![]() ![]() I also think the fact that you can now use your wild shape for extra survivability while still being able to cast spells could be helpful. Heck, you even get the chill touch cantrip which with it's range of 120 ft is double of the range other druids can get on create bonfire and frostbite. I wouldn't say this subclass forces you to go into melee, in my opinion it is more like it gives you an extra option to do so but you can just as well stay at range and do what other non moon druids do. Worse is that narrows the field to a melee dipper who doesnt use metal armour, so a dip class for monks (some)rangers and rogues. They provide some lovely mushroom rich flavour to the the druid class but seem disgustingly better for a dip class than a main class. ![]() They want wisdom to avoid spores being resisted and if resisted no damage being dealt, they want dex most likely for ac, perhaps use it for finesse weaponry as well, con because who doesnt if they get in the rough and tumble and of course (unless finesse'ing) str. So how should they play to maximise effect? obviously a reach weapon (whip* best bet but its martial) from behind the frontline prevents a lot of problems and still keeps them in 'sporify' range. No humanoids no zombies, no zombies half your class (or more) gone. You can boost this with humanoid zombies with animate dead - but you now face the stigma of every necromancer ever trying to use them and the spells you use to animate or control them are spells you cant use to conjure animals. You will be using them as disposable arrow catchers and trap disposal till they take a hit and fail the con save. Its potential is made up in temporarily getting 1 hitpoint humanoid spore zombies for an hour - and thats key right there. Your early abilities are short range and melee damage increases with some effects ending early if mushroom form temporary hitpoints are lost early - so you want to be in melee, or close to melee but not being hit, when you wear hide armour AT BEST with standard armour from the phb. Unfortunately this is a sublcass that is less optimal to downright insultingly awful in games that dont feature humanoid opponents in droves. Many: The entity is found on a myriad of levels.Monstrous Compendium Vol 3: Minecraft Creatures.Majority: The entity is found on over 50% of levels.Common: The entity is found on more than 20 levels.Uncommon: The entity is found on at least a dozen levels.Rare: The entity is found on less than 5 levels.Nearly Extinct: Very few of the entity remain and are mostly found on hidden levels.Extinct: The entity has been wiped out.Majority but mainly on level (#): The entity is found on a majority of levels but mainly its main habitat / level.Level (#): The entity is found only in its main habitat, a particular level.Unknown: The location of the entity is unknown.Some are classified as a sub-entity or variant of an individual entity species because they resemble one another in appearance and/or traits. In this list, entities are organized by numbers. Lastly, "habitat" refers to how often you'll encounter the entity.įor convenience, the M.E.G. "Number," as the name suggests, refers to the numerical notation of an entity. They are classified into three categories: their number, name, and habitat. Entities are creatures inhabiting the Backrooms. ![]()
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