
← RPGBOT.Podcast29 aug · 1 u 04 min
2014 DnD 5e DRUID Levels 5 - 20 (Remastered): Summoning Cows to Fall from the Skies onto our Enemies
Nature is healing. Unfortunately, nature has chosen violence. We're taking the Druid from level 5 all the way to 20, which means summoning packs of velociraptors, turning into dinosaurs, raising fungal zombies, weaponizing potted plants, becoming an angry celestial nature wizard, and eventually gaining the power to erase armies with natural disasters. But none of that matters because we discovered the true pinnacle of Druid magic: summoning cows sixty feet above our enemies and letting gravity finish the spell. Welcome to high-level Druid optimization, where Mother Nature loves you, but she has absolutely had enough of your crap.
Show Notes We return to our 2014 D&D 5e Druid builds and take Tyler's Circle of Spores, Randall's Circle of the Moon, and Ash's Circle of Stars from level 5 all the way to 20.
Third-level spells immediately send us down the Conjure Animals rabbit hole, where velociraptors look terrifying until someone suggests cows. From there, the entirely reasonable discussion of battlefield control becomes the Twister Gambit: summon livestock above your enemy and allow physics to contribute to the encounter.
As the levels climb, the Druids only become more ridiculous. Randall gets increasingly dangerous Wild Shape options and eventually Elemental Wild Shape. Tyler builds an expanding fungal entourage while becoming increasingly difficult to kill. Meanwhile, Rain Shadow graduates from peaceful celestial hippie to terrifying flying star mage with an alarming willingness to unleash the wrath of nature.
We dig through the Druid spell list, separating great options from traps, discussing Polymorph, Wall of Fire, summoning, battlefield control, Draconic Transformation, Foresight, Shapechange, and the point where spells like Earthquake and Tsunami stop feeling like combat abilities and start feeling like natural-disaster plot devices.
By level 18, Beast Spells lets Druids cast while Wild Shaped, and level 20's Archdruid removes the practical limit on Wild Shape altogether. The result is a class that starts by talking to squirrels and ends as a nearly unkillable force of nature capable of turning into monsters, casting world-altering magic, and presumably still dropping cows on people whenever the situation demands it.
Key Takeaways Conjure Animals remains enormously powerful, especially when quantity, Pack Tactics, battlefield control, and questionable applications of gravity get involved. The Twister Gambit proves that cows are not merely livestock. They are ammunition. Druids excel at battlefield control, with spells like Plant Growth capable of making movement extremely difficult under the right circumstances. Circle of the Moon keeps improving its Wild Shape options, eventually gaining Elemental Wild Shape and much stronger beast forms. Circle of Spores develops into a durable melee caster surrounded by fungal undead and eventually gains excellent defensive abilities. Circle of Stars becomes increasingly flexible as its Starry Forms improve, allowing Ash's Rain Shadow to become the terrifying celestial nature prophet she was always destined to be. Higher-level Druid magic increasingly shifts from winning encounters to reshaping entire situations with spells like Earthquake and Tsunami. Beast Spells dramatically changes Wild Shape by allowing Druids to cast while transformed. Foresight and Shapechange provide outstanding ninth-level options and make already-powerful Druids even harder to deal with. Archdruid's unlimited Wild Shape makes the level 20 Druid extraordinarily difficult to kill, especially for Circle of the Moon. The Druid's greatest strength is versatility. It can summon, heal, control the battlefield, transform, deal damage, support allies, infiltrate, and eventually become a walking ecological catastrophe. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you.
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