The Law of Nature - SolastaMods/SolastaUnfinishedBusiness GitHub Wiki

The Law of Nature

Primary Combat Role: Battlefield Control
Secondary Combat Roles: Healing Word, Single-Target Damage
Out of Combat Roles: Healing
Lineage: Sylvan Elf
Background: Lowlife

Build Notes

A pretty standard control caster Druid that goes Circle of the Land to get more of what Druid does best. The Swamp choice is made here for one reason, which is Hypnotic Pattern, though at higher levels, Contagion and Insect Plague are probably spells we would have prepared anyway. The Law Cleric dip gives us the shield spell without any outside stat investment, and also lets us prepare things like Healing Word as a Cleric spell, freeing up some Druid preparations. Once we do have Hypnotic Pattern, the second level of Cleric gives us Force of Law, which imposes disadvantage on enemy saves --- powerful with mass debuffs like that. It also works with the initial save on Entangle. I don't know that taking Cleric 2 is a clearly better choice than going Druid the rest of the way, particularly if ending at Level 12, since this way we don't get 6th level spells, which are pretty good for Druid. But Force of Law gets six levels of use, whereas Heal, Heroes' Feast and Wall of Thorns would only get one.

Ability Scores

STR: 8
DEX: 15+1
CON: 14
INT: 10
WIS: 15+2
CHA: 8

Level Progression

1: Cleric (Law Domain) 1 [Feat: Telekinetic (+1 WIS)]
2: Druid 1
3: Druid (Circle of the Land) 2
4: Druid (Swamp) 3
5: Druid 4 [Feat: Flawless Concentration]
6: Druid 5
7: Cleric 2 [Channel Divinity: Force of Law]
8: Druid 6
9: Druid 7
10: Druid 8 [ASI: +2 WIS]
11: Druid 9
12: Druid 10

Default Spell Preparations

1: Bless, Guiding Bolt, Healing Word, Inflict Wounds, Shield of Faith, ^Heroism, ^Shield
2: Goodberry, Entangle, Faerie Fire, Fog Cloud, Thunderwave
3: ^Detect Magic
4: +Spike Growth, ^Acid Arrow, ^Darkness
5: +Moonbeam
6: -Faerie Fire, -Moonbeam, -Thunderwave, +Conjure Animals, +Daylight, +Dispel Magic, +Sleet Storm, ^Hypnotic Pattern, ^Stinking Cloud
7: +Protection from Evil and Good
8: +Wind Wall
9: -Fog Cloud, -Wind Wall, +Conjure Minor Elementals, +Ice Storm, +Wall of Fire, ^Freedom of Movement, ^Stoneskin
10: +Blight, +Giant Insect
11: -Giant Insect, +Conjure Elemental, +Greater Restoration, ^Contagion, ^Insect Plague
12: +Mass Cure Wounds

^signifies a spell which is automatically prepared due to subclass