
Right in the neighborhood of the Cleric's and Wizard's subclass options.
CALL LIGHTNING 5E BEAST FORM HOW TO
Potential subclass circles should have entailed: "Green": plant-focused, "Spirit": for a simple shaman "Land": for the terrain speciality works fine for me "Hunt": for an animal companion/summoning speciality I really like the berserker-inducing warrior idea and, sure, why not call it "Warden" and make it subclass of druid? the diviner/seer idea is good, too, though how to differentiate it from a Knowledge cleric or a Diviner wizard might be tricky and whatever you want to call a shapeshifter-focused druid. But no reason any/every druid needs to be altering their molecular structure into animal forms at 2nd level. Make a subclass that focuses on it as a primary ability, fine. But there is no reason it should be a 2nd level choice (other than for the people who mistaken believe that a D&D "Druid" is supposed to be a WoW shapehangey "Druid" and that's what their shtick is "supposed" to be. The ability itself is far too early in the level progression. "Wildshape", my biggest peeve with the class, needs to go back to being called "shape-shifting" or "shape-changing" or even just "bestial transformation" or something. The few one's I've seen from UA do not impress me at all. I agree that more circles would have been great. I feel like every class should have at least 5 subclasses. Clerics and Wizards always get new subclasses. The latest one that seems to be good at summons is also nice. A weapon focused druid that's using things like Shilleigh or whatever (too lazy to look up spelling), Flame blade, and more. And that's summed up as "dedicated caster." We could seriously use some more variation. Land druid, however, is pretty much the ONLY other option. Maybe this is a problem of just not enough Beasts that are properly leveled, or needing rules to level up the CR of a beast, but when a tiger is being so outclassed so early on. Instead, I outgrow those early on, and have to stick with just tanky beasts, since those are the only ones that can stand up to the physical challenges. I want to be a tiger, or a snake or something consistant across all levels. Usually a bear, elephant or a dinosaur after a point, then elementals. Instead, I have to encounter animals, then turn into them. I had a blast with my drow spider shifter in 4e. For me, I envision shifting to play a werewolf, or something. * Terrain control spells (entangle is the classic example, but there are many others) * Animal hoards (druids make the best summoners in 5e imho) At the very base, they're defined by a few things. OK, it's not casting Call Lightning at 3rd level, but hey. I've found each subsequent version of the D&D Druid after 1e disappointing on some level (yeah, even 3.x's coDzilla Druid) - until 5e. Sure you had to fight for those last 3 levels and were prettymuch screwed after that, but it was still a pretty awesome run, and it's not like I ever actually did run up against the cap. The AD&D version was off in left field (typical for D&D, really), but hey, it was a class that cast 3rd level spells (including Call Lightning) at 3rd level and Shapechanged at 7th (not got Shapechange as a 7th level spell, at 7th level, 3/day), and they could ultimately get as many as 14 HD (CON added to each of those y'know), when the fighter only got 9. The terse explanation of what the Druid was got me curious and I looked into Celtic mythology and fiction based on it, and got pretty into it, really. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.Druids became my favorite class fairly early on, when Magic-users had started to pall a little. Under such conditions, the spell’s damage increases by 1d10.Īt Higher Levels. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. Each creature within 5 feet of that point must make a Dexterity saving throw.

A bolt of lightning flashes down from the cloud to that point. When you cast the spell, choose a point you can see under the cloud. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). Duration: Concentration, up to 10 minutesĪ storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you.
