Sepok
2022-03-28, 01:17 PM
Our group is starting a new game next month, and I wanted to play a class I hadn't played before, so I choose druid. We've only had Moon druids in our other campaigns, so I wanted to play a different sub-class. But I noticed one thing about our party lineup...Druid(me), Wizard(Bladedancer), Rogue(ranged), Barbarian(greatsword user)...we have no tank. I know the barbarian can do a little tanking with rage, but he's going to be a little too easy to hit, especially with Reckless Attack. So I was thinking about trying to build a tanky, druid (non-Moon).
Our DM has given everyone the same array of stats to start...10, 11, 12, 13, 15, 17
The first thing is that AC was going to be an issue...the metal armor restriction normally keeps druids from being off-tanks like clerics. Better non-metal armors are only usualy available at higher levels. So I decided to go with Loxodon as my race and max my CON(CON 19, WIS 16). This will give me a base AC of 16(AC=12+CON bonus), 18 with shield at level 1. I'll increase CON to 20 ASAP for AC 19, and better concentration saves.
The second thing was choosing my druid sub-class to choose. I just don't like the Spores druid, which is normally the 2nd best at tanking(after Moon) due to the temp hp's. So I decided to go with Wildfire druid for battlefield movement and consistent(minor) AoE damage. I'll handle the minion hordes and let the barbarian handle the bosses. And the Fiery Teleport can get weaker party members out of melee.
I decided to start as an Arcana Cleric to pick up the Wizard cantrips (Green-Flame Blade and Fire Bolt) and then go all druid after that. The one cleric level gives me more versatility with more prepared spells(Bless!).
Once I get to 3rd level(2nd level druid) my fight strategy (WHEN I NEED TO TANK only) will be as follows. (Normal playstyle will be as a standard Wildfire druid, concentrating on a spell while attacking from range and commanding the spirit.)
1 - Summon Wildfire spirit
- first round AoE on enemies, then fiery teleport into the air for it to be out of melee.
- I know they can attack the spirit with missle fire, but if I am in melee with them they will have disadvantage.
- later rounds, have it fly to square above me and fiery teleport (rearranging party locations if needed, keeping it out of melee range)
2 - My actions
- possibly cast Shield of Faith for the +2 AC
- use a Shillelagh/Green-Flame Blade combo for melee
- Dodge action if there are a lot of enemies, while using my BA for Fiery Teleport AoE.
- other spells as the situation requires.
Can you see any glaring flaws in my plan? Or suggest any improvements?
Our DM has given everyone the same array of stats to start...10, 11, 12, 13, 15, 17
The first thing is that AC was going to be an issue...the metal armor restriction normally keeps druids from being off-tanks like clerics. Better non-metal armors are only usualy available at higher levels. So I decided to go with Loxodon as my race and max my CON(CON 19, WIS 16). This will give me a base AC of 16(AC=12+CON bonus), 18 with shield at level 1. I'll increase CON to 20 ASAP for AC 19, and better concentration saves.
The second thing was choosing my druid sub-class to choose. I just don't like the Spores druid, which is normally the 2nd best at tanking(after Moon) due to the temp hp's. So I decided to go with Wildfire druid for battlefield movement and consistent(minor) AoE damage. I'll handle the minion hordes and let the barbarian handle the bosses. And the Fiery Teleport can get weaker party members out of melee.
I decided to start as an Arcana Cleric to pick up the Wizard cantrips (Green-Flame Blade and Fire Bolt) and then go all druid after that. The one cleric level gives me more versatility with more prepared spells(Bless!).
Once I get to 3rd level(2nd level druid) my fight strategy (WHEN I NEED TO TANK only) will be as follows. (Normal playstyle will be as a standard Wildfire druid, concentrating on a spell while attacking from range and commanding the spirit.)
1 - Summon Wildfire spirit
- first round AoE on enemies, then fiery teleport into the air for it to be out of melee.
- I know they can attack the spirit with missle fire, but if I am in melee with them they will have disadvantage.
- later rounds, have it fly to square above me and fiery teleport (rearranging party locations if needed, keeping it out of melee range)
2 - My actions
- possibly cast Shield of Faith for the +2 AC
- use a Shillelagh/Green-Flame Blade combo for melee
- Dodge action if there are a lot of enemies, while using my BA for Fiery Teleport AoE.
- other spells as the situation requires.
Can you see any glaring flaws in my plan? Or suggest any improvements?