I'm pretty sure the no CR is in reference to the blighted sapling as well as the summon beast and summon fey spells from tasha's as none of them have a CR
I think the thought process for having no cr for the blighted sapling was keeping in line with the wildfire spirit since that doesn’t have a challenge rating either
It seems the “no challenge rating” thing really threw you for a loop. In addition to the blighted sapling, I think the main reason it was phrased that way is to account for the Summoning spells in Tasha’s. Summon beast, Summon Fey, Summon Elemental, and Summon Draconic Spirit are all spells that are on the Druid spell list, and none of those stat blocks have a CR. I actually really appreciate that they included a buff for those spells as well.
When it says "a turn" I understand that's work on any turn the creature takes damage, like your party mates hitting it for the first time on their turn. And about the "no CR" it's in line with new summon spells since Tasha's and it's UA.
@@deadpoolrwbyfan8419 That's exactly why its unique though -- what other druid subclass is buffing your wildshape in this same way? Granted, its not that great of a buff and your wildshape HP is still very very low. The strength of the class is in its thematic subclass feature, NOT the wildshape. Its kinda like the Shepherd Druid in that sense. I love it. Think its a wonderfully designed subclass.
10:37 The blighted sapling doesn't have a challenge rating because it levels up with you. So if you give it a hard set challenge rating it will have to be set at a certain stats. Making it ever too strong or too weak when you hit a certain level.
This is perfect for an npc I've been developing. She's a skeleton that's been totally overgrown with moss and vines and shit like that. I wanted to have her wild shapes be skeletons like her but just the skeletons of whatever animal she shapes into, and this fits that like a glove
"No Challenge Rating" is referring to the new summon spells from Tasha's Cauldron, including the Beastmaster Ranger's new Primal Companion, if you multiclass.
Challenge ratting 1/4 or lower does include challenge rating 0 creatures. The "No challenge rating" of the feature refers to the tasha's summon spells (which could theoretically be single target high level spells). Also, the sapling does have a challenge rating listed. It's 1 CR per challenge PB you have. So at level 10 when you get this feature your sapling would explode for 4d6 because it's a cr 4 creature. Alternatively, you could cast Summon Fey for a fourth level spell slot and that would explode for 4d8 because you summoned something with no challenge rating.
The Blighted Sapling's CR is "-" (so no challenge rating, using the last line in Foul Conjuration when it dies) and the next section to the right of it is it's own proficiency bonus (which matches your own), take a look at the Wildfire Spirit from Tasha's, it's formatted the same way with a larger gap between the two separate parts of the stat block. The fey would use the same line as they also don't have a challenge rating and spell slots do not interact with that ability.
Tal'Dorei has a BUNCH of nice races. I love druids (they are my favorite class). But I also like the Runechild Sorcerer, the Blood wizzard and blood domain cleric are cool to as is the juggernaut barbarian. the new bard & paladin classes are very thematic and would fith specific campaigns, They are okay, but this druid class, the runechild, and the moon domain are just amazing classes! as for the "first time on a turn" I heard so many interpretations of it: I heard it is the first time a creature does damage (so multi attack doesn't work, but its a 1d4 each time a creature takes damage from another creature, so if I cast thunderwave on a pair of creatures, they both take 1d4 damage, if my rogue uses their attack to hit them once (meaning, take one shot at each) each take a 1d4 damage after I hit them with a thunderwave, and if a fighter comes and uses their multi attack to hit each creature, they would again take one d4 for each attak. HOwever, if the figher would use 3 attack on a creature, they would only take 1d4, and if the rogue use his actiona nd bonus action with a crossbow to hit them they would only take damage on the first hit if he targets just one of the two. I thought it meant they took 1d4 the first time on a turn they took damage, but.. on Who's turn, so it lead me to believe that the first time each creature on my turn take 1d4, then on the rogues turn the first time a creature takes damage is 1d4, and same for the fighter turn. I also seen it interpreted that if I'm on the defiled ground, my allies or I would take damage, but I've seen it interpreted that since the defiled ground doesn't affect my allies, as it says it affects creatures hostile to me, that wouldn't be the case.
Since it says “once per turn”, I think it’s meant to be on each creature’s turn. Meaning you could get 3, 4, possibly 5d4 points of damage (+1d4 for the sapling given it goes on its own turn). Personally, I’d make the soiled ground = to prof bonus and I’d make the sapling a little tankier + use your wild shape
The No Challenge Rating thing does refer to the Blighted Saplings but it also refers to anything summoned with the new Summons spells from Tasha's. Those creatures do not have CR - Summon Aberration, Summon Shadowfiend, Summon Construct, Summon Fey, etc. I agree with you, Ted. Like so many of the subclasses that Matt Mercer and team make, it is better at doing X than the class that WotC designed to do X. For example, Chronurgy Wizard is a better School of Divination Wizard and better at Spell Storing Item than the Artificer; Echo Knight Fighter is a better Familiar class than the Pact of the Chain Warlock or the Wizard's Familiar spell. You made a good argument that this is potentially a better summoner than the Circle of the Shepard.
Tbf, the chronogy wizard and the echo knight are not 100% on matt. Those are Wotc products. While I agree those are better at certain things than the original subclasses the problem is set on Wotc that allowed something to get through in official material without playtesting or revision (bc matt isn't the game designer, he is a storyteller/Voice actor).
The corrupted ground is 1/turn, which means with a large party you can stack decent damage for low levels. No challenge rating is for the Tasha summon spells for example. That's why it's based on your PR, because those creatures scale with your spell attacks etc. Also, you always summon 1, while you can Conjure Woodland Beings and have a million of those.
So when I look at this druid I see something that's Good but requires a lot of action economy to function "better" than anything else. This druid is good at wild shaping, but they still have to use their action to wilshape and even then, I would say that the Moon and Spore druids are just Better at utilizing their wildshape. This druid has a pet mechanic, but the Wildfire druid's pet is just better. This druid is good at summoning, but the benefits of their summoning pales compared to the Shepherd. Like sure their summons are immune to fairly inconsequential damage types and can explode, but the explosion is more thematic than poweful. You have to use an action to explode them Individually, and they don't even get magical attacks. If all of them die you can get Up to Fireball's scale of damage depending on how many you summon. Even then if the creatures are too far apart the damage is really dispersed. The Thing This Druid Does is area control. The blighted ground feature is Good, it is distinctive, and it takes a bonus action. They pick a place to hate and hate on it there. The only thing this steps on is the Land druid, which tbh all other druids do. Moon druids wildshape Spore druids are necromancers Dream druids and Star druids are healers Star druids are diviners Shepherd druids are summoners Wildfire druids are blasters Blighted druids are aoe control And Land druids are supposed to be casters.
Blighted ground is an excellent feature. The exploding creatures actually scales pretty dang well: 3rd level slot = 20 necrotic bonus dmg on top of 20-40 DPR from the creatures 5th level slot = 40 necrotic bonus dmg 7th level slot = 60 necrotic bonus dmg Not as powerful as Shepherd for sure, but much better than any other druid. The real problem with it is the headache of rolling all the saving throws for it. 16 explosions on 1 turn from summons getting AoEd would be a monster headache to resolve. Plus it is further encouraging the horde-summoner style of play b/c the explosion for a CR 1-2 is just garbage compared to the explosion of 8 CR 1/4s.
@@agilemind6241 so thing to note is that the explosion is in several different 5ft radiuses. The whole Thing that makes Fireball strong isn't so much the damage as it is the area. Like the damage is good, but it's the fact that it's good damage across Several enemies if you do it right. The exploding Summons just turns all of your guys into mephits, and improves mephits significantly. Which is fine, it's extra value, but you still have to concetrate and include the lackluster Conjure spells for it to matter.
I think the Foul Conjuration's "no challenge" rating feature is referring to actual plants that druids can create. For example, plant growth the spells doesn't summon but it does create more plant growth. Or even Wall of Thorns would gain this features added effect. If someone was trying to cut through the wall there's an added effect due to it's blighted nature and the wall doesn't have a challenge rating but it is plant matter. Just a thought...
Currently playing as this subclass. Fun fact, you can move your defile ground while wildshaped so I had a blast chasing a target around in the form of a gnarled root wolf with my defiled ground and using that Intimidation Proficiency to it's max effect.
Kind of a weird subclass, seems fine if not a little underwhelming early on but with the damage scaling on defile ground and the 10th lvl feature it could be pretty busted going into tier 3 play. However since defile ground is only once a short rest with most of its kit relying on it, I could see the class struggling with multiple combats in an adventuring day.
The 10th level feature is bad for the game. It even further incentivizes summoning an absolutely horde of tiny creatures AND it makes that horde now trigger even more dice rolling that will slow down the combat - e.g. RAW if you used this subclass against something like a fire elemental that back splashes damage you could be looking at: 16 velociraptors making 32 attacks dying from back splash and requiring 16 con saves by the enemy. That's an absolute ton of rolling each one for something of relatively little impact.
@@agilemind6241 for sure! would not want to deal with all that as a DM. I definitely prefer the newer TCE summoning spells cause at least they generally lean towards summoning one more powerful creature over a horde of little ones.
Sounds like for the defile ground just move it to prof bonus per day like everything else. Drop the shitty wildshape changes and just make the sapling use your wildshape instead of the reaction while in defile mechanic. Possibly make it a bit better to compensate.
This druid kinda reminded me of one of the dualist from yui-oh 5d which was a plant dualist and their play style was summoning a buch of plants and blowing them up to damage their opponent.
The Foul conjuration feature says “…you can cause A summoned creature to explode…” Does that mean your ideas of multiple creature explosions won’t work?
No, it should work as he described, since each creature summoned counts individually when considered for effects such as this. Think of it like the mass spells a wizard gets, you could use a single Suggestion spell multiple times or upscale it, or you could use Mass Suggestion and hit the same amount of people with a single spell.
I mean its almost like kinda finally a druid that can stand up to the moon druid !!!! I personally would remove the blighted shape and make the defiled ground use the wildshape use instead . and the sapling would be a part of the defiled ground too So technicly get the sapling as a bonus action and move it as a bonus action and the defiled ground would be an aura like around the sapling.
agree the Blighted Shape is essentially a ribbon feature considering most Wildshape creatures have AC 13 or less and no more than 20 hit points. A +2 isn't doing you much good.
@@Balcamion79 no this is not a Wotc published book so you will not see it on DND beyond. The adventure Call of the Netherdeep is being published by wotc but that is a different book (tho it is also critical role related) that one is on DNDbeyond for preorder. Currently DNDbeyond only publishes official wotc material (or some free material) they are not allowed to publish 3rd party content. That may change in the future but I imagine when it does they would announce it everywhere.
"On a turn" is worded the same as other spells and feature that activate every turn if the condition is met. The fact that it says "an attack roll or a spell" and not "an attack roll or spell you inflict" tells me your allies are also meant to add this damage. Meaning you'll be able to add multiple time the damage of the ability per round. Strong ability, rarely we see druids add damage like this. It also means summoning becomes really good with them, adding the extra damage to each summoned creatures first attack.
@@cassie8135 Summoning creatures and controlling the placement of the blight circle can help negate that effect, but yeah, symetrical effects like this one are weird. This reminds me of the Oath Breaker paladin buffing undead allies as much as undead ennemies.
Good flavor + weird mechanics is the theme of the subclasses in this book for me, unfortunately. A lot of good concepts, this druid being one of them, but I'm not sure I'd play most of them.
The Blighted Sapling has a challenge rating equal to your proficiency bonus, so you're able to use the "1 or higher" section of the Toxic Demise block for them! The "No challenge rating" block is most likely for creatures summoned by spells like Summon Fey since those creatures don't have a challenge rating!
The Blighted Sapling's CR is "-" (so no challenge rating, using the last line in Foul Conjuration when it dies) and the next section to the right of it is it's own proficiency bonus (which matches your own), take a look at the Wildfire Spirit from Tasha's, it's formatted the same way with a larger gap between the two separate parts of the stat block.
@@Trodon13 Ahhhhh, I see. Slightly confusing because of the positioning of both sections lol. I don't think the difference between the two outcomes is enough to cause any major shifts in balance, so I wouldn't really mind either way
Wildly OP (which is still not as good as the moony boys). Will say this subclass feels almost written for a character i wrote ages ago so great for me >
Definitely strong in the right hands, but it's no worse than the other strong classes we have in the game already, and honestly, I really like, neigh I prefer, how this is structured. I have always been of the opinion that dipping is dumb, and that multiclassing should be because it makes sense for the character, and not because you get a really cool and powerful ability early on. Take Twilight Cleric and Wildfire Druid for example, two really solid classes that I love, but they get their class defining features way too early in my opinion. I have always believed that if you want the really cool and unique shit that defines a class, then you should INVEST IN IT FIRST. Do I realize this a controversial and unpopular opinion, yes, do I care, not even a little, but it is my opinion that your first couple of abilities should be "interesting but not unique", if you want the cool and unique stuff that really defines a class, then you need to put time and effort into it and really invest into that class.
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0:19 Sponsor (HelloFresh)
0:53 MasterChef: Nerd Immersion Edition
1:29 Sponsor Cont'd
2:17 HelloFresh Code (POGNERDI16)
2:45 Circle of the Blighted Druid
3:20 2nd Level - Defile Ground
5:06 2nd Level - Blighted Shape
6:19 6th Level - Call of the Shadowseeds
6:55 Statblock - Blighted Sapling
8:20 10th Level - Foul Conjuration
10:44 14th Level - Incarnation of Corruption
11:36 Foul Conjuration - Additional Thoughts
14:43 Closing Thoughts
I'm pretty sure the no CR is in reference to the blighted sapling as well as the summon beast and summon fey spells from tasha's as none of them have a CR
Came here to say that
Same with things like the new beast master stuff. The manifest echo
I think the thought process for having no cr for the blighted sapling was keeping in line with the wildfire spirit since that doesn’t have a challenge rating either
It seems the “no challenge rating” thing really threw you for a loop. In addition to the blighted sapling, I think the main reason it was phrased that way is to account for the Summoning spells in Tasha’s. Summon beast, Summon Fey, Summon Elemental, and Summon Draconic Spirit are all spells that are on the Druid spell list, and none of those stat blocks have a CR. I actually really appreciate that they included a buff for those spells as well.
When it says "a turn" I understand that's work on any turn the creature takes damage, like your party mates hitting it for the first time on their turn.
And about the "no CR" it's in line with new summon spells since Tasha's and it's UA.
Yes. I think it makes sense to basically give everybody a d4 bonus damage that they get once per turn.
Blighted Shape does what every Wildshape should do. Every Wildshape should have something to make it unique to the subclass.
Yeah, but it’s the worst of the unique Wildshape uses by a long shot. It’s not really unique, it’s more a slight buff to Wildshape.
@@deadpoolrwbyfan8419 That's exactly why its unique though -- what other druid subclass is buffing your wildshape in this same way? Granted, its not that great of a buff and your wildshape HP is still very very low. The strength of the class is in its thematic subclass feature, NOT the wildshape. Its kinda like the Shepherd Druid in that sense. I love it. Think its a wonderfully designed subclass.
10:37 The blighted sapling doesn't have a challenge rating because it levels up with you. So if you give it a hard set challenge rating it will have to be set at a certain stats. Making it ever too strong or too weak when you hit a certain level.
basic timestamps
0:00 Introduction
0:19 Sponsor (HelloFresh)
0:53 MasterChef: Nerd Immersion Edition
1:29 Sponsor Cont'd
2:17 HelloFresh Code (POGNERDI16)
2:45 Circle of the Blighted Druid
3:20 2nd Level - Defile Ground
5:06 2nd Level - Blighted Shape
6:19 6th Level - Call of the Shadowseeds
6:55 Statblock - Blighted Sapling
8:20 10th Level - Foul Conjuration
10:44 14th Level - Incarnation of Corruption
11:36 Foul Conjuration - Additional Thoughts
14:43 Closing Thoughts
This is perfect for an npc I've been developing. She's a skeleton that's been totally overgrown with moss and vines and shit like that. I wanted to have her wild shapes be skeletons like her but just the skeletons of whatever animal she shapes into, and this fits that like a glove
"No Challenge Rating" is referring to the new summon spells from Tasha's Cauldron, including the Beastmaster Ranger's new Primal Companion, if you multiclass.
I believe the Battle Smith Artificer's Steel Defender is also NoCR, but I could be wrong.
Challenge ratting 1/4 or lower does include challenge rating 0 creatures. The "No challenge rating" of the feature refers to the tasha's summon spells (which could theoretically be single target high level spells).
Also, the sapling does have a challenge rating listed. It's 1 CR per challenge PB you have. So at level 10 when you get this feature your sapling would explode for 4d6 because it's a cr 4 creature. Alternatively, you could cast Summon Fey for a fourth level spell slot and that would explode for 4d8 because you summoned something with no challenge rating.
The Blighted Sapling's CR is "-" (so no challenge rating, using the last line in Foul Conjuration when it dies) and the next section to the right of it is it's own proficiency bonus (which matches your own), take a look at the Wildfire Spirit from Tasha's, it's formatted the same way with a larger gap between the two separate parts of the stat block. The fey would use the same line as they also don't have a challenge rating and spell slots do not interact with that ability.
Tal'Dorei has a BUNCH of nice races. I love druids (they are my favorite class). But I also like the Runechild Sorcerer, the Blood wizzard and blood domain cleric are cool to as is the juggernaut barbarian. the new bard & paladin classes are very thematic and would fith specific campaigns, They are okay, but this druid class, the runechild, and the moon domain are just amazing classes!
as for the "first time on a turn" I heard so many interpretations of it: I heard it is the first time a creature does damage (so multi attack doesn't work, but its a 1d4 each time a creature takes damage from another creature, so if I cast thunderwave on a pair of creatures, they both take 1d4 damage, if my rogue uses their attack to hit them once (meaning, take one shot at each) each take a 1d4 damage after I hit them with a thunderwave, and if a fighter comes and uses their multi attack to hit each creature, they would again take one d4 for each attak.
HOwever, if the figher would use 3 attack on a creature, they would only take 1d4, and if the rogue use his actiona nd bonus action with a crossbow to hit them they would only take damage on the first hit if he targets just one of the two.
I thought it meant they took 1d4 the first time on a turn they took damage, but.. on Who's turn, so it lead me to believe that the first time each creature on my turn take 1d4, then on the rogues turn the first time a creature takes damage is 1d4, and same for the fighter turn.
I also seen it interpreted that if I'm on the defiled ground, my allies or I would take damage, but I've seen it interpreted that since the defiled ground doesn't affect my allies, as it says it affects creatures hostile to me, that wouldn't be the case.
Since it says “once per turn”, I think it’s meant to be on each creature’s turn. Meaning you could get 3, 4, possibly 5d4 points of damage (+1d4 for the sapling given it goes on its own turn). Personally, I’d make the soiled ground = to prof bonus and I’d make the sapling a little tankier + use your wild shape
The No Challenge Rating thing does refer to the Blighted Saplings but it also refers to anything summoned with the new Summons spells from Tasha's. Those creatures do not have CR - Summon Aberration, Summon Shadowfiend, Summon Construct, Summon Fey, etc. I agree with you, Ted. Like so many of the subclasses that Matt Mercer and team make, it is better at doing X than the class that WotC designed to do X. For example, Chronurgy Wizard is a better School of Divination Wizard and better at Spell Storing Item than the Artificer; Echo Knight Fighter is a better Familiar class than the Pact of the Chain Warlock or the Wizard's Familiar spell. You made a good argument that this is potentially a better summoner than the Circle of the Shepard.
Tbf, the chronogy wizard and the echo knight are not 100% on matt. Those are Wotc products. While I agree those are better at certain things than the original subclasses the problem is set on Wotc that allowed something to get through in official material without playtesting or revision (bc matt isn't the game designer, he is a storyteller/Voice actor).
@@parkerbrantley4356 Fair enough.
No hcallenge rating is meant for the new summoning spells and pets including the sapling
The corrupted ground is 1/turn, which means with a large party you can stack decent damage for low levels.
No challenge rating is for the Tasha summon spells for example. That's why it's based on your PR, because those creatures scale with your spell attacks etc. Also, you always summon 1, while you can Conjure Woodland Beings and have a million of those.
So when I look at this druid I see something that's Good but requires a lot of action economy to function "better" than anything else.
This druid is good at wild shaping, but they still have to use their action to wilshape and even then, I would say that the Moon and Spore druids are just Better at utilizing their wildshape.
This druid has a pet mechanic, but the Wildfire druid's pet is just better.
This druid is good at summoning, but the benefits of their summoning pales compared to the Shepherd. Like sure their summons are immune to fairly inconsequential damage types and can explode, but the explosion is more thematic than poweful. You have to use an action to explode them Individually, and they don't even get magical attacks. If all of them die you can get Up to Fireball's scale of damage depending on how many you summon. Even then if the creatures are too far apart the damage is really dispersed.
The Thing This Druid Does is area control. The blighted ground feature is Good, it is distinctive, and it takes a bonus action. They pick a place to hate and hate on it there. The only thing this steps on is the Land druid, which tbh all other druids do.
Moon druids wildshape
Spore druids are necromancers
Dream druids and Star druids are healers
Star druids are diviners
Shepherd druids are summoners
Wildfire druids are blasters
Blighted druids are aoe control
And Land druids are supposed to be casters.
I wish blighted druid's features just focused on AoE and buffing that imo
Blighted ground is an excellent feature. The exploding creatures actually scales pretty dang well:
3rd level slot = 20 necrotic bonus dmg on top of 20-40 DPR from the creatures
5th level slot = 40 necrotic bonus dmg
7th level slot = 60 necrotic bonus dmg
Not as powerful as Shepherd for sure, but much better than any other druid. The real problem with it is the headache of rolling all the saving throws for it. 16 explosions on 1 turn from summons getting AoEd would be a monster headache to resolve. Plus it is further encouraging the horde-summoner style of play b/c the explosion for a CR 1-2 is just garbage compared to the explosion of 8 CR 1/4s.
@@agilemind6241 so thing to note is that the explosion is in several different 5ft radiuses. The whole Thing that makes Fireball strong isn't so much the damage as it is the area. Like the damage is good, but it's the fact that it's good damage across Several enemies if you do it right.
The exploding Summons just turns all of your guys into mephits, and improves mephits significantly. Which is fine, it's extra value, but you still have to concetrate and include the lackluster Conjure spells for it to matter.
I think the Foul Conjuration's "no challenge" rating feature is referring to actual plants that druids can create. For example, plant growth the spells doesn't summon but it does create more plant growth. Or even Wall of Thorns would gain this features added effect. If someone was trying to cut through the wall there's an added effect due to it's blighted nature and the wall doesn't have a challenge rating but it is plant matter. Just a thought...
Moon druids need some competition ya know.
What’s up! Excited for the vid, have a good day
Currently playing as this subclass. Fun fact, you can move your defile ground while wildshaped so I had a blast chasing a target around in the form of a gnarled root wolf with my defiled ground and using that Intimidation Proficiency to it's max effect.
Kind of a weird subclass, seems fine if not a little underwhelming early on but with the damage scaling on defile ground and the 10th lvl feature it could be pretty busted going into tier 3 play. However since defile ground is only once a short rest with most of its kit relying on it, I could see the class struggling with multiple combats in an adventuring day.
The 10th level feature is bad for the game. It even further incentivizes summoning an absolutely horde of tiny creatures AND it makes that horde now trigger even more dice rolling that will slow down the combat - e.g. RAW if you used this subclass against something like a fire elemental that back splashes damage you could be looking at:
16 velociraptors making 32 attacks dying from back splash and requiring 16 con saves by the enemy. That's an absolute ton of rolling each one for something of relatively little impact.
@@agilemind6241 for sure! would not want to deal with all that as a DM. I definitely prefer the newer TCE summoning spells cause at least they generally lean towards summoning one more powerful creature over a horde of little ones.
At level 10 you just become Deidara, I'm here for it.
Sounds like for the defile ground just move it to prof bonus per day like everything else. Drop the shitty wildshape changes and just make the sapling use your wildshape instead of the reaction while in defile mechanic. Possibly make it a bit better to compensate.
Defile ground has the same wording as sneak attack therefore it could happen on every turn
Pity the sponsor coupon doesnt work outside the US (at least not in France). That is actually something that would save me so much time
All the new summoning and friendly pets now have no challenge rating look at the new beasts of land air and water as an example.
This druid kinda reminded me of one of the dualist from yui-oh 5d which was a plant dualist and their play style was summoning a buch of plants and blowing them up to damage their opponent.
The Foul conjuration feature says “…you can cause A summoned creature to explode…” Does that mean your ideas of multiple creature explosions won’t work?
No, it should work as he described, since each creature summoned counts individually when considered for effects such as this. Think of it like the mass spells a wizard gets, you could use a single Suggestion spell multiple times or upscale it, or you could use Mass Suggestion and hit the same amount of people with a single spell.
I mean its almost like kinda finally a druid that can stand up to the moon druid !!!!
I personally would remove the blighted shape and make the defiled ground use the wildshape use instead . and the sapling would be a part of the defiled ground too
So technicly get the sapling as a bonus action and move it as a bonus action and the defiled ground would be an aura like around the sapling.
agree the Blighted Shape is essentially a ribbon feature considering most Wildshape creatures have AC 13 or less and no more than 20 hit points. A +2 isn't doing you much good.
The summon mechanic is for things like Summon Bestial Spirit or Summon Shadow Spirit
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Aaaay. Get them big name sponsors
Is there a way to just buy the PDF of the book ? Can't seem to find one and shipping to my country is too expensive.
You should be able to purchase it on dnd beyond when it comes out in a couple of weeks.
@@Balcamion79 no this is not a Wotc published book so you will not see it on DND beyond. The adventure Call of the Netherdeep is being published by wotc but that is a different book (tho it is also critical role related) that one is on DNDbeyond for preorder.
Currently DNDbeyond only publishes official wotc material (or some free material) they are not allowed to publish 3rd party content. That may change in the future but I imagine when it does they would announce it everywhere.
PCs also have no CR.
Sorry to hear about your dog. The curse of dogs is they never live as love as you could love them.
"On a turn" is worded the same as other spells and feature that activate every turn if the condition is met.
The fact that it says "an attack roll or a spell" and not "an attack roll or spell you inflict" tells me your allies are also meant to add this damage. Meaning you'll be able to add multiple time the damage of the ability per round.
Strong ability, rarely we see druids add damage like this. It also means summoning becomes really good with them, adding the extra damage to each summoned creatures first attack.
Forgetting that enemies also deal the damsge
@@cassie8135 Summoning creatures and controlling the placement of the blight circle can help negate that effect, but yeah, symetrical effects like this one are weird. This reminds me of the Oath Breaker paladin buffing undead allies as much as undead ennemies.
I like it
Good flavor + weird mechanics is the theme of the subclasses in this book for me, unfortunately. A lot of good concepts, this druid being one of them, but I'm not sure I'd play most of them.
The Blighted Sapling has a challenge rating equal to your proficiency bonus, so you're able to use the "1 or higher" section of the Toxic Demise block for them! The "No challenge rating" block is most likely for creatures summoned by spells like Summon Fey since those creatures don't have a challenge rating!
The Blighted Sapling's CR is "-" (so no challenge rating, using the last line in Foul Conjuration when it dies) and the next section to the right of it is it's own proficiency bonus (which matches your own), take a look at the Wildfire Spirit from Tasha's, it's formatted the same way with a larger gap between the two separate parts of the stat block.
@@Trodon13 Ahhhhh, I see. Slightly confusing because of the positioning of both sections lol. I don't think the difference between the two outcomes is enough to cause any major shifts in balance, so I wouldn't really mind either way
@@hendodo5842 Yeah, a more compact stat block can lead to some confusion. I had to read it a few times myself before I could make sense of it
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A little bit redundant with Spores Druid existing imo
I think no CR means it is an NPC or something similar that isn't designed with a CR in mind
algorithm coment
Wildly OP (which is still not as good as the moony boys). Will say this subclass feels almost written for a character i wrote ages ago so great for me >
Definitely strong in the right hands, but it's no worse than the other strong classes we have in the game already, and honestly, I really like, neigh I prefer, how this is structured. I have always been of the opinion that dipping is dumb, and that multiclassing should be because it makes sense for the character, and not because you get a really cool and powerful ability early on. Take Twilight Cleric and Wildfire Druid for example, two really solid classes that I love, but they get their class defining features way too early in my opinion. I have always believed that if you want the really cool and unique shit that defines a class, then you should INVEST IN IT FIRST. Do I realize this a controversial and unpopular opinion, yes, do I care, not even a little, but it is my opinion that your first couple of abilities should be "interesting but not unique", if you want the cool and unique stuff that really defines a class, then you need to put time and effort into it and really invest into that class.
Ted, you get more than your fair share of nasty ailments. Stop posting late breaking D&D stories when you should be getting quality sleep.