Circle of the Spores |
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Initial Circle of the Spores Features |
Inherited Druid Features |
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Circle of the Spores is a Subclass of Druid in Baldur's Gate 3. Circle of the Spores Druid's primary Ability is Wisdom, their saving throw proficiencies are Intelligence and Wisdom and they have a Hit Dice of 1d8. They have proficiency with Simple weapons, Light Armour, Medium Armour, and Shields.
Viewing death, necrosis, fungal growth, and sporulation as just another part of life, you can manipulate such spores to augment yourself and harm your foes.
BG3 Druid Class Progression
- Level 2
- Choose Druid Circle (Circle of the Moon, Circle of the Land, Circle of the Spores)
- Wild Shape (Action)
- Wild Shape: Cat (Action)
- Wild Shape: Badger (Action)
- Wild Shape: Wolf (Action)
- Wild Shape: Spider (Action)
- Level 4
- Pick a Druid Cantrip (Cantrips)
- Wild Shape: Deep Rothe (Action)
- Feat - Choose one from the Feats list
- Level 5
- Wild Strike (Class Feature)
- Level 6
- Wild Shape: Panther (Action)
- Wild Shape: Owlbear (Action)
- Level 8
- Level 10
- Pick a Druid Cantrip (Cantrips)
- Improved Wild Strike (Class Feature)
- Wild Shape: Dilophosaurus (Action)
- Level 12
BG3 Circle of Spores Druid Class Progression
- Level 2
- Halo of Spores (Reaction)
- Symbiotic Entity (Action)
- Circle Spells (Bone Chill) (Cantrip)
- Level 3
- Circle Spells (Blindness & Detect Thoughts) (Spell)
- Level 5
- Circle Spells (Animate Dead & Gaseous Form) (Spell)
- Level 6
- Fungal Infestation (Action)
- Level 7
- Level 9
- Level 10
- Spreading Spores (Class Feature)
BG3 Druid Spell Slots
Druid Level | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th |
Level 1 Druid | 2 | 2 | - | - | - | - | - |
Level 2 Druid | 2 | 3 | - | - | - | - | - |
Level 3 Druid | 2 | 4 | 2 | - | - | - | - |
Level 4 Druid | 3 | 4 | 3 | - | - | - | - |
Level 5 Druid | 3 | 4 | 3 | 2 | - | - | - |
Level 6 Druid | 3 | 4 | 3 | 3 | - | - | - |
Level 7 Druid | 3 | 4 | 3 | 3 | 1 | - | - |
Level 8 Druid | 3 | 4 | 3 | 3 | 2 | - | - |
Level 9 Druid | 3 | 4 | 3 | 3 | 3 | 1 | - |
Level 10 Druid | 4 | 4 | 3 | 3 | 3 | 2 | - |
Level 11 Druid | 4 | 4 | 3 | 3 | 3 | 2 | 1 |
Level 12 Druid | 4 | 4 | 3 | 3 | 3 | 2 | 1 |
BG3 Circle of the Spores Tips & Builds
- Has the potential to be a strong character with the Heavy Armour Proficiency and Illithid powers like Cull the Weak. Players may also opt to get Summons, spike growth, and huge Health points.
- Circle of the Spores works best in close combat, and players can opt to multiclass by getting Fighter abilities. 2 Fighter (for Fighting Style + Action Surge) and 10 Druid. However, with this build, Ranged Circle of the Spores is not recommended but can possibly try getting 2 Fighter level dip over a larger Ranger dip.
- You get specific dialogue choices for being a Circle of the Spores, try speaking to the Myconid Colony found in the Underdark.
- Circle of the Spores offers 1 Bonus Action: A halo of spores.
- Circle of the Spores can be tried on the Drow race to get Hand Crossbow Proficiency. You get two ranged attacks per turn with the added 1d6 damage from the "form", and also that spore reaction, so you have some ranged options or a supplement for your spells. Very fun, and very versatile. And you still have owlbear form with all its advantages when you wanna go melee.
- Circle of the Spores adds the most unique advantages, whereas the other two (Circle of the Moon and Circle of the Land) just specialize you into a particular playstyle.
- As a Controller, the Circle of the Spores can opt to get Spike Growth, Moonbeam, and Call Lightning.
- Players may opt to multiclass and add a level of Fighter, duel-wielding fighting style, and the two-weapon fighting feat. It can help if you choose DEX over STR.
All Druid Spells in Baldur's Gate 3
You can search by Name, Level, School, Casting and Time. Just type into the search box what you are looking for.
Quick Search of All Druid Spells
Name | Level | School | Casting time | Description |
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Cantrip | Divination | Action | The target gains a +1d4 bonus to Ability Checks. Melee Concentration Action |
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Cantrip | Conjuration | Action |
1~12 Damage Project a puff of noxious gas. |
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Cantrip | Conjuration | Action |
Inflicts Produce Flame A flickering flame appears in your hand. It sheds bright light in a 3m radius and deals 1d8 Fire damage when thrown. |
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Cantrip | Abjuration | Action |
Magically bolster a creature's defenses. It receives a d4 bonus to saving throws.
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Cantrip | Transmutation | Bonus Action |
Inflicts Shillelagh Imbue your staff or club with nature's power. It becomes magical, deals 1d8+Wisdom Bludgeoning damage, and you use your spellcasting ability for attack rolls. |
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Cantrip | Transmutation | Action |
Strike at a target with a thorny, vine-like whip. It deals 1d6 Piercing damage and pulls the target 3m closer to you if it is Large or Smaller in size. |
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Lv 1 | Enchantment | Action |
Inflicts Charmed Charm a beast and convince it you mean no harm. Prerequisite: the beast cannot have an intelligence of 4 or higher. The spell ends if you or one of your companions harms the beast. |
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Lv 1 | Enchantment | Action |
Inflicts Charmed (10) Magically charm a humanoid that you can see. A Charmed creature can't harm the charmer, and the charmer has advantage on Charisma checks against the creature.
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Lv 1 | Transmutation | Action |
Call forth rain. It extinguishes exposed flames and forms a water surface.
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Lv 1 | Evocation | Action |
1d8+[Spellcasting Modifier] hit points A creature you touch regains 1d8+[Spellcasting Modifier] hit points. This spell has no effect on undead or constructs.
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Lv 1 | Conjuration | Action |
Vines sprout from the ground, turning it into difficult terrain and possibly Entangling creatures within.
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Lv 1 | Evocation | Action |
Inflicts Faerie Fire (10) Encase multiple targets in colourful light. The targets turns visible, and attack rolls against the targets have advantage.
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Lv 1 | Conjuration | Action |
Create a cloud of dense frog. Creatures submerged in the fog are Heavily Obscured and Blinded.
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Lv 1 | Transmutation | Action |
Conjure four magical berries for youself or a companion. Creatures who eat a berry regain 1d4 hit points.
The berries appear in the targeted creature's inventory and disappear after a long rest. |
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Lv 1 | Evocation | Bonus Action |
1d4+[Spellcasting Modifier] hit points A creature you can see regains 1d4+[Spellcasting Modifier] hit points. This spell has no effect on Undead or Constructs.
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Lv 1 | Transmutation | Action |
Inflicts Jump (10) Touch a creature to triple its jumping distance.
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Lv 1 | Transmutation | Action |
Inflicts Longstrider (1) Touch a creature to increase its speed by 3m/10ft.
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Lv 1 | Divination | Action |
Inflicts Speak with Animals Gain the ability to comprehend and verbally communicate with beasts. |
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Lv 1 | Evocation | Action |
2d8 Thunder Release a wave of thunderous force. It deals 2d8 Thunder and pushes away creatures and objects.
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Touch a willing creature to toughen its skin and increase its Amiour Class up to 16. |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Grant a creature the ability to see in the dark out to a range of 12m. Until Long Rest Melee |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Bestow a magical enhancement upon an ally. They gain Advantage on Ability Checks with a chosen Ability. |
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Lv 2 | Evocation | Bonus Action Action |
Conjure a flaming scimitar in your hand that deals 3d6 Fire damage and sheds bright light in a 3m radius and dim light in a 6m radius. |
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Lv 2 | Conjuration | Action Level 2 Spell Slot |
2d6 Fire |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
2d8 Fire Range: 18m |
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Lv 2 | Enchantment | Action Level 2 Spell Slot |
Paralyse a humanoid creature, making it unable to move or act. 10 turns Range: 18m WIS Save Concentration |
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
Remove one disease or condition afflicting a creature. Melee |
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Lv 2 (Circle of the Land Only) | Illusion | Action Level 2 Spell Slot |
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3. Whenever you successfully evade an attack, one of the duplicates disappears. 10 turns |
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Lv 2 (Circle of the Land Only) | Conjuration | Bonus Action Level 2 Spell Slot |
Surrounded by silver mist, you teleport to an unoccupied space you can see. Range: 18m |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
2d10 Radiant |
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
Call forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth checks. Until Long Rest Concentration |
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
Touch a creature to grant it protection against poisonious influences. |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
2d4 Piercing |
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Lv 3 | Conjuration | Action Level 3 Spell Slot |
3d10 Call down lightning to hit all targets within range. Each turn, can call down lightning again without expending a spell slot. 10 Turns 18m 2m DEX Save Concentration |
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Lv 3 | Evocation | Action Level 3 Spell Slot |
Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it. 18m 15m |
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Lv 3 | Necromancy | Action Level 3 Spell Slot |
Put an ally in a protective, magical coma deep enough to imitate death. The Ally becomes Resistant to all damage except psychic damage, and disease and poison no longer have any effect. 10 Turns Melee |
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their Movement Speed quartered. 18m 6m |
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Lv 3 | Abjuration | Action Level 3 Spell Slot |
Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage. Melee Concentration |
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Lv 3 | Conjuration | Action Level 3 Spell Slot |
Call forth a storm of sleet that douses fires, creates an ice surface, and disrupts the concentration of spellcasters. 18m 9m Concentration |
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Lv 4 | Conjuration | Action Level 4 Spell Slot |
Conjure a minor elemental to fight alongside you. 18m |
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Lv 4 | Conjuration | Action Level 4 Spell Slot |
Conjure a dryad to light alongside you. She can use Nature's Step. Entangle enemies. and Summon a wood woad. 18m |
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Lv 4 | Abjuration | Action Level 4 Spell Slot |
Snap an ally out of any Stun. Difficult Terrain can't slow them down and they can't be magically Paralysed or Restrained. |
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Lv 4 | Conjuration | Action Level 4 Spell Slot |
Summon a giant vine capable of dragging creatures towards itself. 10 turns |
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Lv 4 | Evocation | Action Level 4 Spell Slot |
6~40 Damage 2 turns 6m 18m Dex Save |
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Lv 4 | Evocation | Action Level 4 Spell Slot |
5~40 Damage Create a blazing wall of fire, burning anyone who dares stand too close.
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Lv 4 | Transmutation | Action Level 4 Spell Slot |
Transform a creature into a harmless sheep. 5 turns 18m WIS Save Concentration |
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Lv 4 | Necromancy | Action Level 4 Spell Slot |
8~64 Damage 8d8 Necrotic Plants are more susceptible to this spell: they roll with Disadvantage, and still take half of all the damage if they succeed the roll. On Save: Target still takes half damage. No effect on undead and constructs. 9m CON Save |
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Lv 5 | Necromancy | Action Level 5 Spell Slot |
If the spell attack hits, target is afflicted with a disease to choose from 6 proposed. Blinding Sickness: Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. Filth Fever: A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. Flesh Rot: The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. Mindfire: The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat. Seizure: The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. Slimy Doom: The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn. |
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Lv 5 | Abjuration | Action Level 5 Spell Slot |
Touch a creature and negate any Charm, Petrification, Stun or curse afflicting it. Melee |
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Lv 5 | Abjuration | Action Level 5 Spell Slot |
Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally. 10 Turns Target must be a celestial, an elemental, a fey, or a fiend. 18m WIS SaveConcentration |
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Lv 5 | Conjuration | Action Level 5 Spell Slot |
Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you. 18m |
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Lv 5 | Conjuration | Action Level 5 Spell Slot |
Creatures in a 20-ft-radius sphere must succeed on a Con. save or take 4d10 piercing damage (damage/lvl). |
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Lv 5 | Evocation | Action Level 5 Spell Slot |
6~27 Healing 3d8 + 3 Unleash a soothing lturn ofenetgy that heals you and nearby allies. No effect on undead and constructs. |
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Lv 5 | Evocation | Action Level 5 Spell Slot |
Raise a wall of non magical, solid stone. |
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Lv 6 | Conjuration | Action Level 6 Spell Slot |
7~56 Damage Create a wall of pliable, twisted thorns surrounded by Entangling vines. 1 turn 18m DEX SaveConcentration |
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Lv 6 | Conjuration | Action Level 6 Spell Slot |
You and everyone around can't be poisoned, diseased, or frightened. Your HP increases, and you make Wisdom Saves with Advantage. Until Long Rest 18m |
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Lv 6 | Evocation | Action Level 6 Spell Slot |
8~48 Damage 6d8 Radiant A beam fo brilliant light sears and Blinds all creatures in its path. Until the spell ends, you can recast Sunbeam without expending a spell slot. 10 Turns On save: Targets still take half damage. 18m CON Save Concentration |
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Lv 6 | Evocation | Action Level 6 Spell Slot |
70 Healing No affect on undead and constructs. Melee |
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Lv 6 | Transmutation | Action Level 6 Spell Slot |
Atrophy a foe, Restraining them until they temporarity turn to stone. Target will Petrify if it does not succed its Saving Thorw within 3 turns. 3 Turns 18mCON SaveConcentration |
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Lv 6 | Transmutation | Action Level 6 Spell Slot |
Transform yourself and all nearby party members into tiny clouds of mist to avoid attacks. Until Long Rest While transformed, you won't be able to attack, cast, spells, or talk. 9m |
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Lv 6 | Transmutation | Action Level 6 Spell Slot |
Atrophy a foe, Restraining them until they temporarity turn to stone. Target will Petrify if it does not succed its Saving Thorw within 3 turns. 3 Turns 18mCON SaveConcentration |
All Druid Spells Gallery
Cantrips
Druid Lvl 1 Spells
Druid Lvl 2 Spells
Druid Lvl 3 Spells
Druid Lvl 4 Spells
Druid Lvl 5 Spells
Druid Lvl 6 Spells
Classes |
Arcane Trickster ♦ Archfey ♦ Assassin ♦ Barbarian ♦ Bard ♦ Battle Master ♦ Beast Master ♦ Berserker ♦ Circle of Spores ♦ Circle of the Land ♦ Circle of the Moon ♦ Cleric ♦ College of Lore ♦ College of Swords ♦ College of Valour ♦ Conjuration School ♦ Divination School ♦ Draconic Bloodline ♦ Druid ♦ Eldritch Knight ♦ Enchantment School ♦ Fighter ♦ Gloom Stalker ♦ Hunter ♦ Illusion School ♦ Knowledge Domain ♦ Life Domain ♦ Light Domain ♦ Monk ♦ Nature Domain ♦ Necromancy School ♦ Oath of the Ancients ♦ Oath of Vengeance ♦ Oathbreaker ♦ Paladin ♦ Ranger ♦ Rogue ♦ Sorcerer ♦ Storm Sorcery ♦ Tempest Domain ♦ The Fiend ♦ The Great Old One ♦ Thief ♦ Transmutation School ♦ Trickery Domain ♦ War Domain ♦ Warlock ♦ Way of Shadow ♦ Wild Magic ♦ Wild Magic (Barbarian) ♦ Wizard |
- Anonymous
Reasons why this is better than necromancer:
-medium armor + shild;
-you dont need to cast spell to do nice dmg;
-can have a bigger army thanks to spore zombies (dont cost spell slot)
-shillelag, moonbeam, and conjure woodland;
-big extra hp that can be refreshed 2 times per short rest;
-its a druid, have healing spells and can became animals when needed;
-after lv 11 you can dip 1 lv in wizard to learn spells from scrolls (need some int, you can pick the act 1 ogre circlet for base 17 int), or monk if you want to use robe for a extra ac from ypur wis.
- Anonymous
You have acess to lots of spells and extra resources (like fungal zombies and free aeo necrotic dmg), really tank for a full caster, and do a really nice weapon dmg, and if needed you still can wild shape.
Really versatl sub, and very strong.
- Anonymous
- Anonymous
- Anonymous
Extra attack on lvl 5 and 10 for beast form is surely what i want to see on subclass that plays without beast form
Tanky. Control. Supportive. Damage.
You won't believe how strong he is.
- Anonymous
24/7 haste with Armor of the Sporekeeper.
What a ridiculously broken class in Act3. Those of you who haven't played spore with that armor you guys have missed out big time.
- Anonymous
IMHO, this subclass is overrated as a necromancer. The summoned zombies are like 9 health, damage is ok, but they can't survive more then 2 hits, but you have 4 charges per rest. Necromancer wizard can have better army with animate dead abd has a better pool of spells with great cc options.
- Anonymous
2 levels into warlock will allow you to regenerate temporary life from symbiotic entity fully outside of combat. And the little the little amount the fiend subclass with bloodlust and heroism makes for great combat sustain. I suggest if your more of a fighter to go for more warlock for weapon bind or other subclasses for better close quater combat.
- Anonymous
Dual wield lit torches with Shillelagh on both + Symbiotic Entity = Early game OP AF!
You can also take one level in fighter to get two weapon fighting to add your wisdom modifier to the off hand Shillelagh torch.
- Anonymous
The biggest downfall of this class is needing heavy armor and martial weapons because a lot of the effects are close range. Pick up 1 fighter as your first class, and do the rest as spore druid. It's very powerful with heavy armor mastery and dual wield.
- Anonymous
One of my favorite classes. Sad to see that the necrotic damage type on your weapons has anti-synergy with the creation of baby zombies. Sometimes killing infected enemies with the weapon works, sometimes it doesn't. Maybe it depends whether or not the normal typed damage finished them off. Also unfortunate there is no proper way to heal the undead, other than aid. Still very strong if you have a hireling using a max upcasted aid to heal your zombies.
- Anonymous
- Anonymous
The Dual Wield Druid
Gloomstalker 5, Spore Druid 7
Two Hand Expertise from ranger + the Dual Wield Feat
I go lathanders blood in main hand and Shilleagh club of strength (19 STR) in off-hand
This makes you a beast at attacking with symbiotic up and all these extra attacks from ranger.
Main reason you go ranger for the extra attacks and proficiency is it gives you spell slots as well, but the bonus initiative is also very nice.
- Anonymous
Honestly quite let down with this subclass.
Wanted to do a Shadow Druid playthrough that would go well with the flow of the story from Kagha to the second act.
But as the necrotic damage doesn't scale, the interaction with ranged weapons is "unintended" and they get a passive which doesn't work with the unique "wild shape" it feels just extremely underpowered compared to either any other melee or caster class.
Sure the flavor is cool, but not that cool when your companions out-scale you hard if you don't min-max your sheet.
- Anonymous
Armor of the Sporekeeper is a game changer for spore druid, it unlocks the stongest skill in the game by far.
- Anonymous
Spore Druid 7. Openhand Monk 5
Wisdom and Dex maxing
Ended up having 22 AC while unarmored, great crowd control, a good flow of zombies to tank damage, and great sustain.
You never do the most damage on the team but you're a solid build throughout the entire game, never really falling off.
Getting Horns of the Berserker and Woe in act 3 creates a combo that makes you unkillable.
Super fun class if you can configure it right.
- Anonymous
- Anonymous
Strongest class by far, i just got heavy armour feat, ilithid powers like cull of the weak and the one if you miss you take 1d7 damage and oh man. Summons, spike growth, huge hp, currently lvl 7 on tactician with a noob friend just duo and we are rocking. Multiple fights i went solo against odds. Don t forget that you do have scrolls and flasks on this game also. Spore druid is a very versatile tank
- Anonymous
I use this with 1 level of monk multi-classed and then built strength for unarmed combat, go tavern brawler for double strength dip and slam people with your fists like your zombies. The whole point of the spec is to be like the spore colony, acting as one. Just pretend you're a zombie and punch em! Does solid damage and provides a cool summon frontline. You have access to great zoning spells that don't require a save against your DC like spike growth if you need to stay at range for a bit, but is fully capable in melee as well!
- Anonymous
I use this subclass with drow race to get hand crossbows profficiency. You get two ranged attacks per turn with the added 1d6 damage from the "form", and also that spore reaction, so you have some ranged options or a supplement for your spells. Very fun, very versatile. And you still have owlbear form with all its advantages when you wanna go melee.
I tried the other subclasses but I feel like this one adds the most unique advantages, whereas the other two just specialize you into a particular playstyle.
- Anonymous
I think that people greatly misunderstand how this subclass works. You are not meant to scale with the martials, but rather make use of your "wildshape" (Symbiotic Entity), which will still allow you to cast spells. You are still a spellcaster at your core, and by no means are you supposed to dish out the same kind of damage as just about any melee class later on. (But with certain spells, you can do a lot!)
Think of yourself as a support spellcaster, but with a bit more versatility when it comes to someone wanting to bash your skull in - you have new options, and the ability to more easily fight back in some cases, setting up your damage dealers or straight up finishing off the enemy.
As for the design of the subclass itself, it does suck that you don't really have any extra attacks or anything, but that would just make it way too strong along with the full caster abilities that you already have. Think about it - many martial classes would just pale in comparison, just because you could whack twice, do some spore stuff, get an undead and then back yourself up with some powerful spell should things go south.
For anyone wanting to go as a tanky melee druid, Circle of Moon is the way. Not this, despite the cool flavor.
- Anonymous
I've tried several builds but unfortunately, this just isn't that great of a class. Everything about it incentivizes you to go into melee which works lower levels, but once you hit level 6 this falls off fast.
Neither symbiotic entity nor halo of spores adds enough damage to keep up with martial classes at mid-high levels. Even if you add shillelagh your overall damage just isn't that high compared to a barbarian or fighter, and it uses an entire bonus action which further disincentivises its use. Speaking of bonus actions, this class really only has 1: a halo of spores, which again simply doesn't scale well; and forget about taking a feat like polearm master, because, currently it's only adding your strength modifier, which is useless for a druid. But, all that is assuming you can even maintain symbiotic entity, like a normal wild shape once you use up the temporary HP it ends along with all of it's benefits so you're now doing even less damage unless you have decent AC.
The best way is to add a shield, but that essentially locks you into one attack per turn. Alternatively, you could add a level of fighter, duel-wielding fighting style, and the two-weapon fighting feat. It's kind of viable if you dump strength and go all in on dex, and with the latest patch, it works well with a level of monk which adds unarmored defense, and another bonus action. But at this point you're kind of spreading yourself thin between a couple of classes, and like 3 ability scores (dex, con, wisdom) for what is a pretty mediocre melee build.
So what about the spellcasting and wild shape? Well... what about them? Frankly, there isn't anything that the circle of spores gets that the circle of moon doesn't get except for gaseous form (a somewhat useful exploration spell) and Raise dead. But if you want to mess around as a controller you still get spike growth, moon beam, and call lighting. And if you want to be a summoner you have conjure elementals, minor elementals and woodland beings. Circle of moon also has better wild shapes at 10th level, there's even a moon druid build that can do 15 attacks in one turn.
It's really a shame Spore Druid is really cool, but mechanically it just doesn't work. You're better off playing Circle of Moon or a necromancer.
- Anonymous
I'm trying to make a Dark ranger (warcraft) using this druid as a base, the problem is that I'm not sure how to multiclass him.
Ranger gloomstalker 3-5? rogue? fighter?
Suggestions?
- Anonymous
This doesn't seem like a good long-term class, but a 2 level dip can basically add 1-6 dmg to all your attacks and give you some useful cantrips and spells.
Does this subclass have no interactions with Myconids at all? It feels really bizzare when its basically dedicated to shrooms and there are no comments on it at all
- Anonymous
Wish this subclass got a replacement for Wild Strike.
Like, the entire point of the subclass is to use Symbiotic Entity instead of Wild Shape so the Wild Strike bonuses will rarely have an effect.
So getting an extra attack, potent spellcasting or some scaling on Symbiotic Entity would be nice to offset the lack of Wild Strike attacks.
Each would benefit in a different way;
Extra attack would allow for leveraging the bonus 1d6 damage from Symbiotic Entity and Shillelagh and provide more flexibility with multiclassing.
Potent Spellcasting would facilitate a pure caster by having extra damage on Bone Chill (Also Thorn Whip and any bonus Cantrips attained through feats).
While bonus scaling on Symbiotic (Be it more bonus dice for Halo of Spores and/or more dice on the bonus weapon damage) would provide Rogue-esk scaling where you hit like a truck by going deep into the class (Which you're already incentivised to do so you get more temp health to keep SE up)
Without this extra boost, it can often feel like the subclass drops off compared to Moon which can be an awesome fighter with strong Wild Shapes that have bonus attacks and Land which can be an awesome caster with its access to Haste and Natural Recovery (For more Hasted Call Lightning)
- Anonymous
this subclass feels too weak when compared to Circle of the moon
- Anonymous
- Anonymous
If you are going 10 druid / 2 fighter. Don't.
Instead go 2 war domain cleric / 10 circle of spores druid.
This allows you to use an extra attack as a bonus action 3 times instead of just once.
Plus this feels like the best roll play as a "Death Knight" in my opinion.
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