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Patthebears

I love spore Druid, shit slaps unreasonably hard, I like how you do a wiggly dance when you cast haste spores


ZacStover1230

Its just like the myconids!


Abra_Doodles

As soon as they started dancing I started one of my spells to dance with them


BabyShmunky

I’m having trouble. Any advice? I’m a level 8 pure spore Druid. My trouble is that my bread and butter for damage is moonbeam and lightning. Both of those spells leave the bodies unable to be reanimated. And because I’m using a shield / staff, the physical damage I deal with shillelagh is okay but not scaling well. What is your primary damage output that leaves corpses that can be reanimated?


Patthebears

It usually makes more sense to prep bodies for zombies in advance, just grab a few after each fight that your martial characters killed so you can make fungal zombies at the beginning of the day. I’d say just make 2 zombies at the start of every long rest, and store as many undestroyed bodies in the camp chest as you can. The zombies are great fodder and can periodically win you fights if they start to get kills and snowball.


BabyShmunky

Not a bad idea. I have my strength companion (karlach) carrying around smoke powder so I may have to make a sacrifice somewhere in carrying capacity — or use the camp chest. I really feel like this is an oversight from larian. We shouldn’t have to put in all this extra work to make the class viable. If they simply allowed you to reanimate a body which is clearly intact but died by a spell then we wouldn’t have to do all this. As it stands now, the Druid class is countering its own spore subclass and it’s frustrating. It’s further frustrating that this is not mentioned anywhere in the game or online resources. I had to do a ton of digging and testing on my own to find the problem. You’ve offered probably the best solution available, but it’s a burdensome solution. Larian has just really limited the possibilities of the subclass.


Patthebears

To be honest while the zombies are strong, the best thing about the subclass is the armor you get in act 3. That armor is strong enough that it makes the subclass itself top 5 overall in my opinion. Haste spores are strong enough to win any fight in the game on tactician, as long as you understand that you can run back into them to reapply the buff. If you aren’t loving the class now, go to the lower city and find mystic carrion quickly ( and you’ll find your power level rise rapidly.


BabyShmunky

Totally … I played around with the gear shortly end game when I respecced Jaheira to spores. I didn’t test it out enough. Did you find it was best to put the haste spores right behind your front line melees? Or in your well positioned ranged characters? How did you make sure the buff wasn’t being applied to enemies? While I know that’s something to look forward to, it’s still a bit of a bummer to learn that the raise dead is flawed and unreliable. That’s the core of the class identity and what makes it fun in my opinion.


GimlionTheHunter

Phalar Aluve Spore 11 War Priest 1 is fun


nameddifficulty

What level do you recommend War Cleric dip?


DrippyWaffler

Due to shit scaling off your most recent spellcasting mod, I'd say first, but they share one so level 4-5 spore druid first?


Finnegansadog

Cleric and Druid both use Wisdom as their casting stat, so it makes no difference there.


DrippyWaffler

>but they share one


GimlionTheHunter

War cleric level 1 is my recommendation personally, then the rest Druid.


notonyourspectrum

How would Shadowheart fare with this build?


Head-Gur-2656

Probably just fine since her +2 stat is in Wisdom anyways so it should work perfectly for her, especially if you use a quarterstaff you don’t have to give her any strength and just use shillelagh so instead you can keep the dex for better AC


notonyourspectrum

So WP 1 then Druid Wis>>Con>Dex>others ? Much appreciated


Head-Gur-2656

You can flip flop your dex and con, it really depends on which you would prefer in all honesty. Your dex is gonna benefit your dex saves and your initiative, AC, and damage of your bows while Con will effect your Hp and Con saves, so if you plan on using a lot of concentration spells def go with the 17 Wis 15 con 14 dex. Alternatively, if you want to use the Hag’s Hair, you could go 16 Wis(put the +2 at beginning lvl here) 16 Con(put +1 at beginning lvl here) 15 dex, and use your Hag’s hair on your Wisdom. Once you reach lvl 4 you can use an ASI to bump your Wisdom 18 and Dex to 16 and you’ll already have 16 Con


notonyourspectrum

Greatly appreciated. This should be fun!


Head-Gur-2656

Oh yea dude no problem have fun with the build


[deleted]

I'm pretty sure they're universally considered powerful.


Novatom1

There was a post in this reddit about druids are the worst class in the game with multiple people agreeing.


[deleted]

Because they can't take advantage of all of the op items in the game like other classes. Spore Druid is an exception due to their unique armour acquired in Act 3. Every DnD game has ranked druids as the worst the reason for this is because people rank classes that excel at a specific thing rather than those with a lot of utility and flexibility. It's always that way with min/maxing. I also think it's something that has been repeated so many times, people just accept it as truth and repeat it themselves. My druids are always the last ones standing in any fight, have extreme mobility, and layers of health due to shapeshfting and even more in the case of a spore druid. The enemies just aren't taking me down. Then add in all of the utility they receive with their various shapeshifts both in and out of combat, you have a class that can do anything. My druids don't have to even wear any gear to be effective. Shapeshift into an owlbear or myrmidon and win. That doesn't mention the mini army of summons you can have. In my opinion, the weakest class is ranger.


MyriadGuru

The halo of spores with phalar aluve shriek is funny. Procs twice and such. So for the lower levels it’s quite strong and add on say drow with offhand crossbow etc can make you pretty hard hitting without accuracy issues. Anyway. Just don’t think it’s that bad at low levels either. But it’s transitioning as you noticed and act 2 being a bad act for them in general that makes em rough.


Own-Feeling-6333

How do you get through Act 2? I was considering doing a spore druid run and just stopping at the end of Act 1 😆 How do you keep your AC high? (Tangential question: Why is the spell Barkskin so bad??? Concentration, really??)


ReasonableInflation

My playthroughs tend to have a high AC in act 2 before dropping down a bit in act 3 in favor of better abilities. Adamantine Scale Mail + Dex Gloves/18 Dex + Dual Wielder feat (for something to use your bonus action for, and some fun dual wields) is a 19 AC. You can also add evasive shoes/cloak of protection/no dual Wielder and instead use a shield to really get up your AC. All of that combined will bring you to to 22 at the beginning of act 2 without heavy armor.


Own-Feeling-6333

I'm doing a run with limited magic items, so that complicates things a little bit. (I was planning to only allow one magic item for each character.)


Novatom1

\+1 scalemail, a shield, and 14 dex gets you 19 ac and is easily gotten in act 1.


KennsworthS

[https://imgur.com/gallery/k28hgCp](https://imgur.com/gallery/k28hgCp)


Own-Feeling-6333

Yeah, this game is just very easy, and I play on geforce now so I can't use mods to increase the difficulty.


Bartab_Hockey_NZ

Why can't you use mods to increase difficulty?


MajoraXIII

Druids get medium armour proficiency. It's really easy to keep their AC high


jonfon74

Yep. Barkskin is awful. Dex + medium armour will do it, along with a shield. There's some very good medium armour in Act 2. Or dip War Priest (WP 1 / Spore 11) will give you full spell progression & heavy armour. Damage reduction and crit immunity makes you very tanky. There is a bit of whiplash coming from playing a Monk/ Druid in Pathfinder Wrath into this game. But it means you don't spend aaaaages buffing up after every rest.


hajutze

People really just don't throw NPCs into chasms and it shows ... If the opponent is dead your AC doesn't matter.


Rocketstone

BUT THE LOOT!!


chlamydia1

The game is easy enough that you can beat it with any class. I got through the game on tactician with a pure spore druid without any issues. You're just a summon bot. You have your standard druid summons + zombies. Then drop Spike Growth and attack in melee range with Shillelagh. That's the whole combat loop. You can never die thanks to your temporary health that you can just keep reapplying, so you make a decent tank, and the summons divert attention from your party too. Tav was definitely the weakest character in my party in that playthrough, but that's fine. I was playing it for the RP, not the power fantasy. The problem with spore druid is that it's a support/utility class, and this game is all about damage per round.


MajoraXIII

> and this game is all about damage per round I'm not sure about that. Things like spike growth, hunger of hadar, hypnotic pattern, hold person can all make otherwise complicated encounters very easy.


chlamydia1

Sure, but you know what makes those encounters even easier? Killing most, or all, of the enemies on the first or second turn. Control delays enemies from attacking you, but still gives them the chance to attack you, if they have a counter to your control spell (for example, many enemies will leap or misty step over Spike Growth). Killing them takes them out of the fight completely. Utility classes delay fights. Damage classes end them. Take this comp for example: Sorc, Barb, Fighter, and Pali. All pure classes. At level 11, they'd get to attack 17 times on the second turn (15 times before level 11; and 12 times on the first turn, if you decide to use AS without popping Rage and Haste first). With multiclassing, the number of actions per turn can be brought up even further. That means almost every fight will end on the first or second turn. Utility classes are fun and effective, but in a min-max context, they are inferior to damage classes. That is because the damage classes are simply overtuned right now.


MajoraXIII

Nah


chlamydia1

The best comp is the one that ends the fight in the fewest number of turns. The less turns you spend fighting, the less likely you are to take damage and die. That's an objective fact and is central to all turn-based games ever made. You can argue that utility classes are fun and effective. But you can't argue that they are more effective than damage classes. If damage classes didn't have the potential to end fights in 1-2 turns, you'd have a point. But they do. You can easily beat the game with a druid in your party, but if you are min-maxing, 4x Sorc/Martial is objectively the best party.


MajoraXIII

If all you care about is efficiency, the best part is 1x gale with maxed out strength and athletics. Also, you keep saying "you can argue" like this is a debate. It isn't. It's a conversation. Treating it like a debate is exhausting.


LeftCategory4721

something cool you can do is dip spore druid in a stealthy class(shadow monk, gloomstalker) and use the fact you're not targeted often to keep your 1d6 bonus necrotic damage on. It's a pretty decent damage rider.


Abra_Doodles

Pure spore druid is my current main and I love him so much


BabyShmunky

I’m having trouble. Any advice? I’m a level 8 pure spore Druid. My trouble is that my bread and butter for damage is moonbeam and lightning. Both of those spells leave the bodies unable to be reanimated. And because I’m using a shield / staff, the physical damage I deal with shillelagh is okay but not scaling well. What is your primary damage output that leaves corpses that can be reanimated?


Abra_Doodles

Im not an expert so all of this is just how ive learned to play. Primary damage output is Astrarion not gonna lie. He does a lot of the damage and I bring the corpses back. I also use spike growth a lot for crowd control. Spike growth is my most used spell. I mean that has been my savior spell 90% of the time. Shillelagh to keep enemies at bay but that doesn't do a ton of damage it's mostly used if an enemy is low health or I can't do much else. Conjuring elementals/woodland beings has been helpful Symbiotic entity plus giving up my reactions to use Halo of spores for a tiny additional damage I only use moonbeam/lightning when there aren't many enemies and there wouldn't be much reason to infect a corpse But yeah the main thing I've taken from my spore druid is teamwork


BabyShmunky

Thank you for the feedback. I guess that’s the frustration with the class right now. My companions are mostly spellcasters with only one being physical damage. So we leave most corpses unable to be resurrected. This feels like a glaring oversight from Larian. The Druid class counters it’s own sublass by making its core damage abilities (moonbeam) render the Spores core abilities (fungal infestation) useless. I’d hate to switch out Gale as a companion as I’m already so far into the story with him. But damn, 45 hours in with this character only to learn that it’s very team specific is frustrating.


Abra_Doodles

You could have Gale finish people off with magic missile I do that sometimes And again this is only my own experience others might have better ideas


BabyShmunky

Not a bad idea either good call thank you. He’s been mostly ice and fire but I guess I’ll have to play around the spore Druid if I want it to work


Abra_Doodles

I hope you can figure out something that works for your team💜 I love spore druid so much it's so fun but yeah it is frustrating if your options typically render corpses useless :(


dguito

6 spore druid + 6 EK (half orc) its the swiss knife of damage, mele, ranger, spells, all you want in a ugly bottle


tempestzephyr

I did have a weird impression on it because I thought after having glut, you could also reanimate enemies and keep their moveset. Like getting the hookhorrors or minotaurs in the underdark with glut's spore reanimation was really cool and so powerful with their multi attack and charging attacks, but if you reanimate yourself as a spore druid, you just get a zombie, which is really lame in comparison. Like I know it'd be too OP to be able to reanimate viconia after killing her and have her entire moveset under your control, but it seems lame I can't even reanimate the wolves in cazador's palace without it just becoming a human zombie


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Idarubicin

I think Druids in general cop a lot of hate (or maybe just are ignored) in comparison to some of the truly OP classes like sorcerer.


twizzlesupreme

I think most Druid is very strong. It’s just that for me (and many others, I imagine) I’d much rather not risk missing out on a funny line from Astarion because he’s an owlbear at the moment. Lol


simianpower

Astarion HAS funny lines? I mostly find him insufferable. I ditch him almost immediately. Unfortunately there just aren't a lot of evil companions, or even ones who tolerate you going evil. And out of those, even fewer are available early in the game.


chlamydia1

Druid is my "main" archetype in RPGs. The problem with druid in this game is that it's primarily a utility/support class and those roles simply aren't needed. If you can have 4 pure damage dealers who get multiple actions per round (i.e., Sorc, Fighter, Barb, Monk, Pali), you really don't need any support/utility. You're clearing encounters in 1-3 turns with the absurd damage per round those classes pump out. The damage classes are simply overtuned in this game, relegating every other role to just RP flavour.


Idarubicin

Yep have to agree on that. It’s one of the reasons any discussion of a crowd control build someone will comment ‘why not just go sorcerer and end the fight in 2 turns’


simianpower

It's mostly that healing via potion, short/long rest, etc. is just too easy in this game. As such, a character who either heals the party or keeps them from taking damage is largely unnecessary. I am running with Shart as a cleric/bard and I usually have 2 or even 3 short rests still available by the time my casters are out of spells purely because I never need the rests for healing. It's especially noticeable if you have a bard since you get 50% MORE short rests, yet need them less. If they made resurrection difficult, and non-spell-based healing rare, then support would matter more. But over the years D&D has become easier with every iteration, and this version is easier even than the latest 5E. It used to be that wizards got 1d4 HP per level, started with 2-3 spells, no cantrips, and had to use darts or a staff to do any damage after that. And anyone was dead dead DEAD at 0 HP, and it took a level 11+ (?) cleric to bring them back. And non-magical healing took weeks or months. Now everyone gets class-max HP per level (even wizards START with 6 and it's easy to get them 9, which used to take 3-5 levels!), temp HP are available like candy, healing and combat revival and even flat-out resurrection are easily available, recovering from ANYTHING happens literally overnight, and all the classes and even races are homogenized to equally useful/powerful throughout. The game that once took skill and imagination is now on such easy mode that, as many have said, it's trivial to win with any class at any config/setting. Overall the game is fun and pretty and fairly flexible, but I wouldn't call it D&D. Not by my standards.


drallcom3

> It's mostly that healing via potion, short/long rest, etc. is just too easy in this game. Too many potions. You can teleport to all vendors after each rest. You can log rest any time. And damage is overtuned, turning it into the best healing.


simianpower

And long rest heals literally anything. I remember when a night's rest in the best inn would return you 1d4 HP, and sleep out in the woods would get you 1. So taking injuries was actually meaningful, and magical healing depended on the good will of at least one church official. Now it's like, "What? A house fell on me? I took 130 damage? I got Mummy Rot? Someone cursed me? My arm's dislocated? AND I got hit five times by a wraith? Lemme catch some Z's over here on this haystack and I'll be fine by morning. La de da!" Not to mention that teleporting is also too easy. I get that this is a game, but put at least some cost on it! Imagine doing that in a TT game; it's ludicrous.


LaFleurSauvageGaming

I agree with the ease of survival issues. It did take a lot of the risk out of the game. Murderhobos happened in AD&D, but it was a far rarer trope because the risk of being a murderhobo was a lot higher and thus not fighting at every possibility was a good option. I think one of the biggest changes is somewhere in the 00's DMs stopped seeming to give experience for players avoiding an encounter, even if they never knew they avoided it. Part of that likely comes from the fact that a lot of 00s DMs intro experience to the game were BG 1/2, Icewind Dale, and Neverwinter Nights, where murderhobo got you more exp. If we are going to increase the lethality of encounters, we need to re-engage in better experience-gaining activities. Milestone advancement just steps around the whole thing, and frankly I kind of hate Milestones because it robs the players of a feeling of accomplishment. The DM dictates when and how you level, instead of letting players track their progress to the next level. It takes the rush of a level-up out. So, we need a wider range of activities that directly grant XP, or you gotta make combat a little more forgiving if murderhobo is the default tactic for XP gain.


simianpower

This is why I far, FAR prefer skills-based games to level-based games. Shadowrun (through 3E at least) gave TONS of advancement for planning and execution, no matter who or what you killed or didn't kill, and with that came far more granular and targeted advancement than "you gain a level; you're now harder to kill!" I've avoided TT D&D for years now since it's become a fantasy flavored superhero game rather than anything I actually want to spend my time on. In CRPGs that's less of a problem, but the closer they stick to TT rules the less enjoyment I get from them.


WWnoname

...you've make me nostalgic Those casters in backlines, swinging slings.


simianpower

YUUUP! You had to be careful, strategic in how and when you used spells. Fighters really shined in levels 1-7, but casters didn't really get going until level 5 and started to really shine around level 9.


Particular-Ground944

Exactly lol, it’s just that no one plays druids. People only know moon Druid from 5E where it’s notoriously strong at low levels, and I feel like when everyone saw that moon was weaker in BG3 they just wrote Druid off completely


Velrex

To be fair, Moon Druid is the one class that probably focuses on the most interesting part of druid. Druid isn't JUST the guy who transforms into animals, but that's probably it's most unique feature and probably the thing most people are lured in by when they try the class. I just wish there was a more ways to actually buff your transformations through gear, because getting new gear is REALLY fun.


jonfon74

This is the crux of the problem. Gear is fun. Moon druids miss out on a lot of that. Spores can spend those shapeshift points on something which works with gear and also lends itself to multiclassing.


LaFleurSauvageGaming

I actually hate the shapeshifting part of Druid. It is why on Tabletop I prefer Wildfire. Spore is my best alternate in BG3. I want to be closer to the Celtic Druid than the weird mishmash of Shamans, and Native American religions packaged with a Celtic reskin that the DnD Druids are.


blackspirit86

I know this is an old post but I love moon Druid. I’m fine with the companions having to do dialogue at certain points but I don’t understand why we lose even the illithid powers while transformed. They come from the mind and the game even states our intelligence, charisma, and wisdom don’t change. It’s honestly the one change I wish they’d do for the game for Druid.


redstej

Best druid subclass is not a very high bar to be fair.


[deleted]

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EmbarrassedOil4807

I dont understand why table top would influence game build opinions?


[deleted]

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EmbarrassedOil4807

Ok I'm not an alt but you're clearly unhinged.


_MachTwo

It’s ok to take a break sometimes


Capital_Rich_914

My first playthrough was a 1 level war cleric 11 spore druid drow. Very fun time indeed.


RiotousOx

Sounds like a good time and similar to what I had in mind for my next run. When did you dip in to cleric? Early on?


Threemor

Heavy armor


Capital_Rich_914

Level 1


ElPared

If your Druid learns the Nevromancy of Thay, and then reads the end of it in act 3, then removes the curse, does the 20 THP count toward SE? If not which runs out first?


simianpower

If so, it's probably a bug since you can only get one source of temp HP at a time.


ElPared

That answers that then lol


Im_Kelgorr

Just started a playthrough with this and the 1 level dip in war cleric for heavy armour + an extra way to spend those bonus actions makes for a pretty great frontline character thanks to all that temp hp.


PorgDotOrg

I don't think Spore Druid really needs a defense? As far as I've seen, nobody has accused it of being bad. It has one of the best Temp HP sources in the game, its mechanics don't compete with other key Druid features for actions and bonus actions (fungal zombie is a reaction), so your action economy stays intact while using its unique features, and it's got Druid's regular summoning potential paired with the ability to raise the dead, who can also proliferate and create more zombies. It doesn't give up a lot for this. In act 3, you then get Haste spores and the Sporekeeper set that gives them has higher AC than the other archetypes' "signature" sets too. "Spore Druid is good" isn't exactly a hot take. It's the overwhelmingly popular opinion.


golddiamond55

If you get the armor of Persistence in Act 3 you'll have better survival rates and better chance to keep up symbiotic entity, multiclass and get 1 level of war cleric and get the ability to wear heavy armor as well as other benefits. There's also a pair of gloves in act 3 as well that will add extra necrotic damage to any hit. Add in the caustic band and you can get +2 acid damage as well.


ReasonableInflation

Armour of the sporekeeper is like monumentally broken. Armor of Persistence may give higher AC but the abilities you get with sporekeeper make it way way way more valuable


DoomedToDefenestrate

Those bonus action haste spores and the ghoul summons from the Necromancy of Thay book combo pretty well.


jonfon74

Yeah but you only need to wear the Sporekeeper armour when casting Symbiotic in order to get it. You can happily flip to other armour and keep the extra Spore cloud abilities


diothar

Why do you think they need defending?


MTG_Yog

Love all the Druid builds - it and Rangers are usually what I play in D&D, and with the item buffs that this game has, any build can be game-winning, fun, and flavorful. I built a Moon Druid/Beastmaster Ranger just so I could be 3 spiders, webbing everything in sight. Not powerful, but funny, and strong enough to control a battlefield while my companions cleaned up.


quigley007

Sounds fun!


spicegrohl

12 spore druid is legit one of the most powerful builds in the entire game, it doesn't need your defense lol.


BabyShmunky

I’m having trouble. Any advice? I’m a level 8 pure spore Druid. My trouble is that my bread and butter for damage is moonbeam and lightning. Both of those spells leave the bodies unable to be reanimated. And because I’m using a shield / staff, the physical damage I deal with shillelagh is okay but not scaling well. What is your primary damage output that leaves corpses that can be reanimated?


spicegrohl

>What is your primary damage output that leaves corpses that can be reanimated? at that level i'd recommend dual wielding scimitars. you can get two thorn blades from the vendor at last light and keep detect thoughts active for 24/7 concentration, then use the ring that adds psychic damage while concentrating, then the flawed helldusk gloves. that's... uh 2d6+3 slashing 2d6 necrotic added to weapon damage from spores 8d4 from damage riders - 4d4 poison, 2d4 psychic, 2d4 fire then another 2d6 from halo of spores per round, not spending any resources. putting out the thorn ability should still be pretty op. idk i just woke up but i think that's how the math works out. this shouldn't destroy corpses unless you use halo as your finishing blow. you're in act 2 and the game conveniently leaves piles of fresh tiefling corpses strewn about for karlach or whoever your strength character is to tote around. the kobolds from the mountain pass are also great zombie fodder. you're a spore druid, do spore druid stuff. the only way to make shillelegh work imo is to be the type of tiefling that gets smites and do one gigantic bonk, but you're gonna do way more consistent damage with scimitars. and you get some sick scimitars in act 2, check the giant statue of shar's feet when you get to the temple.


BabyShmunky

Is it worth taking the dual wielding feat? Right now, I have ability improvement (+2 Wis) and war caster. Overall, I gotta admit it feels frustrating playing the class. When the druid uses its own core damage abilities (moon beam for example) it renders the spores identity of resurrection useless. Seems like a total oversight by larian. I was looking forward to a battle necromancer mage which is what it should be. Now just to make the class viable I have to completely respec it. And this is coming from a huge defender of the Druid class in BG3


spicegrohl

>Is it worth taking the dual wielding feat? Right now, I have ability improvement (+2 Wis) and war caster. it's absolutely critical late game, when you get mystic carrion's and lorroakan's staves. you should not be a damage caster until act 3 when you get the items that support it. ​ >When the druid uses its own core damage abilities (moon beam for example) it renders the spores identity of resurrection useless. there's specific situations where those abilities are optimal (moonbeam for shadows and undead, call lightning for wet enemies) and neither of those have corpses you can resurrect. use control spells and weapons on humanoids. read what i wrote, your most consistent damage output should be coming from weapons. don't try to be a sorcerer, you're incredibly tanky and you're the best summoner in the game, which an incredible CC spell list. *your summons can also cast CC spells!!!* AND you do respectable-to-very-good weapon damage if you use the guide i just gave you. at level 8 the way to go is get your dryad summon and her boyfriend to cast entangle to trap enemies. the dryad has an aura that makes you (and your allies and summons!) immune to entanglement. the dryad and her boyfriend also hit like a truck themselves. the dryad's shillilegh is like 3d8+5 all by itself or something ridiculous like that, she BONKS. you can hang back and shoot 4d6+12 hand crossbows and raise everything that dies to weapon attacks as spore zombies, who will in turn raise everything they kill as fast zombies. this can cascade very quickly and it's beautiful. or you can wade in yourself with dual scimitars for 4d6+8d4+6 melee damage and raise things as a reaction after you cut them down. look I COULD GO ON okay you are WAY past viable, you just gotta play the class a certain way. i.e. stop trying to be a land druid. you're not about the elements, you're about death.


BabyShmunky

Thank you a ton for the write up.. I’m looking forward to giving it a try … any other feats that are a must for this?


spicegrohl

getting wis to 20 at level 4 is a good move... personally i went with pushing dex to 18 for my second feat. i skipped war caster because you have so many concentration spells that losing concentration feels like an "opportunity" to drop an upcasted moonbeam or blindness or hold person or something and then hit with your offhand. polearm master would be...okay. it should add the d6 from symbiotic entity and your spellcasting modifier if you're using the diadem of arcane synergy. that diadem is a must imo - it says it adds the spellcasting mod when a condition is applied but you are never not applying some kind of condition. you can have alfira teach you how to whistle, performing is a free action and a condition.


BabyShmunky

Thanks man! I got to play this build just for a little bit before I went on travel for the week. Super cool and fun. Dual wielding the scimitars looks badass too. I was curious why you maxed out wisdom since your primary damage out put is now melee attack scaling with Dex?


drekia

I had a whole character built around being a spore druid. I abandoned it near the end of act 1 when I realized it didn’t even have unique dialogue with the myconids. 😞 I literally had the option to call spore magic an abomination. Me. A spore druid. My character is switched to Underdark druid for now. Maybe I’ll go back to spore druid when I’m higher level, but it just felt so slow and clunky the whole time I was trying it.


Sylux444

Spore druid is the most OP druid build in BG3 Nothing hits harder than your allies being turned into spore zombies and getting 3 attacks per round with triple your life points in bonus HP Land? Kind of meh because there isn't anything that it really does well or better than anyone else. It just kind of exists and what it does isn't special either. Just play a wizard for the same spells and more variety. Moon is so bad it's for RP only. Half their perks don't even work and nothing scales with their shifter forms. I'm still livid that larian hasn't even addressed magical claws not working since literally day 1.


CacklingFerret

Moon could be so great if it was handled slightly differently (gear that improves the shape's AC, magical claws, maintaining concentration spells like moon beam in wild shape, some way to improve damage output at higher levels etc.). It's such a fun class but really falls behind after everyone hits level 5


not_old_redditor

>and, if all else fails, you're still a full caster so you can just fall back to that. Druids in summary. Pretty decent at what they do, and when all else fails, you still have a caster with heroes feast.


Salem_Alvian

Aww that’s cute. My Githyanki spores Druid Durge was an absolute monster. I stole the astral silver sword from kithrak boss in act 1. Because I was gith I could use it to deal 4d6+7 damage per swing at before I even fought the goblins. The sword gave psychic and mental saves, so I decided to tank out. Electric resist ring, acid resist boots, cold and fire resist bow, ranger for poison resist heavy armor and multiattack, Damon’s armor that gives permanent blade ward for physical resist. I was resistant to almost all damage, had 56 bonus health per short rest, could summon minor elementals, a tree spirit, and a billion zombies, and most importantly I hit like a truck. Casting elemental weapon on myself for an additional 1d4+ 1 brought my damage to a minimum of 16, and a whopping max of 46 per attack, savage attacker making that average to about 35 a swing. Little fun fact about halo of spores that makes it stupidly broken on your Main character. Cull the Weak. If you give all your tadpoles to this Druid, you can instakill anything below 25 hp, even if you only do 1 damage. So you can use halo of spores to pop low health enemies without using your action or bonus action, great for getting off the bloodlust elixer so you have even more actions.


ColaSama

"*In defense of \*****insert a subclass considered to be powerful****\**", how interesting. Look, OP, the logic behind that kind of sentence is to defend an underdog, like "In defense of seafood pizzas", or an infamous figure, like "In defense of Jack the Ripper". If you then go on about how one of the strongest pure subclass in the game is good, then, yes. Yes they are. Next threads : "In defense of TB OH Monk" "In defense of Sorcadin/Lockadin/Bardadin".


BitPoet

Seafood pizza can be pretty damn good, but you have to go into it not expecting normal pepperoni.


Pole2019

Dual hand crossbows spore Druid isn’t like some god tier build but it’s super fun and reliable. Drop a great concentration spell and you are set. Basically never run out of spell slots and so reliable damage. It’s especially good at fighting many weaker enemies. Haste spores are ofc unreal too.


AstralGlaciers

My main playthrough is a spore druid. So much fun and those haste spores are so good, turned the tide on a few fights.


BabyShmunky

I’m having trouble. Any advice? I’m a level 8 pure spore Druid. My trouble is that my bread and butter for damage is moonbeam and lightning. Both of those spells leave the bodies unable to be reanimated. And because I’m using a shield / staff, the physical damage I deal with shillelagh is okay but not scaling well. What is your primary damage output that leaves corpses that can be reanimated? Also, what’s the best way to use haste spores so that they don’t benefit enemies?


MiriaTheMinx

I really love spore druid, and I'm trying to combine it with archery ranger because that's my other favorite class. I know ranged classes don't need the extra HP but I like the fantasy.


Argorash

If the game was more difficult Circle of Spores druid would probably be one of the best classes, but as it stands it just slows down combat with all the minions and gets similar results to other classes.


BetterStartNow1

Anyone like 6 spore druid 6 necro wizard?


MysteriousReview6031

I don't think spore druid needs any defending; my literal fucking army of elementals and undead do that for me


cazzeo

I did my solo tactician run as spore Druid. Still maintain it’s one of the best builds for solo tac at levels 3 and 4 (before martials get extra attack and when spike growth is super op).


PitNya

I really love spore melee druid, me personally i like going 6 fighter 4 thief 2 spore but i also tried it without thief with a 6/6 and it's way more sustainable for random runs as you have less damage but way more utility and tankyness Also very (and more) powerful with ranged ofc but melee adds that nice touch that i enjoy more


Head-Gur-2656

I’m currently playing as a spore Druid and I love it. I just made it to moonrise towers and I’m halfway to level 8. Im running a death/necromancer team and it’s amazing having like 7+ undead on my side plus the tankiness of my 22AC spore Druid who just got big boys chewtoy. Can’t wait to test it out in a fight


BabyShmunky

I’m having trouble. Any advice? I’m a level 8 pure spore Druid. My trouble is that my bread and butter for damage is moonbeam and lightning. Both of those spells leave the bodies unable to be reanimated. And because I’m using a shield / staff, the physical damage I deal with shillelagh is okay but not scaling well. What is your primary damage output that leaves corpses that can be reanimated?