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The description of the Elven Chain says that people do not need to be proficient with that armor and they would still reap all the benefits of it.
However, I would think that even though it is magical, it does not change the fact that it is metal and thus the Druid should not be wearing it. Can a druid wear it and get the normal benefit it provides?
Based on the same Sage Advice about Druids and Metal, a Druid should still get any magical bonuses/abilities from metal armor or shield, if 1) they choose to wear it and 2) the magical ability or item isn’t restricted to a class, like Holy Avenger swords are restricted to Paladin class only for their magical abilities.
A good druid just wouldn’t want to wear it. But if they did, none of their Druid-ness would be affected anyway.
answered Sep 18 ’19 at 2:20
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If the design team wanted the area to just be difficult terrain, there’s no need to invoke the entangle spell to get there — they could have easily just said “it’s difficult terrain”. Because of this, I think it’s most likely that this was an oversight on their part. I think they intended that the Grasping Undergrowth areas to have the restraining effect on creatures and forgot that entangle doesn’t work like web.
I’m not sure it actually matters that much.
That said, it’s probably not all that relevant. While failing a strength save and getting restrained is bad, it’s really not that much worse than trying to have a fight in Solid Fog, which is heavily obscured for the enemy and transparent to the caster’s friends.
Restrained gives the target disadvantage on attacks, advantage on enemies attacking them, disadvantage on Dexterity saves, and they can’t move from their space.
In Solid Fog, the target has disadvantage on attacks, advantage on enemies attacking them, and with triple movement costs, they may not be prevented from moving, but it’s the next best thing.
The only real difference is the dexterity saves, but that’s probably balanced by the fact that an enemy can tear free of restraining effects, while Solid Fog provides no real way to bypass it.
I’ve been reading through posts online and the multi-classing rules over the last couple of hours. And good lord, either I’m an idiot (highly likely) or this stuff is tough. Anyway:
In a campaign I’m playing with some friends, I am multi-classing UA Ranger and PHB Druid. I’m having a few problems with this since there are conflicting sources, I’m also having a hard time understanding that Druids prepare spells yet Rangers in 5e do not. More on that later.
Both of these classes can only learn Druid spells, and Rangers only gain spell slots at level 2. I’m having a hard time figuring out how all these rules fit together with these two specific classes.
For this example, a level 7 Ranger and a level 6 Druid with a Wisdom modifier of +2. Their base spell slots would be:
… but calculating where the character would be on the multi class table would be: (Druid level) + ((Ranger level)/2) which would be 9.5 rounded down to 9. So on the multi-class table the character would have:
However neither of my classes at their level can learn 4th or 5th level spells.
Am I correct in saying that I can’t learn 4th and 5th level spells but I could cast a spell such as Cure Wounds in that 5th level slot?
The other problem I run into is that Druids prepare spells (their Druid level + wisdom modifier), which in the case of level 6 could prepare 8. Yet my Ranger does not have to prepare spells how: does that work? Since BOTH classes can only learn Druid spells anyway, can I just stick to “you don’t need to prepare Ranger spells”.
I’m sorry this post is so long but I feel like either I’m doing something HORRIBLY wrong or I’ve just chosen the two most hardest to integrate classes.
A (mostly) sure-fire way to get out of a forcecage on your own, is to shapechange into a beholder†. You now have a pointable antimagic field spouting from your main eye, however since it’s a cone shape and only suppresses the forecage in its area, you’ll have a hard time squeezing out. What you’ll actually want to do is starting shooting at with your newfangled eye rays, until you get a disintegration ray on it.
If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw.
Assuming the forcecage is fitted for your normal, medium sized druid body, you may find yourself squeezing in the confinement, but that shouldn’t really affect you too negatively (outside the discomfort of having pressure on your many eyeballs). None of the medium sized beholderkin have a disintegration ray, generally to the relief of the adventurers who face them.
As this is a ninth level spell you’ll only have one per day, but you are now a beholder and can turn your antimagic cone on the caster, preventing them from casting forcecage on yourself or anyone else. If you know you’ll face multiple forcecage casters throughout a day, you’ll either have to rely on your friends, or invest in ways to cast multiple 9th level spells per day, most notably either of the Epic Boons which let you do that.
†: Our options for shapechange forms here are fairly limited; the common beholder is the highest CR beholderkin that is not undead, and employed as what you’re most likely to have seen. Since shapechange doesn’t give you the Spellcasting trait you’ll need one that has a relevant “disintegrate” attack, or either of the spells as Innate spellcasting or similar. For Innate spellcasting, there are none with disintegrate, but aeorian nullifiers have antimagic field 1/Day. The woe strider from Theros also has conic antimagic field, but is CR7 (and cones don’t really work, see answer). The astral dreadnought also has a cone, but is CR21 so can’t be shapechanged to (and you may have an issue of size). If there are any relevant monster forms I’ve missed, I’d love to hear about them.
How would a lv 20 Moon druid get out of a Forcecage?
Some options I’ve considered are:
Repeated teleportation attempts
There don’t appear to be any teleportation spells that would work from inside a Forcecage on the Druid spell list. The one that comes closest is Plane Shift, which can’t send me to the plane I’m on so that’s not good enough. Plus it’s 7th level, so only somewhat “repeatable”. Things like Tree Stride or Transport via Plants obviously won’t work.
I’ve found only one magic item that might help, the Helm of Teleportation. Which has 3 charges. That should be good enough to get out of the first Cage, but maybe not out of the second one. Besides, does it count as metal armor?
Perhaps there’s a Feat that can give me access to Misty Step? Would only be useful if I can cast it using spell slots.
Antimagic field or Disintegrate
Again, not on the Druid spell list. Any chance of getting access to this 8th level spell?
The spell Druid Grove has an oddly specific material component that is consumed but is otherwise costless: “A mistletoe harvested with a golden sickle under the light of a full moon” (XGE, p.154).
At level 20, an Arcdruid can ignore material components that don’t have a cost and aren’t consumed (PHB, p.64).
Does that mean that the druid can ignore material components that have no cost but are consumed?
Just have this idea of a high-level naked druid wandering in the forests creating temporary sanctuaries all over. But I don’t know whether the druid itself has to have the component for Druid Grove on hand, or can just be completely naked.
Trying to figure out which spells interact with the Chalice Starry Form. Some are obvious and I don’t think I need clarification on (like Cure Wounds or Healing Word clearly work) but others are less obvious to me.
Chalice: “A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.”
Spells in question:
Goodberry: “Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.”
Healing Spirit: “You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).
Until the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.”
Aura of Vitality: “Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.”
I am currently trying to create a custom druid subclass called the Circle of the Ent, inspired by Ents from The Lord of the Rings. I really love the concepts, but I do not have any experience with custom classes or how to make them balanced.
What should I do to improve my custom druid circle? What, if anything, have I done well? How can I make the wording flow better?
Full info below:
Circle of the Ent
Druids of the Circle of the Ent are attached to the nature around them in everything they do. They feel what the plants feel, and the plants feel what they feel. They are capable of arousing plants to fight but must be careful since they will feel some of the harm done to any plants.
Because of their abnormally deep connection with plants, Circle of the Ent druids take on many of their characteristics including appearance, movement, and a steadier world view.
Your understanding of the flora around you and deeper connection to and awareness of the living world grants you access to certain spells.
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the table below. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
spike growth, locate animals or plants
plant growth, summon fey
conjure woodland beings, guardian of nature*
tree stride, wrath of nature
Starting at 2nd level, you are surrounded by invisible orbs of natural energy. After a long rest or meditating for at least 1 hour, you regain 1d4 expended orbs. You can have no more than 10 orbs at any one time, which increases to 15 at 5th level and 20 at 10th level.
As a bonus action, you may expend 8 of these orbs to recover an expended 1st-level spell slot. Starting at 5th level, you can expend 10 orbs to recover an expended 2nd-level spell slot. Starting at 7th level, you can expend 12 orbs to recover an expended 3rd-level spell slot. Starting at 11th level, you can expend 14 orbs to recover an expended 4th-level spell slot.
Voice of Nature
Starting at 2nd level, you imbue plants within a 100-foot radius of you with limited sentience and awareness. You are capable of simple communication through emotions with the affected plants. This means they can feel your happiness, annoyance, excitement, anger, sadness, and pain; and you can feel theirs.
Because of this emotional connection, you take on some of the characteristics of plants: your skin takes on the a bark-like appearance and your speed is decreased by 15 feet. Whenever you are angry, some plants cause damage to creatures touching them:
Plants that are restraining creatures other than you cause them to take 1d4 piercing damage when the creature begins its turn restrained.
Plants that are creating difficult terrain cause creatures other than you that move into or move within that area for the first time each turn to take 1d4 piercing damage.
This damage increases to 1d6 at 6th level, 1d8 at 10th, and 1d10 at 14th level.
Starting at 6th level, your connection to nature grants you occasional bursts of power. As an action, you can expend 12 of your orbs and expend a use of Wild Shape to channel the energy of the surrounding area. Instead of transforming into a beast, you take on the form of an awakened tree. Your size is Large for the duration of this form, and you gain additional benefits:
Your speed is increased by 20 feet.
Add half your Wisdom modifier to attack rolls you make, rounded down.
Whenever damage is rolled for due to one of your spells, abilities, or attacks, add an additional 1d4, maximum once per spell/ability/attack. (For example, if nearby plants are creating difficult terrain, you will roll an additional 1d4 piercing damage every time your Voice of Nature feature causes those plants to roll for damage. The same is true for a spell like ensnaring strike, which will cause an affected creature to take damage from ensnaring strike, Voice of Nature, and the additional 1d4). This additional damage increases to 2d4 at 10th level, and 3d4 at 14th level.
Starting at 10th level, you regain 1d6 orbs instead of 1d4 orbs after finishing a long rest or meditating for 1 hour. In addition, you can use your action to expend 20 orbs and immediately cast the awaken spell without material components. It still requires the same amount of time to cast. When you cast awaken in this way, it can only target plants.
I Am Groot
(I couldn’t think of what to call this ability)
Starting at 14th level, when your Nature’s Wrath feature is active, you add your full Wisdom modifier to your attack rolls, instead of half your Wisdom modifier. In addition, your connection to nature has transformed your body more: some leaves sprout from your head, and your barky skin gives you +2 AC.