I appreciate the touch of adding "(N)" to unique spells on the Land list. This sort of notation should be standard issue for all guides listing domain spells or the like!

I also agree that Grassland is basically a better version of Forest. And that Swamp is a dud.

One of the things about the Druid spell list is that they have a lot of Concentration spells. The competition for your Concentration is really fierce at basically all levels. So when I look at Land choices, that's one of the things I try to keep in mind.

Underdark is always the one people expect to be best Land option on first glance, because it has the most unique spell additions and because one of them is Greater Invisibility. On the other hand, every single one of its unique additions are for the category of spells that has the highest amount of competition on the Druid spell list: Concentration. In fact, all of its spells take Concentration except for Stone Shape. As a result, I don't find them to be the best land choice in practice.

On the other hand, I really like Coast. Misty Step is not only an amazing spell in general, but is filling a niche that is precious and scarce for Land Druids (bonus actions). Mirror Image likewise fills the no-Concentration defensive buff niche. Coast strikes me as having the most significant additions, while Arctic and Grassland stand out to me as having the most "things I would want to have prepared on any given day" slots.

I also think Freedom of Movement is a good thing to have prepared, because it too is Concentrationless. You mention that it doesn't protect against Plant Growth, but Land Stride does that for you already. And while those conditions don't always come up, it's great to have ready when they do.

I agree that showing which spells on a bonus spell list being unique to it is a great idea. I find that too many guides for 5e are too much about trying to say something is better than another (which I find much less needed in general in 5e than say 3e or 4e) where I find the most useful guides are ones that give me tidbits of info like that so I can go quickly and go "oh that sub class gives me these neat benefits that are easy to miss and oh I did not know all those spells are rituals" and the like.

Lysimarchos
2019-04-07, 10:30 AM
What books do BotJR and XLNtEE stand for?

Merudo
2019-04-07, 12:36 PM
What books do BotJR and XLNtEE stand for?

DDHC-TOA-3 - Beasts of the Jungle Rot
DDHC-TOA-14 - Xanathar's Lost Notes to Everything Else

There are third party content made AL Legal through the Guild Adept program.

I made a new section "D&D Sources Used", in the introduction post where I name all the sources & give them abbreviations.

stoutstien
2019-04-07, 02:16 PM
I thank you for summon spell lists.
Flail snail is one that gets missed a lot and could be useful vs casters.

Giant bats also have 4 hit dice so it works extremely well with Shepard druid's mighty summoner feature.

sambojin
2019-04-08, 12:32 AM
The guide keeps getting better and better as you add more to it. Keep up the good work!

(oh, and if Ixalan stuff is allowed, since there is an official WotC adventure "X Marks the Spot" with it in it, chuck the Frilled Deathspitter on the 1/2CR list. Even has a 20Str typo in the adventure version, instead of the 12Str of the free UA Planeshift Ixalan guide version. Only really good for anti-grapple, but still a fine combat form for non-Moons from lvl4-7 anyway. 3x +5 /1d6+3 attacks is nice).

Merudo
2019-04-08, 07:04 AM
I thank you for summon spell lists.
Flail snail is one that gets missed a lot and could be useful vs casters.


I don't think it is worth it:

1. The Flail Snail needs to succeed on its saving throw against a spell (with advantage) for the shell to do anything. The snail has good Con (5) & Str (3) saving throws but all its other saving throws are terrible (either 0 or negative).

2. If the snail succeeds, the effect of the shell is highly random:


33% chance of the spell working normally
33% chance of the spell failing
33% chance of the spell doing an extra 1d6 damage per level within 30'


So if the Flail Snail is unlikely to stop a magical attack, and might instead do extra damage to your team. Plus, it is highly fragile. That's why I ranked it Red - I just don't think it can compete with the CR5 Elementals.



Giant bats also have 4 hit dice so it works extremely well with Shepard druid's mighty summoner feature.

I might add a section detailing the Shepard's Druid Mighty Summoner feature.


The guide keeps getting better and better as you add more to it. Keep up the good work!

(oh, and if Ixalan stuff is allowed, since there is an official WotC adventure "X Marks the Spot" with it in it, chuck the Frilled Deathspitter on the 1/2CR list. Even has a 20Str typo in the adventure version, instead of the 12Str of the free UA Planeshift Ixalan guide version. Only really good for anti-grapple, but still a fine combat form for non-Moons from lvl4-7 anyway. 3x +5 /1d6+3 attacks is nice).

Thank you!

I have no plan to describe the Planeshift content yet, but that might change in the future.

Rixitichil
2019-04-08, 10:33 AM
Do you intend to add the Ravinica elementals and Fey to your lists of Conjurable creatures?

Merudo
2019-04-08, 12:03 PM
Do you intend to add the Ravinica elementals and Fey to your lists of Conjurable creatures?

I added the Conclave Dryad (CR9), the Galvanice Weird (CR1), the Blistercoil Weird (CR4) and the Fluxcharger (CR7).

Merudo
2019-05-26, 07:05 AM
I've reviewed the beasts from Ghosts of Saltmarsh.

Nhym
2019-05-28, 08:13 AM
Fantastic Guide, very helpful

TyGuy
2019-05-28, 03:14 PM
Balm of the summer court isn't enough to save dreams from bad and place it in decent? O.o