4th: Blight, Charm Monster, Conjure Minor Elementals, Dominate Beast, Elemental Bane, Giant Insect, Gasping Vine, Guardian of Nature.3rd: Call Lightning, Conjure Animals, Daylight, Dispel Magic, Flame Arrows, Meld into Stone, Plant Growth, Protection from Energy, Speak with Plants.2nd: Beast Sense, Earthbind, Find Traps, Healing Spirit, Lesser Restoration, Protection from Poison, Skywrite, Warding Wind.1st: Absorb Elements, Charm Person, Cure Wounds, Detect Magic, Earth Tremor, Entangle, Faerie Fire, Fog Cloud, Healing Word, Purify Food & Drink, Speak with Animals, Thunderwave.Cantrips: Control Flames, Create Bonfire, Druidcraft, Frostbite, Guidance, Gust, Magic Stone, Mold Earth, Poison Spray, Primal Savagery, Produce Flame, Shape Water, Thunderclap,. ![]() This can provide better movement and a small pool of extra HP. A fluff ability, although potentially helpful for races with a short longevity.īeast Spells, 18: You can now cast spells without material components while using Wild Shape, making it much more usable for combat. Timeless Body, 18: You age at 1/10 the rate. Feats that help with concentration can be immensely helpful. Flying is especially useful for scouting.ĪSI/ Feats, 4, 8, 12, 16, 19: Wisdom helps with spells, although some of your best options don't use DCs. Wild Shape Improvement, 4, 8: You gain access to forms with an aquatic speed at level 4, and forms with a flying speed at level 8. These are covered in detail in the next section. Even more useful for classes who don't have a strong use for Wildshape, such as Circle of Dreams, Land, and Shepherd.ĭruid Circle, 2: Provides numerous benefits. If you use this before a short rest you will regain all your Wildshape charges while keeping the familiar. Contrarily to the Wizard's familiar, this doesn't cost 10GP, so at low levels it is much more expendable. Wild Shape, 2: Decent for scouting and utility, but of limited use for combat.Īnimal Companion, 2: optional feature from Tasha's Cauldron of Everything that allows you to expend a Wildshape to get a temporary familiar. Some such as Speak with Animals can be used almost every session. Ritual Casting, 1: A few of your spells can be cast as rituals to save spellslots. Spellcasting, 1: The Druid spell list is excellent, but tends to rely heavily on Concentration. ![]() ![]() Issues: The main issues with the Druid are its over-reliance on Concentration spells and its difficulty finding appropriate armor.ĭruidic, 1: Knowing the language of the druids. The Shepherd Circle improve its summoning, the Land Circle improves its general spellcasting, and the Dream Circle provides decent healing and some utility. Although typically not suitable for combat, Wild Shape is perfect for scouting or sneaking around.ĭruid Circles: The Druid's subclasses, the Druid Circles, also provide impressive benefits to the Druid. Wild Shape: The Druid also has the neat Wild Shape ability, allowing it to transform into beasts. The main standout is Conjure Animals at level 5, which can create hordes of beasts that can chew through enemies.īeing a good summoner is tricky it requires extensive knowledge of the bestiary to pick out the best creatures to summon and a friendly DM to let you get them. Summoning: The Druid is the best Summoner, and has a multitude of Druid-exclusive conjuring spells. The Druid is not very good at bringing people back to life however: it lacks the important Revivify and Raise Dead. ![]() Healing: The druid is arguably the best class at healing, with spells like Goodberry, Healing Spirit, Healing Word, and Polymorph only the Life Cleric can hope to compete with the Druid. The spell list of the Druid is its main draw, and it features a strong emphasis on debuffing, healing, and summoning.ĭebuffing: The Druid has strong options, with spells such as Entangle, Faerie Fire, Heat Metal, Sleet Storm, and Reverse Gravity significantly hindering enemies and often providing battlefield control.Īlthough a strong debuffer, the Druid lacks best debuffing spells targeting Wisdom saves, such as Hypnotic Pattern and Fear.
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