I just noticed that level 6 lets you Thorn Whip from the spirit's location, in addition to its teleport and movement. That can make for a really incredible Spike Growth trapper
So sneaky of them to drop that little tidbit in the last line of the feature. “You can roll one more die with some of your spells. “Oh yeah, and here’s this incredibly useful tactical ability.”
Wildfire druid with Sheleighleigh and Booming Blade is a game changing combo for me. You hit with booming blade using your wisdom, then teleport everything around your target so they have to move. It's honestly the most fun chassi to build characters around I've found post Tashas
@@godofzombi I tend to be more thematic and dip light cleric for the reaction that fits perfectly in the power set. The base attack being good enough to throw away spell slots with abandon really changes the nature of the class.
@@Story_Sandwich Not as well, crusher affects only one target, so if you got flanked by a bunch of goblins you'd still be stuck. Also with the teleport you can get multilpe of your allies out of harms way. Crusher wont affect anything more than 1 size larger than you, and if the target has reach, shoving it 5 ft away still leave you in range.
@@Story_Sandwich Despite your protestation that "bunching up is bad strategy", as if there has never been a single target for a melee heavy party to attack in history, the bigger problem with your argument is that Booming Blade's secondary damage only works when the target WILLINGLY moves. OP is creating a threat the monster wants to run away from by putting it in the middle of several attackers, and if it does, even if it disengages, it will trigger the BB damage. Crusher forces movement, which absolutely can not trigger BB.
@@Story_Sandwich Additionally, using booming blade and a bonus action multi-teleport to force a monster to choose between two bad options for it sure sounds like controlling an enemy with a spell to me.
I gotta say, I watch a lot of build videos and I really appreciate how well you understand the game and how things will work in a practical sense. Having seen so many, I've gotten really tired of builds that act like Bonus Actions are free, or concentration is free, or feats... You always keep all these things in mind and understand that setup turns are an actual issue. Always makes me excited for your build videos, cus they usually have some kind of idea in there that actually works and I can work from there to make it my own.
Since the Arcana domain already gets Detect Magic & Magic Missile as domain spells, you can pick up a different spell instead of Detect Magic with your Druid preparations at 23:53 Love the build! Planning on playing a tortle version of it myself.
Outlander has quickly become my favorite background for Druids. Not only is the flavor perfect, I've actually found the athletics proficiency to be amazing with wildshape! Not only can you be a brown bear with 19 strength, you can be a brown bear body builder with 19 strength plus PB
I’ve been playing a wildfire Druid for a year and i absolutely love it. I can’t imagine playing any other type of Druid. The teleportation feels so good
I'd like to point out that the 9th level spell Storm of Vengeance is INCREDIBLY good at destroying cities, armies and other large groups of hundreds/thousands of people, which most other classes have a very hard time with in comparison. it has a frankly SILLY aoe range of 360 feet radius, hitting a total of 5184 tiles on a 5 foot grid, letting you wipe out litteral thousands of enemies at a time that almost no other class/feature is able to do. If the big bad evil guy has an army, or theirs a city you want to flaten, ect, this is THE SPELL for doing it!
For cantrips, i really reccomend taking Mold Earth. This spell is astoundingly good if you know combat is coming and you need to set up defences at your current location; digging trenches and making dirtbaricades around a location you need to defend pre-combat is incredibly effective at giving you the upper hand, and costs nothing but time. Situational, but INCREDIBLY strong in that situation, i'd much rather have it over druidcraft at 10th/11th level.
I can't. This build sucks and skipped over the one thing that would have fixed it. A dip in peace cleric. What he really is trying to build, already exists and is much better. A LIGHT cleric. You have heals but you also have burning hands, scorching ray, the almighty faerie fire, and lets face it. The one spell people want builds like this for....fireball. Wall of fire....why did I want a fire druid again. Drudi has a problem in that most of its subclasses suck while Moon druid reigns supreme. The little wildfirespirit here is completely over whelmed by Moon Druids ability to take on elemental shapes at 10th level.
Scorching ray is a spell that works really well if you have hex active. So if you play a hexblood or have a feat that lets you cast hex it can become a powerfull single target spell. A potential 9d6 dmg on a single target by just having a hex active and using a 2nd level spell is great damage.
@@dragonhearthx8369 you could instead of the cleric multiclass dip do a draconic bloodline dip of 1 lvl if you really want the armor class increase. Still gets you the cantrips etc but your ability scores must be divided more equally because of the multiclass requirements
Another thing with Fiery Teleportation is that it doesn't specify you need to be able to see the willing creature that's being teleported, just that they be within 5 feet of the spirit. So you could presumably use it to teleport an ally that's been swallowed by a monster, assuming your spirit can get in range of them.
Great build! I am going to be using this. Just a heads up, if you start as a Cleric, you cannot get proficiency with scimitars. Druid's weapon proficiencies don't carry over when you multiclass.
Was just thinking about this, probably better off starting Druid at lvl 1 and cleric at lvl 2, gives you better skill and equipment choices, herbalism kit too
Thanks for the build on the Wildfire druid. I'm playing a Githzerai Wildfire Druid at level 15 and I'm having fun so far but I kept thinking maybe I could do more for the team. This is giving me good ideas so thanks Treantmonk.
@51:55, you discuss feats - telekinetic, shadow touched, feytouched. I think that fey touched would be better as you can take hex - giving you an option to cast that allows your druid to do some pretty good burst damage using scorching ray (each bolt does 3d6 damage). This also allows you to contribute in different ways - hex debuff + dps as an alternative to just battlefield control. For many players, battlefield control spells only last for a round or two, so having an option to play another role can be useful. Also makes use of scorching ray which you always have prepared anyways. (hex + 6th level scorching ray could deal 21d6 damage + 1d8 if all 7 rays hit. this makes it a good option if you have a spell slot you dont typically use)
yea, I like that strategy. In the past, I built a Wildfire druid as a high elf and took elven accuracy for that tripple advantage hex-scorching ray nuke. That also gives you green flame blade without the cleric dip.
Yea, to me Scorching Ray is sort of a standout, not because it's so great but because Druids have so very few options to convert spell slots into single target damage. Sometimes you just need something dead.
Sweet, so glad to see this. This druid is one I have been toying around playing as well, and noticed how few druid videos and guides in general there are on the internet compared to other classes.
An alternative cleric subclass to start with is order domain. It's voice of authority ability is probably the best one for a one level dip. Every leveled spell targeting an ally, action, bonus action, reaction, gives them the ability to make an opportunity attack against anyone you see. So your battlefield Healing/control is further improved. Firebolt is good. But like me, you might be able to convince your dm to re-add firebolt to the circle spells.
One thing, the fire spirit can be used as a way to light a small area such as a torch. Because of this, you may want to reconsider the light cantrip for something else.
I look forward to watching this one. I once had this exact race and multiclass in mind for an Eberron character for a (newish) player determined to play an exotic PC in my game. Lizardfolk of Khorvaire (the main continent) are natives of a frontier nation called Q'barra (the backdrop of this campaign). Their magical traditions blend druidic primal magic with divine power of the Silver Flame, a force with which they share a special connection. Fire resistance is always a potential issue. In our Eberron games, we do not allow fiends to resist fire or radiant damage associated with the Silver Flame. (Anyone who knows the setting's lore understands.) I'd allow this character in that circumstance said allowance. The fire gets fluffed as silver, the pet generally takes the form of a winged serpent/tiny couatl, and you have a fun, strongly rooted Eberron character
I'm surprised this build didn't pick Bones of the Earth, maybe replacing a lower level spell prepared, even if just as a non-concentration option since druid concentration is so often spoken for. (Can be a non-concentration 30x30 wall if you're stuck concentrating on a summon. In a cave or a dungeon it could be a dex save to restrain a bunch of creatures against the ceiling, again non-concentration). Also upcasts for two more pillars per level, which might be relevant for a higher level slot where the spell options aren't great.
With Shadow touched you can always take Disguise Self which is hard not to be useful many times in a campaign, always nice to have. It also pairs great with invisibility or wildshape; survey a situation while invisible or a bug, then impersonate someone to do all sorts of havoc. Combined with the wildfire spirit you could teleport yourself while invisibility into places you were expected to get through, and then your whole party too when it's an opportune time.
I've used Scorching Ray on the wildfire Druid a lot and I actually really like it. For single target damage I think it's great, and that's something that Druids don't usually have a lot of options for, and I can use faerie fire or entangle to give myself advantage. Plus getting 2d6 for an upcast is pretty solid
Misty step lets you move at the start of your turn before your movement so as a get out of trouble option is quite better then fiery teleportation, so I’d rate fey touched higher then telekinetic. Also something interesting: a lvl 6 druid with 16 wis does a little more damage with firebolt+spirit then a bladesinger with 16 dex and int with attack+BB (even if dual wielding). Bladesinger can obviously improve it a lot with concentration spells but assuming both characters are doing battlefield control with damage as a secondary option this was totally unexpected! Druid 13,2 dpr Bladesinger 12,6 dpr dual short sword (no help from familiar)
at 9:10 you claim you'll get the scimitar proficiency through Druid, but multiclassing to Druid only gets you the armor proficiencies, not the weapons. Still an OK option at low levels with the high dex, but I wonder if you wouldn't be better off just saving your gold and grabbing a dagger. You'll jump to a +5 to hit bonus at level 1, which will climb all the way to +9 at max level so a LOT less misses on your GFB swings, and you can even throw it if you need to (so keep a spare or two on your belt)!
Playing a Wildfire Druid Lvl 9 in Icewind Dale right now. Nice build Treant, I did some of the same things, but went with Magic Initiate - Warlock at level 1 rather than a cleric dip. The class has been very fun to play, and the wildfire spirit in combination with the good healing abilities have saved other part members on many occasions.
@@AdamZollo Probably the best damage dealing cantrip in the game...Eldritch Blast. But of course, if you're dumping Charisma, your hit rate is going to drop tremendously. But it's nice to have a good cantrip with damage type that is rarely resisted, especially if you come up against a boss level creature that is resistant or immune to fire damage. I'm playing a level 5 wildfire druid right now. Our party of 5 just encountered a large pack of gnolls on a rescue mission. We did pretty well taking out the gnolls, but the leader of the gnolls, a wizard or some other spellcasting type, just before he died, called on the aid of Yeenoghu. Of course he showed up, and he's immune or resistant to most of everything we are trying to throw at it. One of our casters has Eldritch blast, and thank god, because it's basically the only ranged attack that's making a dent right now. We ended our session 2 days ago at the end of 7 rounds of combat, and we haven't made a huge dent in Yeenoghu yet. We may have to get creative in order to make the rescue and get out alive. Sidenote: I'm not totally certain of the hit points, AC, etc from the stat block of Yeenoghu, but I'm fairly certain that our DM scaled down the AC because some things were hitting that probably shouldn't have, and I almost know that he has to be scaling down his + to hit for melee, because as I recall, this thing doesn't usually miss.
@@AdamZollo Hex, Green Flame Blade, Eldritch blast. I'm using hex infrequently as the campaign goes up in levels and I have spell slots to control and blast every round, but I still manage to land a hexed, shileighlied, +1d8 fire green flame blade in some fights that works pretty well!
One note on the lvl 13 feat is that Fey Touched does have a pretty sizable edge for self-teleportation - if you're in trouble and needing to retreat, the wildfire spirit teleport is a bit awkward. Misty step lets you do BA teleport -> retreat/move away - but the wildfire spirit one, the way I read it, takes its turn after yours. So the most it can do is move you 15 ft away, but you can't move further unless you use the ready action. Depending on the party/campaign, that is a pretty decent situational improvement IMO.
I'd love to see a gladiator-style battle between all of the flame-based classes; Wildfire Druid, Fiend Warlock, Light Domain Cleric, Evocation Wizard, maybe even 4 Elements / Ascendant Dragon (FIre) Monk & Storm Herald (Desert) Barbarian. It would probably take awhile, but a last man standing here could make for a fun One Shot
Telepathy was another late feat option, maybe less important from a pure combat perspective, though if your DM is a stickler about table talk or want to coordinate something with an ally... Also it provides Detect thoughts I think? Which can be considered "Social Battlefield Control" and rounds out your character in more areas of control. Also telekinetic provides mage hand, which isn't a cantrip you could otherwise access. Might not matter, but it was something. Also-also - late cantrips, you could still diversify damage by picking frostbite, and it gives you more battlefield control with an attack roll debuff. Also since you are a warcaster, you can cast single target spells as a reaction, so even things like infest, gust of wind, etc. allow you to get some battlefield control in a reaction opportunity attack?
As far as high level spells... Spells not mentioned that i think warrant a look: Leve 6 Wind Walk- large group movement second only to teleport. Level 7 Whirlwind- decent damage and control at a LONG range. Level 8 Tsunami- HUGE area effect, control and decent damage.
Huh, i would have gone dragonborn (metallic, gold) and taken strixhaven initiate to take toll the dead, guidance and mage armor (1/day no spell slot) and it gives you 15 gp in character creation screen
One of the other things I would pick for the level 6 spells I think windwalk is an incredible utility/getaway/infiltration spell and since they added Sunbeam from Tasha's that's pretty thematically good I like to theme it as opening a portal to the Sun LOL IDK I think everyone forgets about wind walk I mean it's 8 hours of technically gases form and fly it's an excellent shenanigans spell with a few restrictions to it but come on you can get around that
noted, Scorching Ray for the Wildfire Druid deals 2d6+1d8 fire damage at 6th level, and if you pick up Elemental Adept: Fire, all your spells that deal fire damage ignore fire resistance and can't roll 1 on the damage die, meaning for scorching ray, even if you only hit twice, by level 6, your min damage hiting with 2 rays is 12, while your average is 20-23, ignoring fire resistance. Not half bad in my opinion. This sentiment extends to flaming sphere as it'll deal 2d6+1d8 consistantly, if you're ever in a case where your wildfire spirit would be better to stay and do nothing but dodge anyways, then having a flaming sphere to constantly damage the enemy is not a bad idea. If ever you then need your wildfire spirit to do anything... just leave the sphere there for a turn and use your bonus action for your spirit.
I think you should mention the Loxodon as an alternative, since its natural armor benefits from constitution rather then dexterity. Awesome vídeo, as always.
Enjoying all of your videos. I have a character who started is a 6th level wildfire druid, and I was planning to go Arcana cleric at 7, to more or less align with what you are doing here. I was also wondering about Grave cleric. The idea is that you could bring up a fallen ally with 20 hp (2d8 maxed +4) and you could cast at range through the wildfire spirit. You could mitigate the short range of produce flame by casting through the wildfire spirit in a forward position. Do you think that is worth it compared to Arcana cleric cantrips?
One thing that be noted is that druids can wear spiked armor since it not necessarily metal, only “usually metal”, meaning it can made out of non metal and thus wearable for druids. Spiked armor is equivalent to scale mail, so it provides pretty good defense for druids, especially with the shield.
great guide! I've used the Half Elf High Elf to get the GFB cantrip. Another option in the future could be the kobold UA. I know Flame Blade isn't great but if you can convince your DM that it should work with GFB or BB, it could be great. Or you could beg for a Flame Tongue scimitar.
Great built, i plan on using most of your built but using the race Tabaxi. He will be called Sylvester and when he summons his spirit it will look like Tweety bird.
im making a character for an upcoming game. i knew i wanted to be a control druid, but couldn't decide between stars and wildfire- then this video pops up lmao. perfect timing and great video as always.
For my Wildfire Druid’s character, I decided to try something really different with his personality by making him emotionless because his emotions are his fire spirit.
I wanted Booming Blade as well as GFB because we can teleport away and practically force the enemy to move. By taking first level in Draconic Sorcerer we get 13+DEX+2 (Shield) AC. We also get CON save proficiency and the Shield spell. By going V Human we can have 16 Wis, 14 Dex, 14 Con, 13 Cha and start the game with both CON saves and War Caster. This frees up ASIs at Druid 4 and 8 to max out Wisdom but does have one fewer AC than Treantmonk's build. Is also missing Firebolt (I am certainly not proposing casting it with +1 CHA) but I envisage this character as being much closer to the melee; to get to me, the monster is going to have to wade across 15 feet of Spike Growth, and if they don't I'll just Thorn Whip them into the SG with me on the next turn before zipping away again.
would love a comprehensive guide to shapechange. I'm a little lost on which abilities are magical or supernatural sometimes. Then DM's could refer to the vid before nixing the player's creative idea
What would be a good race to pick if you DM let’s you use half plate armor/ metal armor that is reflavored as bulette armor or something like that? Plan on playing this in a Dungeon of the Mad Mage campaign as the groups replacement healer/ battlefield control after the other one got killed by a Power Word Kill spell! I would love to hear any recommendations. I maybe thinking Hexblood!
Character instead of dipping one level in the cleric get two levels in a warlock this way you get the incantation of repel and then use and send your cloud they come forward you pushing the 10 to 20 to 30 to 40 foot back into it continuously while the cloud is up and moving 10 ft away from you every time it's insane gross damage
I think instead of Lizardfolk, which just isn’t my thing, I would go with Variant Human and use the bonus feat on Magic Initiate to get Mage Armor, Control Flame, and Booming Blade. None of those rely on intelligence, and it adds a few more cantrips to the arsenal. I’d probably make room for Conjure Bonfire as a Druid spell when I don’t have a need to Concentrate on anything else; it can be effective, basically free area denial
6 levels wildfire. Use concentration for dragons breath. Web may be nice too. Polearm master for that fest would give a reaction to push away before being hit.
Also, going to 4th level Druid how are you getting 3 new spells and not dropping anything? I’m trying to follow this build in a game I’m currently playing, which is why I’m noticing these small things now
41:15 Green-Flame blade will deal 1 damage more actually. You are going to use Shillelagh with it, right? And Shillelagh increase the damage of your Stuff or a Club to d8. So it becomes 3d8+3 vs. 2d10+d8, so even without extra target GFB will deal 16,5 dmg on avg, though it is still a melee cantrip so it could be much more profitable to use Firebolt anyway
Another way around the armor problem: picking out a draconic origin sorcerer, plus HP bonus. Of course, you wouldn't be able to take firebolt with WIS modifiers which is a big part of this, but you could take greenflame or booming blade and something else like Sleep or Shield.
You could also just wear spike armor, which is equivalent to scale mail in terms of defense, but since the text doesn’t say it’s always metal, only “usually made of metal”, that means you can get one where the spikes are made out of non metal, like bones or something.
Just a question on optimizing this build, I am working on my own version of it, and, since metal armor is allowed in my campaign for Druids I went with custom origin. Given that lineage (which I am stuck with due to rp considerations), do you think it is worth it to ensure I have 13 cha so I can take a level in Divine Soul Sorcerer so I can grab Shield and Silvery Barbs? Likely thinking of progressing as such 1 arcana cleric/5 wildfire druid/1 divine soul sorc/x druid. Thoughts, opinions anyone?
Wouldn't you want one of your feats to be elemental adept? It just seems like a lot of this build is around having extra stuff to deal with enemies that are fire resistant. Therefore, im stuggling to understand why wildfire in the first place, considering it won't be long before your main abilities are practically useless. Including your spirit being reduced to just a 15-foot tele? Im sure im missing something as im relatively new to DnD (lvl 15 beast barbarian). I know, in contrast, it will be a challenge, but im really looking forward to a wilfire druid as my next character. I really love control characters and being useful in all situations. Also, i doubt I'd take the cleric level or lizard class because it doesn't really fit with the character i have in mind. Please, someone explain what im missing, and any suggestions would be very welcome!
Conjure Animal... CRAAAAABS! I think a decent middle ground with DMs is choosing a higher CR option for conjure animals, so there are fewer of them and they aren't used just to exploit help actions, etc. that feel pretty gamey and slow down the combat a lot. There are also more "interesting" options as far as abilities and damage with the slightly higher CRs. more ac, more hp, grapple, pounce, poison, etc. etc.
In my current campaign, my dm is using the “elf and orc had a baby” for mixed races. As a half tortle my ac is 14+Dex. I’m having so much fun being a tanky healer
@@TreantmonksTemple ah yes diversity is the spice of life, it's just that it takes a bit of investment for a lizard folk to get what a tortle gets with noone right at lvl 1 so it made me wonder
@@tibdragger yeah especially druid, just solves one of their biggest weaknesses, AC and also you can change the stat bonuses thx to Tasha so now days the only things that matter on a class are the abilities
Hey quick question my DM says Wildfirespirit can not fly upwards it can only hower so i can only fly once i have elevation is that a missunderstanding or is that rules as writen?
So question about the level 12 ASI: other than being optimal by taking a +1 to wisdom with a "half asi feat" why not simply pick Elemental Adept for fire?
So I'm doing a one shot at lvl 8, and thinking that maybe an extra ASI might be better than GFB and fire bolt? I went custom origin (my DM allowed me some non-metal armor so I got that covered) and picked Fey Touched. So at level 1 I'm at 18 Wis. At level 5 I picked warcaster At level 8, would I rather have 20 wis than GFB and Fire bolt? I suppose the question is, is produce flame with 20 wis better than fire bolt with 18 wis? :P
Chris, as i have already created the druid, is there an advantage to taking the 1 level of cleric before starting the druid build or after? as we are only level 2 approaching 3, my DM will allow starting my class over... thanks again for all the great content
Would you say that Cauterizing Flames work with summoned creatures that are reduced to 0 hp? [such as your wildfire spirit or something conjured with a spell] -because technically are they dying? -or just getting dismissed to their spirit's native plane in those instances?
Once you get that +1d8 healing its so tempting to multiclass 3 warlock levels just to get gift of the everliving ones and cast cure wounds and aura of vitality with warlock spellslots
Question about how would you rule a fighter ending their turn with their sword pointed down and then the Druid commands the spirit and teleports the fighter 10 feet above an enemy. Would you rule the fighter falling down on the enemy sword first doing weapon damage?
I think if the martial couldn't quite reach a target and readied an action to make an attack, the spirit could move them into range and you can describe it that way if you want, but I wouldn't give them a free weapon attack every turn
Picture, flaming sphere, wildfire spirit directly above it attacking repeatedly to draw fire from the enemy, maybe they end their turn within 5ft of the sphere. Since flaming sphere is fire damage our wildfire spirit is immune to it.
Any advice for using a wildfire on a west-march? Teammates have to be willing to teleport along with fiery step and you can splash damage them if they refuse to come along. While your party will naturally understand your plans and abilities over time in a traditional campaign, In a westmarch you can play with new people each mission and it can be hard to fully explain all your abilities each time before the game begins, especially if the server harshly enforces meta-gaming. Normally it would just result in a build being less effective if teammates refused to be willing targets for your abilities, but you can unintentionally result in your own teammates death if you miscommunicate while using the ability.
I do hope you provide an updated build once you get ahold of Mordenkainen Presents: Monsters of the Multiverse. Changes to the various races have lowered my opinion of lizardfolk and greatly raised eladrin (extra teleporting, DC is mental stat of choice, and the elven trance boost of 2 tool or weapon proficiencies).
Elemental Adept feat, would be useful for this class. Then you don’t have to go with the backup spells. Far less are immune to fire. However you need to use a feat. Downside… when your party trick is fire you need everyone to feel the heat.
I've found that it's always good to have those coverage spells because elemental immunity absolutely will come up. However, I picked Elemental Adept after war caster, cause I think war caster is much more useful, but adept has been nice to have more combats where I can focus on my fire damage without punishment. I think it's good, but it's a secondary pick up
I understand you by default (Don't like spells that when save do nothing). But when you get feablemind the DC is already 19, and Sorcerer, Warlock, Cleric, Bard don't have nor INT nor proficiency. The only ones that "stands" a chance is a Druid with a +6 proficiency and mages with likely a probably a +11. So a "HitKill" spell that work 90% against 4 of the full casters, 70% against a druid and 40% against a Wizard is Sick. PS: It's a 150ft range, that means you can easily make it UnCounterspellable.
Its nice build and, want try him in future. But I use twilight cleric for dip. Sure its not just optimized but 300ft darkvision is cool (and thematic when you have focus on fire you just need see in every corner :D) and advantige for initiative is usefull any time.
I still miss the Ironwood spell from earlier editions. **sigh** Wooden half-plate as strong as steel would be a really nice thing for a druid to have. But still, the lizardfolk build is a nice workaround. It's also nice to see a build wherein Shillelagh doesn't become completely obsolete by 5th level or so.
I think it's down to the setting that the game is in as well as the interpretation of GMs on availability. Most GMs will work with the players to give them cool stuff if they earn it. From a 'logical', or 'sensible' point of view most animal armour just wouldn't be eayily workable into armour. Exoskeletons wouldn't be flexible enough to shape, hides tougher than hide armour practically uncuttable/stitchable, etc. It's also cool to have anything like this unique and special for your pc 😀
I’m building a wildfire Druid for a long term campaign, and I’m considering multiclassing into cleric, but I’m worried about being 1 lvl behind in terms of spells known. I wish you had gone into how you weigh this trade off over the course of the levels and how you choose spells that are good for upcasting at those odd levels. I’m always inclined to delay multiclass until I’ve gotten the super strong class features/spells ( usually lvl 3 or 5)
What are you trying to get from cleric? Is it worth the delay? I’m making a wildfire Druid for a long term campaign. I really wanted firebolt for this character. I considered one level of arcana cleric but I settled on the kolold from MoM to get firebolt using my character’s wisdom score. You just have to weigh the benefits vs. drawbacks. I hope that helped.
Late to the party here, but is there any reason we couldn't go Druid at level 1, then dip Cleric at 2 or 3? If someone's playing right from level 1, they might want to start roleplaying as their main class. Also, I like Druid's saving throws (Wis, Int) a bit better than Cleric's (Wis, Cha).
I just noticed that level 6 lets you Thorn Whip from the spirit's location, in addition to its teleport and movement. That can make for a really incredible Spike Growth trapper
That, and easy prone+dmg as you can thornwhip from an elevated position due to the hovering spirit.
So sneaky of them to drop that little tidbit in the last line of the feature.
“You can roll one more die with some of your spells.
“Oh yeah, and here’s this incredibly useful tactical ability.”
Mix in booming blade and it makes for a nasty catch22
Whoa!!
Remember the spirit can fly/hover that whip..
Wildfire druid with Sheleighleigh and Booming Blade is a game changing combo for me. You hit with booming blade using your wisdom, then teleport everything around your target so they have to move. It's honestly the most fun chassi to build characters around I've found post Tashas
Made one of those too. started off at lvl 3. Dipped a level in peace domain for more spells and that totally not broken D4 ability.
@@godofzombi I tend to be more thematic and dip light cleric for the reaction that fits perfectly in the power set. The base attack being good enough to throw away spell slots with abandon really changes the nature of the class.
@@Story_Sandwich Not as well, crusher affects only one target, so if you got flanked by a bunch of goblins you'd still be stuck. Also with the teleport you can get multilpe of your allies out of harms way. Crusher wont affect anything more than 1 size larger than you, and if the target has reach, shoving it 5 ft away still leave you in range.
@@Story_Sandwich Despite your protestation that "bunching up is bad strategy", as if there has never been a single target for a melee heavy party to attack in history, the bigger problem with your argument is that Booming Blade's secondary damage only works when the target WILLINGLY moves. OP is creating a threat the monster wants to run away from by putting it in the middle of several attackers, and if it does, even if it disengages, it will trigger the BB damage. Crusher forces movement, which absolutely can not trigger BB.
@@Story_Sandwich Additionally, using booming blade and a bonus action multi-teleport to force a monster to choose between two bad options for it sure sounds like controlling an enemy with a spell to me.
I gotta say, I watch a lot of build videos and I really appreciate how well you understand the game and how things will work in a practical sense. Having seen so many, I've gotten really tired of builds that act like Bonus Actions are free, or concentration is free, or feats...
You always keep all these things in mind and understand that setup turns are an actual issue. Always makes me excited for your build videos, cus they usually have some kind of idea in there that actually works and I can work from there to make it my own.
He's the King of Context.
Using the wildfire spirit's teleport to pull party members out of grapples has been the most surprisingly useful thing for my druid.
Since the Arcana domain already gets Detect Magic & Magic Missile as domain spells, you can pick up a different spell instead of Detect Magic with your Druid preparations at 23:53
Love the build! Planning on playing a tortle version of it myself.
Outlander has quickly become my favorite background for Druids. Not only is the flavor perfect, I've actually found the athletics proficiency to be amazing with wildshape! Not only can you be a brown bear with 19 strength, you can be a brown bear body builder with 19 strength plus PB
I’ve been playing a wildfire Druid for a year and i absolutely love it. I can’t imagine playing any other type of Druid. The teleportation feels so good
I'd like to point out that the 9th level spell Storm of Vengeance is INCREDIBLY good at destroying cities, armies and other large groups of hundreds/thousands of people, which most other classes have a very hard time with in comparison. it has a frankly SILLY aoe range of 360 feet radius, hitting a total of 5184 tiles on a 5 foot grid, letting you wipe out litteral thousands of enemies at a time that almost no other class/feature is able to do.
If the big bad evil guy has an army, or theirs a city you want to flaten, ect, this is THE SPELL for doing it!
For cantrips, i really reccomend taking Mold Earth. This spell is astoundingly good if you know combat is coming and you need to set up defences at your current location; digging trenches and making dirtbaricades around a location you need to defend pre-combat is incredibly effective at giving you the upper hand, and costs nothing but time. Situational, but INCREDIBLY strong in that situation, i'd much rather have it over druidcraft at 10th/11th level.
I love flavor cantrips, but I agree that Mold Earth is possibly better :(
I'm a simple man. I see a new Treantmonk video, I watch it and mash the like button.
I am guilty of this too. Should make c him work for his like and subscribe
1 Level cleric dip and went for utility over life cleric good berry cheese. I can respect that.
I can't. This build sucks and skipped over the one thing that would have fixed it. A dip in peace cleric.
What he really is trying to build, already exists and is much better. A LIGHT cleric. You have heals but you also have burning hands, scorching ray, the almighty faerie fire, and lets face it. The one spell people want builds like this for....fireball. Wall of fire....why did I want a fire druid again.
Drudi has a problem in that most of its subclasses suck while Moon druid reigns supreme. The little wildfirespirit here is completely over whelmed by Moon Druids ability to take on elemental shapes at 10th level.
Scorching ray is a spell that works really well if you have hex active. So if you play a hexblood or have a feat that lets you cast hex it can become a powerfull single target spell. A potential 9d6 dmg on a single target by just having a hex active and using a 2nd level spell is great damage.
Also if you are a kobold. Advantage on all attacks.
Start as a custom lineage / vhuman with fey touched or as a hexblood
Start as a custom lineage / vhuman with fey touched or as a hexblood
@@mcullennz then you have the issue with armor
@@dragonhearthx8369 you could instead of the cleric multiclass dip do a draconic bloodline dip of 1 lvl if you really want the armor class increase. Still gets you the cantrips etc but your ability scores must be divided more equally because of the multiclass requirements
Another thing with Fiery Teleportation is that it doesn't specify you need to be able to see the willing creature that's being teleported, just that they be within 5 feet of the spirit. So you could presumably use it to teleport an ally that's been swallowed by a monster, assuming your spirit can get in range of them.
Nice point, but it's five FEET, not yards. :p
@@morganpetros9635 fixed, ty
Great build! I am going to be using this. Just a heads up, if you start as a Cleric, you cannot get proficiency with scimitars. Druid's weapon proficiencies don't carry over when you multiclass.
Was just thinking about this, probably better off starting Druid at lvl 1 and cleric at lvl 2, gives you better skill and equipment choices, herbalism kit too
Thanks for the build on the Wildfire druid. I'm playing a Githzerai Wildfire Druid at level 15 and I'm having fun so far but I kept thinking maybe I could do more for the team. This is giving me good ideas so thanks Treantmonk.
@51:55, you discuss feats - telekinetic, shadow touched, feytouched. I think that fey touched would be better as you can take hex - giving you an option to cast that allows your druid to do some pretty good burst damage using scorching ray (each bolt does 3d6 damage). This also allows you to contribute in different ways - hex debuff + dps as an alternative to just battlefield control. For many players, battlefield control spells only last for a round or two, so having an option to play another role can be useful. Also makes use of scorching ray which you always have prepared anyways. (hex + 6th level scorching ray could deal 21d6 damage + 1d8 if all 7 rays hit. this makes it a good option if you have a spell slot you dont typically use)
yea, I like that strategy. In the past, I built a Wildfire druid as a high elf and took elven accuracy for that tripple advantage hex-scorching ray nuke. That also gives you green flame blade without the cleric dip.
Yea, to me Scorching Ray is sort of a standout, not because it's so great but because Druids have so very few options to convert spell slots into single target damage.
Sometimes you just need something dead.
Sweet, so glad to see this. This druid is one I have been toying around playing as well, and noticed how few druid videos and guides in general there are on the internet compared to other classes.
Druid is about to get some serious attention on this channel.
@@TreantmonksTemple Thats awesome because my god wizard just got killed in CoS and I rerolled Wildfire Druid (before this video!)
An alternative cleric subclass to start with is order domain. It's voice of authority ability is probably the best one for a one level dip. Every leveled spell targeting an ally, action, bonus action, reaction, gives them the ability to make an opportunity attack against anyone you see. So your battlefield Healing/control is further improved. Firebolt is good. But like me, you might be able to convince your dm to re-add firebolt to the circle spells.
One thing, the fire spirit can be used as a way to light a small area such as a torch. Because of this, you may want to reconsider the light cantrip for something else.
I look forward to watching this one. I once had this exact race and multiclass in mind for an Eberron character for a (newish) player determined to play an exotic PC in my game.
Lizardfolk of Khorvaire (the main continent) are natives of a frontier nation called Q'barra (the backdrop of this campaign). Their magical traditions blend druidic primal magic with divine power of the Silver Flame, a force with which they share a special connection.
Fire resistance is always a potential issue. In our Eberron games, we do not allow fiends to resist fire or radiant damage associated with the Silver Flame. (Anyone who knows the setting's lore understands.) I'd allow this character in that circumstance said allowance.
The fire gets fluffed as silver, the pet generally takes the form of a winged serpent/tiny couatl, and you have a fun, strongly rooted Eberron character
I'm surprised this build didn't pick Bones of the Earth, maybe replacing a lower level spell prepared, even if just as a non-concentration option since druid concentration is so often spoken for. (Can be a non-concentration 30x30 wall if you're stuck concentrating on a summon. In a cave or a dungeon it could be a dex save to restrain a bunch of creatures against the ceiling, again non-concentration). Also upcasts for two more pillars per level, which might be relevant for a higher level slot where the spell options aren't great.
it sounds a lot more appropriately named for a lizard folk caster too, the pillars could be bones instead of "pillars".
With Shadow touched you can always take Disguise Self which is hard not to be useful many times in a campaign, always nice to have. It also pairs great with invisibility or wildshape; survey a situation while invisible or a bug, then impersonate someone to do all sorts of havoc. Combined with the wildfire spirit you could teleport yourself while invisibility into places you were expected to get through, and then your whole party too when it's an opportune time.
I've used Scorching Ray on the wildfire Druid a lot and I actually really like it. For single target damage I think it's great, and that's something that Druids don't usually have a lot of options for, and I can use faerie fire or entangle to give myself advantage. Plus getting 2d6 for an upcast is pretty solid
Misty step lets you move at the start of your turn before your movement so as a get out of trouble option is quite better then fiery teleportation, so I’d rate fey touched higher then telekinetic.
Also something interesting: a lvl 6 druid with 16 wis does a little more damage with firebolt+spirit then a bladesinger with 16 dex and int with attack+BB (even if dual wielding). Bladesinger can obviously improve it a lot with concentration spells but assuming both characters are doing battlefield control with damage as a secondary option this was totally unexpected!
Druid 13,2 dpr
Bladesinger 12,6 dpr dual short sword (no help from familiar)
I’ve got a rogue 1/Druid 1 atm and considering wildfire. Could make a cool way to disengage from sneak attacks while doing some additional damage.
at 9:10 you claim you'll get the scimitar proficiency through Druid, but multiclassing to Druid only gets you the armor proficiencies, not the weapons. Still an OK option at low levels with the high dex, but I wonder if you wouldn't be better off just saving your gold and grabbing a dagger. You'll jump to a +5 to hit bonus at level 1, which will climb all the way to +9 at max level so a LOT less misses on your GFB swings, and you can even throw it if you need to (so keep a spare or two on your belt)!
One of my favorite builds so far! Thanks for sharing
Im confused here what makes lizard folk better for this then Tortle?
Playing a Wildfire Druid Lvl 9 in Icewind Dale right now. Nice build Treant, I did some of the same things, but went with Magic Initiate - Warlock at level 1 rather than a cleric dip. The class has been very fun to play, and the wildfire spirit in combination with the good healing abilities have saved other part members on many occasions.
What were you picking up from warlock out of curiosity?
@@AdamZollo Probably the best damage dealing cantrip in the game...Eldritch Blast. But of course, if you're dumping Charisma, your hit rate is going to drop tremendously. But it's nice to have a good cantrip with damage type that is rarely resisted, especially if you come up against a boss level creature that is resistant or immune to fire damage. I'm playing a level 5 wildfire druid right now. Our party of 5 just encountered a large pack of gnolls on a rescue mission. We did pretty well taking out the gnolls, but the leader of the gnolls, a wizard or some other spellcasting type, just before he died, called on the aid of Yeenoghu. Of course he showed up, and he's immune or resistant to most of everything we are trying to throw at it. One of our casters has Eldritch blast, and thank god, because it's basically the only ranged attack that's making a dent right now. We ended our session 2 days ago at the end of 7 rounds of combat, and we haven't made a huge dent in Yeenoghu yet. We may have to get creative in order to make the rescue and get out alive.
Sidenote: I'm not totally certain of the hit points, AC, etc from the stat block of Yeenoghu, but I'm fairly certain that our DM scaled down the AC because some things were hitting that probably shouldn't have, and I almost know that he has to be scaling down his + to hit for melee, because as I recall, this thing doesn't usually miss.
@@AdamZollo Hex, Green Flame Blade, Eldritch blast. I'm using hex infrequently as the campaign goes up in levels and I have spell slots to control and blast every round, but I still manage to land a hexed, shileighlied, +1d8 fire green flame blade in some fights that works pretty well!
One note on the lvl 13 feat is that Fey Touched does have a pretty sizable edge for self-teleportation - if you're in trouble and needing to retreat, the wildfire spirit teleport is a bit awkward. Misty step lets you do BA teleport -> retreat/move away - but the wildfire spirit one, the way I read it, takes its turn after yours. So the most it can do is move you 15 ft away, but you can't move further unless you use the ready action.
Depending on the party/campaign, that is a pretty decent situational improvement IMO.
Why would you take light over produce flame??
Awesome video I wish I had seen it before my wildfire druid dipped 3 levels swarm keeper ranger.
Hmmm what about swarm keeper and Shepard druid? That'll drive the table insane
I'd love to see a gladiator-style battle between all of the flame-based classes; Wildfire Druid, Fiend Warlock, Light Domain Cleric, Evocation Wizard, maybe even 4 Elements / Ascendant Dragon (FIre) Monk & Storm Herald (Desert) Barbarian. It would probably take awhile, but a last man standing here could make for a fun One Shot
That honestly looks like a pretty amazing adventuring group.
Fiery teleportation really is amazing saved a group of miners from a roper using that
I suspect you meant "miners" -- unless it really was a bunch of kids?
@@bigdream_dreambig your suspicions are correct
Telepathy was another late feat option, maybe less important from a pure combat perspective, though if your DM is a stickler about table talk or want to coordinate something with an ally... Also it provides Detect thoughts I think? Which can be considered "Social Battlefield Control" and rounds out your character in more areas of control.
Also telekinetic provides mage hand, which isn't a cantrip you could otherwise access. Might not matter, but it was something.
Also-also - late cantrips, you could still diversify damage by picking frostbite, and it gives you more battlefield control with an attack roll debuff. Also since you are a warcaster, you can cast single target spells as a reaction, so even things like infest, gust of wind, etc. allow you to get some battlefield control in a reaction opportunity attack?
As far as high level spells...
Spells not mentioned that i think warrant a look:
Leve 6 Wind Walk- large group movement second only to teleport.
Level 7 Whirlwind- decent damage and control at a LONG range.
Level 8 Tsunami- HUGE area effect, control and decent damage.
Huh, i would have gone dragonborn (metallic, gold) and taken strixhaven initiate to take toll the dead, guidance and mage armor (1/day no spell slot) and it gives you 15 gp in character creation screen
One of the other things I would pick for the level 6 spells I think windwalk is an incredible utility/getaway/infiltration spell and since they added Sunbeam from Tasha's that's pretty thematically good I like to theme it as opening a portal to the Sun LOL
IDK I think everyone forgets about wind walk I mean it's 8 hours of technically gases form and fly it's an excellent shenanigans spell with a few restrictions to it but come on you can get around that
noted, Scorching Ray for the Wildfire Druid deals 2d6+1d8 fire damage at 6th level, and if you pick up Elemental Adept: Fire, all your spells that deal fire damage ignore fire resistance and can't roll 1 on the damage die, meaning for scorching ray, even if you only hit twice, by level 6, your min damage hiting with 2 rays is 12, while your average is 20-23, ignoring fire resistance. Not half bad in my opinion.
This sentiment extends to flaming sphere as it'll deal 2d6+1d8 consistantly, if you're ever in a case where your wildfire spirit would be better to stay and do nothing but dodge anyways, then having a flaming sphere to constantly damage the enemy is not a bad idea. If ever you then need your wildfire spirit to do anything... just leave the sphere there for a turn and use your bonus action for your spirit.
I think you get one extra d8 pet casting.
I think you should mention the Loxodon as an alternative, since its natural armor benefits from constitution rather then dexterity. Awesome vídeo, as always.
Loxodon are specific to Magic of the Gathering.
Enjoying all of your videos. I have a character who started is a 6th level wildfire druid, and I was planning to go Arcana cleric at 7, to more or less align with what you are doing here. I was also wondering about Grave cleric. The idea is that you could bring up a fallen ally with 20 hp (2d8 maxed +4) and you could cast at range through the wildfire spirit. You could mitigate the short range of produce flame by casting through the wildfire spirit in a forward position. Do you think that is worth it compared to Arcana cleric cantrips?
17:25 the delta split part is something i missed early on, that's very cool
One thing that be noted is that druids can wear spiked armor since it not necessarily metal, only “usually metal”, meaning it can made out of non metal and thus wearable for druids. Spiked armor is equivalent to scale mail, so it provides pretty good defense for druids, especially with the shield.
great guide! I've used the Half Elf High Elf to get the GFB cantrip. Another option in the future could be the kobold UA. I know Flame Blade isn't great but if you can convince your DM that it should work with GFB or BB, it could be great. Or you could beg for a Flame Tongue scimitar.
Very surprised the Chef feat wasnt considered for the Wisdom half feat. It makes loads of sense the master of flames would be an amazing cook
Great built, i plan on using most of your built but using the race Tabaxi. He will be called Sylvester and when he summons his spirit it will look like Tweety bird.
You could also use Loxodon for the race to make up for AC I think
im making a character for an upcoming game. i knew i wanted to be a control druid, but couldn't decide between stars and wildfire- then this video pops up lmao. perfect timing and great video as always.
For my Wildfire Druid’s character, I decided to try something really different with his personality by making him emotionless because his emotions are his fire spirit.
If I were going to 20, I don't think I could give up Archdruid for Green Flame Blade :D
I wanted Booming Blade as well as GFB because we can teleport away and practically force the enemy to move. By taking first level in Draconic Sorcerer we get 13+DEX+2 (Shield) AC. We also get CON save proficiency and the Shield spell. By going V Human we can have 16 Wis, 14 Dex, 14 Con, 13 Cha and start the game with both CON saves and War Caster. This frees up ASIs at Druid 4 and 8 to max out Wisdom but does have one fewer AC than Treantmonk's build. Is also missing Firebolt (I am certainly not proposing casting it with +1 CHA) but I envisage this character as being much closer to the melee; to get to me, the monster is going to have to wade across 15 feet of Spike Growth, and if they don't I'll just Thorn Whip them into the SG with me on the next turn before zipping away again.
would love a comprehensive guide to shapechange. I'm a little lost on which abilities are magical or supernatural sometimes. Then DM's could refer to the vid before nixing the player's creative idea
You're in luck. I have a vid coming out on the shapechange spell July 16th.
What would be a good race to pick if you DM let’s you use half plate armor/ metal armor that is reflavored as bulette armor or something like that? Plan on playing this in a Dungeon of the Mad Mage campaign as the groups replacement healer/ battlefield control after the other one got killed by a Power Word Kill spell! I would love to hear any recommendations. I maybe thinking Hexblood!
Character instead of dipping one level in the cleric get two levels in a warlock this way you get the incantation of repel and then use and send your cloud they come forward you pushing the 10 to 20 to 30 to 40 foot back into it continuously while the cloud is up and moving 10 ft away from you every time it's insane gross damage
Great vid again … love this idea and love your take on it. 10/10
Looks fun, can we see a circle of stars build sometime too?
My favorite subclass in the game.
Lol, I literally JUST played a lizardfolk Druid this week for a week long campaign
You said the druid would be swingy so this feels kind of like a spoiler for where this subclass will be placed on the druid subclasses video.
I think instead of Lizardfolk, which just isn’t my thing, I would go with Variant Human and use the bonus feat on Magic Initiate to get Mage Armor, Control Flame, and Booming Blade. None of those rely on intelligence, and it adds a few more cantrips to the arsenal. I’d probably make room for Conjure Bonfire as a Druid spell when I don’t have a need to Concentrate on anything else; it can be effective, basically free area denial
I think the thought process in the fire sphere is that you can aways have your bonus action to deal damage even if the DM focus on your fire spirit.
6 levels wildfire. Use concentration for dragons breath. Web may be nice too. Polearm master for that fest would give a reaction to push away before being hit.
It might be a little weird conceptually, but if you really want that scimitar proficiency, does it make sense to go druid first and dip cleric later?
Just noticed Detect Magic is an always prepared spell for Arcana Cleric, so you don’t need to prepare it with your Druid spells
Also, going to 4th level Druid how are you getting 3 new spells and not dropping anything? I’m trying to follow this build in a game I’m currently playing, which is why I’m noticing these small things now
Thank you!
41:15 Green-Flame blade will deal 1 damage more actually. You are going to use Shillelagh with it, right? And Shillelagh increase the damage of your Stuff or a Club to d8. So it becomes 3d8+3 vs. 2d10+d8, so even without extra target GFB will deal 16,5 dmg on avg, though it is still a melee cantrip so it could be much more profitable to use Firebolt anyway
55:00 can mirage arcane create the illusion of being underwater? And if so, can you swim through it?
Another way around the armor problem: picking out a draconic origin sorcerer, plus HP bonus. Of course, you wouldn't be able to take firebolt with WIS modifiers which is a big part of this, but you could take greenflame or booming blade and something else like Sleep or Shield.
Any dip into sorcerer or wizard gets you access to mage armor which also works.
You could also just wear spike armor, which is equivalent to scale mail in terms of defense, but since the text doesn’t say it’s always metal, only “usually made of metal”, that means you can get one where the spikes are made out of non metal, like bones or something.
Just a question on optimizing this build, I am working on my own version of it, and, since metal armor is allowed in my campaign for Druids I went with custom origin. Given that lineage (which I am stuck with due to rp considerations), do you think it is worth it to ensure I have 13 cha so I can take a level in Divine Soul Sorcerer so I can grab Shield and Silvery Barbs? Likely thinking of progressing as such 1 arcana cleric/5 wildfire druid/1 divine soul sorc/x druid. Thoughts, opinions anyone?
imagine a DM that did not object to you using conjure animals to summon 8 cows at 60 feet above an enemy.... :P
Wouldn't you want one of your feats to be elemental adept? It just seems like a lot of this build is around having extra stuff to deal with enemies that are fire resistant. Therefore, im stuggling to understand why wildfire in the first place, considering it won't be long before your main abilities are practically useless. Including your spirit being reduced to just a 15-foot tele? Im sure im missing something as im relatively new to DnD (lvl 15 beast barbarian). I know, in contrast, it will be a challenge, but im really looking forward to a wilfire druid as my next character. I really love control characters and being useful in all situations. Also, i doubt I'd take the cleric level or lizard class because it doesn't really fit with the character i have in mind. Please, someone explain what im missing, and any suggestions would be very welcome!
Conjure Animal... CRAAAAABS!
I think a decent middle ground with DMs is choosing a higher CR option for conjure animals, so there are fewer of them and they aren't used just to exploit help actions, etc. that feel pretty gamey and slow down the combat a lot. There are also more "interesting" options as far as abilities and damage with the slightly higher CRs. more ac, more hp, grapple, pounce, poison, etc. etc.
Just been following along with this build and noticed you picked detect Magic from the druid list, but you already have it prepared from Arcana cleric
In my current campaign, my dm is using the “elf and orc had a baby” for mixed races. As a half tortle my ac is 14+Dex. I’m having so much fun being a tanky healer
My idea for getting around the no metal restriction for druids is to kill a creature with some kind of hard shell and make half plate out of that.
Why wouldn't you pick tortle as a race?
You could, my last druid build was tortle.
@@TreantmonksTemple ah yes diversity is the spice of life, it's just that it takes a bit of investment for a lizard folk to get what a tortle gets with noone right at lvl 1 so it made me wonder
Yup. Tortle is my go to for a cleric or druid (non moon)
@@tibdragger yeah especially druid, just solves one of their biggest weaknesses, AC and also you can change the stat bonuses thx to Tasha so now days the only things that matter on a class are the abilities
Lizardfolk are awesome moon druids
Hey quick question
my DM says Wildfirespirit can not fly upwards it can only hower so i can only fly once i have elevation
is that a missunderstanding or is that rules as writen?
So question about the level 12 ASI: other than being optimal by taking a +1 to wisdom with a "half asi feat" why not simply pick Elemental Adept for fire?
Where does the build get proficiency for scimitar? Multiclassing Druid doesn't grant it, and i can't figure out where else it would come from.
So I'm doing a one shot at lvl 8, and thinking that maybe an extra ASI might be better than GFB and fire bolt? I went custom origin (my DM allowed me some non-metal armor so I got that covered) and picked Fey Touched.
So at level 1 I'm at 18 Wis.
At level 5 I picked warcaster
At level 8, would I rather have 20 wis than GFB and Fire bolt?
I suppose the question is, is produce flame with 20 wis better than fire bolt with 18 wis? :P
Chris, as i have already created the druid, is there an advantage to taking the 1 level of cleric before starting the druid build or after? as we are only level 2 approaching 3, my DM will allow starting my class over... thanks again for all the great content
I have a question for you Treantmonk. If someone casts a spell Thorn whip, is the damage of the spell considered magical as well as piercing?
Yes it is. Since is piercing damage coming from a spell (or cantrip) which is magical.
@@rodrigofernandezrivera1028 thank you
❤️
Would you say that Cauterizing Flames work with summoned creatures that are reduced to 0 hp? [such as your wildfire spirit or something conjured with a spell] -because technically are they dying? -or just getting dismissed to their spirit's native plane in those instances?
Once you get that +1d8 healing its so tempting to multiclass 3 warlock levels just to get gift of the everliving ones and cast cure wounds and aura of vitality with warlock spellslots
Question about how would you rule a fighter ending their turn with their sword pointed down and then the Druid commands the spirit and teleports the fighter 10 feet above an enemy. Would you rule the fighter falling down on the enemy sword first doing weapon damage?
I think if the martial couldn't quite reach a target and readied an action to make an attack, the spirit could move them into range and you can describe it that way if you want, but I wouldn't give them a free weapon attack every turn
Picture, flaming sphere, wildfire spirit directly above it attacking repeatedly to draw fire from the enemy, maybe they end their turn within 5ft of the sphere. Since flaming sphere is fire damage our wildfire spirit is immune to it.
if I knew I was gonna be continuing playing at 20th level, would you recommend going straight druid for the capstone?
Any advice for using a wildfire on a west-march? Teammates have to be willing to teleport along with fiery step and you can splash damage them if they refuse to come along. While your party will naturally understand your plans and abilities over time in a traditional campaign, In a westmarch you can play with new people each mission and it can be hard to fully explain all your abilities each time before the game begins, especially if the server harshly enforces meta-gaming. Normally it would just result in a build being less effective if teammates refused to be willing targets for your abilities, but you can unintentionally result in your own teammates death if you miscommunicate while using the ability.
Great job, looks very fun to play!!!!
Does spike growth combo with controlled movement? "when a creature moves within" seems distinct from "when a creature is moved"
Yes, it works
Druid: Hehehe, no need to worry about friendly fire... because my fire is friendly!
I do hope you provide an updated build once you get ahold of Mordenkainen Presents: Monsters of the Multiverse. Changes to the various races have lowered my opinion of lizardfolk and greatly raised eladrin (extra teleporting, DC is mental stat of choice, and the elven trance boost of 2 tool or weapon proficiencies).
Custom lineage with fey touched. Misty step is on theme. And take hex to make scorching ray better
What's the webpage you use for the creation?
Elemental Adept feat, would be useful for this class. Then you don’t have to go with the backup spells. Far less are immune to fire. However you need to use a feat. Downside… when your party trick is fire you need everyone to feel the heat.
I've found that it's always good to have those coverage spells because elemental immunity absolutely will come up. However, I picked Elemental Adept after war caster, cause I think war caster is much more useful, but adept has been nice to have more combats where I can focus on my fire damage without punishment. I think it's good, but it's a secondary pick up
I understand you by default (Don't like spells that when save do nothing). But when you get feablemind the DC is already 19, and Sorcerer, Warlock, Cleric, Bard don't have nor INT nor proficiency. The only ones that "stands" a chance is a Druid with a +6 proficiency and mages with likely a probably a +11.
So a "HitKill" spell that work 90% against 4 of the full casters, 70% against a druid and 40% against a Wizard is Sick.
PS: It's a 150ft range, that means you can easily make it UnCounterspellable.
Its nice build and, want try him in future. But I use twilight cleric for dip. Sure its not just optimized but 300ft darkvision is cool (and thematic when you have focus on fire you just need see in every corner :D) and advantige for initiative is usefull any time.
What build is the best for a "trap" build with nets and restraining abilities?
I still miss the Ironwood spell from earlier editions. **sigh** Wooden half-plate as strong as steel would be a really nice thing for a druid to have. But still, the lizardfolk build is a nice workaround. It's also nice to see a build wherein Shillelagh doesn't become completely obsolete by 5th level or so.
I think it's down to the setting that the game is in as well as the interpretation of GMs on availability. Most GMs will work with the players to give them cool stuff if they earn it.
From a 'logical', or 'sensible' point of view most animal armour just wouldn't be eayily workable into armour. Exoskeletons wouldn't be flexible enough to shape, hides tougher than hide armour practically uncuttable/stitchable, etc.
It's also cool to have anything like this unique and special for your pc 😀
I’m building a wildfire Druid for a long term campaign, and I’m considering multiclassing into cleric, but I’m worried about being 1 lvl behind in terms of spells known. I wish you had gone into how you weigh this trade off over the course of the levels and how you choose spells that are good for upcasting at those odd levels. I’m always inclined to delay multiclass until I’ve gotten the super strong class features/spells ( usually lvl 3 or 5)
What are you trying to get from cleric? Is it worth the delay? I’m making a wildfire Druid for a long term campaign. I really wanted firebolt for this character. I considered one level of arcana cleric but I settled on the kolold from MoM to get firebolt using my character’s wisdom score. You just have to weigh the benefits vs. drawbacks. I hope that helped.
Late to the party here, but is there any reason we couldn't go Druid at level 1, then dip Cleric at 2 or 3? If someone's playing right from level 1, they might want to start roleplaying as their main class. Also, I like Druid's saving throws (Wis, Int) a bit better than Cleric's (Wis, Cha).