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Novice (Lvl 1)
[GUIDE] By your Powers Combined: A Land Druid Handbook
By Your Powers Combined: A Land Druid Handbook
Though the Circle of the Moon Druid receives most of the attention (on account of being borderline broken at high levels), the Land Druid is still no pushover. With generally higher AC and the ability to cast more spells, as well as retaining access to Wild Shape for primarily utility purposes, the Circle of the Land Druid is an extremely versatile and effective magic-user. With a little bit of everything, it can fill nearly any role you want it to. Use this guide if you're looking to create a primary caster with both offensive and support capabilities, or if you just like the idea of summoning an army of wolves to devour your enemies!
UPDATE (3/31/16): Added races from the Dungeon Master's Guide and the Sword Coast Adventurer's Guide.
This guide will use the following ratings:
Red is crap. It is clearly worse than other options, or only useful in specific corner cases.
Purple is below average; its only useful in rare instances, and even then it's just okay.
Black is really meh. It can be good or bad, depending on your style, but there's definitely better stuff out there.
Blue is good. It's an above-average choice for most builds.
Sky Blue is great. It's better than most other options, and a solid choice for any Druid.
Gold is excellent. These are options which are just universally good choices for pretty much any character.
2. Class Features
As a Land Druid, your class features are a bit sparse. However, you make up for this with an extremely versatile selection of spells, and the ability to cast more of them a day.
3. Circle Spells and Land Types
As stated before, your selection of Land will be the defining feature of your Druid build. There are two main reasons for choosing a particular Land. Most players will seek to maximize the number of new spells that are added to their spell list, since many spells are amazing in the right party. Alternatively, you may choose a land type for flavor reasons (e.g. a Drow Druid would have a hard time justifying any land type but Underdark), or because the Circle Spells provided by it are spells you would want to always have prepared anyway.
5.1 - Ability Score Improvements
5.2 - Featsfeats
The following ratings are based not only on the utility of the spell, but also how likely you are to want to have it prepared on a regular basis. In addition, ratings will also take into account whether or not you should spend a spell slot on such spells. This means that most ritual spells will have a low rating, since there's rarely any reason to burn a spell slot when you could just cast it as a ritual.
Spells marked with a (*) are specific to the Elemental Evil adventure path. Thus, they may not be available to all Druids in AL settings.
Level 0 Spells (Cantrips)
Level 1 Spells
Level 2 Spells
Level 3 Spells
Level 4 Spells
Level 5 Spells
Level 6 Spells
Level 7 Spells
Level 8 Spells
Level 9 Spells
7.2 Land Spells
Since your Land spells are always prepared, these ratings will reflect mainly whether or not they're worth a spell slot to actually cast.
Druid Land Spells
Acolyte (Lvl 2)
I can suggest the inclusions of Aasimars and Eladrins (both in the DMG). Aasimars boost your WIS and give you two resistances, along with some light-like spells. Eladrins have Misty Step 1/day, which is timelessly good. Keep up the good work.
Last edited by LightningArrow; Thursday, 17th March, 2016 at 09:32 PM.
Superhero (Lvl 15)
Detect poison and disease may be better than you think. It detects posonous creatures too. So it is one of the rare spells to locate creatures.
Also on your divination comment: you need to memorize ritual spwlls as a druid so it is not a wasted slot.
Acolyte (Lvl 2)
One more thing: Create Food and Water is a great spell. Not to create food for the party, of course - everybody should have some rations and a waterskin - but it endears you to common folk who are usually very glad with some free food, and to community rulers as well (you're feeding their people, after all). Never underestimate a good first impression.
Superhero (Lvl 15)
You might want to mention that moon druids are really only OP at low and high levels. Bears arn't as impressive past level 5, and mammoths are mostly a sack of hit points that prevent you fom casting spells. Compared to an extra call lightnning, and not needing to share combat wild shape with utility wild shape.
Though once you get beast spells, things change, doubly so for archdruid
Last edited by mellored; Tuesday, 22nd March, 2016 at 04:35 AM.
Superhero (Lvl 15)
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ø Block Kobold Stew
Helpful Guide! thanks.
You don't talk about the armour restrictions, which I find limiting, because I don't want to have to negotiate something so basic with the DM. In Volo's guide, Lizardfolk effectively bypass the armour restrictions of the Druid: with natural armour and the ability to make a shield out of a beast carcass, the non-metal restrictions (variously interpreted by various dms) can effectively be ignored.
Re: Locate Object (level 2). 1000 feet is way less than a mile.
Crossbow Expert is a useful get if you are playing shield-and-spellcaster: the second bullet point applies to ranged spell attacks, and alone might be worth the feat.
Last edited by Kobold Stew; Saturday, 22nd April, 2017 at 03:18 AM.
By Wednesday Boy in forum Older D&D Editions (4E, 3.x, 2E, 1E, OD&D), D&D Variants, and OSR GamingReplies: 16Last Post: Tuesday, 27th May, 2008, 01:33 AM