D&D (2024) Primal Power. Druid Tier List.

Zardnaar

Legend
The Druid has been fairly consistent throughout the Editions. It's always been good, fits somewhere between the Cleric and Wizard and was the MVP in 3.5.

5E Druids varied wildly in Power based on archetype. The moon Druid was OP at at certain levels. The base class has been tweaked and made a bit more appealing vs the other primary spellcasters imho. Overall it was a B tier primary caster (B+ or A- overall class)but is now more online with the others.

Base class tweaked Primal order is the biggest change along with Wildshape changes. More relevant at lower levels. You can also have a familiar via Wild companion. Starry wisp also gives you a decent ranged cantrip which was a weakness.

As per usual earlier and more powerful abilities will get a higher rating than later on. Level 10+ abilities will be used as tie breakers if relevant.

Tier Rating.

Circle of the

Land B+ (upgraded ty Ashrym).
Moon S* (depending on new MM).
Sea B (A in aquatic campaign
Stars
 
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Zardnaar

Legend
Circle of the Land.

The Druids Druid and one that's the most faithful to the traditional Druid. This one doubles down on the magic side of things. More spells known, more spell slots etc.

Level 3.

Circle of the Land. Spells.
You can pick arid, polar, tropical and temperat lands. You can change them after a long rest. Tropical is kind of mediocre but the others all have their appeal. More spells known and you can pick your favorite
Always good.

Lands Aid.
Magic action 2d6 necrotic damage heal someone 2d6. Very good lower on but scales poorly. Roughly equivalent to a level 2 spell slot. Good early mediocre later.

Level 6 Natural Recovery.

Basically an extra spell from your Land spells. Probably your highest which is very good level 7 and 9 as you only have a single slot. Once per long rest.

Additionally you gain additional spell slots equal to half your level rounded up. I like lower level slots myself especially utility. More spells and it's a lot level 6-10. Good ability.

Level 10 Nature's Ward.

Immune to poison condition and damage type based on your circle of the land spells. Resistance is always nice but it's not all that.

Level 14.Natures Sanctuary

Defensive ability. Half cover and allies gain resistance based off your Nature's Ward. +2 AC, dex saves. Situationally great but always useful. Opportunity cost may be high as it requires a magic action.

Overall a good pick. However it's not very exciting and doesn't do anything that much different except a few wizard spells depending on choices. This means is probably a B tier and there's better options later. It's good but yeah.
 

Ashrym

Legend
Circle of the Land. Spells.
You can pick arid, polar, tropical and temperat lands. You can change them after a long rest. Tropical is kind of mediocre but the others all have their appeal. More spells known and you can pick your favorite
Always good.

Most subclasses don't give a bonus cantrip in their bonus spells on other classes. 3 out 4 druid subclasses in the 2024 PHB do, and land druids are unique in changing out the subclass bonus spell list.

Lands Aid.
Magic action 2d6 necrotic damage heal someone 2d6. Very good lower on but scales poorly. Roughly equivalent to a level 2 spell slot. Good early mediocre later.

That's 2d6 damage in a 10'R sphere plus 2d6 healing one person. It scales up to 3d6 and later 4d6. It's even selected targets in the area. The healing isn't great, but it seems more like a small perk along with the damage.

Land's Aid uses Wild Shape uses so comes in handy when wild shape might not, and because it runs off of wild shape uses land's aid can be replenished with 1st level spell slots through Wild Resurgence.

An ability equal to 2nd level spells that can run on 1st level slots seems less mediocre to me. ;-)

Level 6 Natural Recovery.

Basically an extra spell from your Land spells. Probably your highest which is very good level 7 and 9 as you only have a single slot. Once per long rest.

Additionally you gain additional spell slots equal to half your level rounded up. I like lower level slots myself especially utility. More spells and it's a lot level 6-10. Good ability.

This is Arcane Recovery but better because of the 1 free spell cast without a slot. It's also worth pointing out that recovering low level slots means more Wild Shape usage and subsequently more Land's Aid usage because of Wild Resurgence. Natural Recovery becomes more than just casting more spells.

Level 10 Nature's Ward.

Immune to poison condition and damage type based on your circle of the land spells. Resistance is always nice but it's not all that.

Yup. At least it couples with the circle spells thematically.

The damage reduction can prevent the negative effects of extreme cold and frigid water, or extreme heat from the DMG. Automatically succeeding on those environmental saves is still a perk.

It's not all that in combat, but suits a wilderness character in the wilderness.

Level 14.Natures Sanctuary

Defensive ability. Half cover and allies gain resistance based off your Nature's Ward. +2 AC, dex saves. Situationally great but always useful. Opportunity cost may be high as it requires a magic action.

It's a stacking buff that doesn't require concentration, and can be used through low level spells recharging Wild Shape similar to Land's Aid. Nature's Sanctuary isn't that powerful but does seem decent for the low cost.

Overall a good pick. However it's not very exciting and doesn't do anything that much different except a few wizard spells depending on choices. This means is probably a B tier and there's better options later. It's good but yeah.

I think it's hard to say without playing them more.

Wrath of the Sea is batter in that the damage scales up faster than Land's Aid and it can be used multiple times per Wild Shape expenditure but it's single target and the range is atrocious.

Moon druid seems like better Wild Shape, a CON save bonus, some limited teleportation, and some damage damage bonus. Also useful but not particularly exciting.

Stars druid gets free uses of Guiding Bolt. Cosmic Omen is a bit weird and it's probably better to be a bard, but as a bonus ability it's okay. Starry Form Archer also has a damage bonus that's reusable and at range but the damage is lower and still single target. Chalice is better healing as single target and reusable. Dragon looks the most appealing to me but it takes a while before being able to use all 3 effectively; 10th level makes the starry form more useful. Full of Stars is also useful but boring. This subclass doesn't gain circle spells though, and the focus on starry form will likely take away from wild shape.

Stars druid seems like the only real change from a typical druid. I'll happily proclaim myself The Dragon Reborn in starry form but I'm not sure any are significantly better or worse yet. Natural Recovery is a bit redeeming for land druids because increasing spell slots can also increase wild shape usage.
 

Zardnaar

Legend
Most subclasses don't give a bonus cantrip in their bonus spells on other classes. 3 out 4 druid subclasses in the 2024 PHB do, and land druids are unique in changing out the subclass bonus spell list.



That's 2d6 damage in a 10'R sphere plus 2d6 healing one person. It scales up to 3d6 and later 4d6. It's even selected targets in the area. The healing isn't great, but it seems more like a small perk along with the damage.

Land's Aid uses Wild Shape uses so comes in handy when wild shape might not, and because it runs off of wild shape uses land's aid can be replenished with 1st level spell slots through Wild Resurgence.

An ability equal to 2nd level spells that can run on 1st level slots seems less mediocre to me. ;-)



This is Arcane Recovery but better because of the 1 free spell cast without a slot. It's also worth pointing out that recovering low level slots means more Wild Shape usage and subsequently more Land's Aid usage because of Wild Resurgence. Natural Recovery becomes more than just casting more spells.



Yup. At least it couples with the circle spells thematically.

The damage reduction can prevent the negative effects of extreme cold and frigid water, or extreme heat from the DMG. Automatically succeeding on those environmental saves is still a perk.

It's not all that in combat, but suits a wilderness character in the wilderness.



It's a stacking buff that doesn't require concentration, and can be used through low level spells recharging Wild Shape similar to Land's Aid. Nature's Sanctuary isn't that powerful but does seem decent for the low cost.



I think it's hard to say without playing them more.

Wrath of the Sea is batter in that the damage scales up faster than Land's Aid and it can be used multiple times per Wild Shape expenditure but it's single target and the range is atrocious.

Moon druid seems like better Wild Shape, a CON save bonus, some limited teleportation, and some damage damage bonus. Also useful but not particularly exciting.

Stars druid gets free uses of Guiding Bolt. Cosmic Omen is a bit weird and it's probably better to be a bard, but as a bonus ability it's okay. Starry Form Archer also has a damage bonus that's reusable and at range but the damage is lower and still single target. Chalice is better healing as single target and reusable. Dragon looks the most appealing to me but it takes a while before being able to use all 3 effectively; 10th level makes the starry form more useful. Full of Stars is also useful but boring. This subclass doesn't gain circle spells though, and the focus on starry form will likely take away from wild shape.

Stars druid seems like the only real change from a typical druid. I'll happily proclaim myself The Dragon Reborn in starry form but I'm not sure any are significantly better or worse yet. Natural Recovery is a bit redeeming for land druids because increasing spell slots can also increase wild shape usage.

B+ then?

I have seen Star Druid in action. It's why land Druid (even buffed) is a B.

I was tossing up a B+ though. At higher level the opportunity cost is high though.
 

Ashrym

Legend
B+ then?

I have seen Star Druid in action. It's why land Druid (even buffed) is a B.

I was tossing up a B+ though. At higher level the opportunity cost is high though.
Maybe B+

An extra attack cantrip is useful, but it's Natural Recovery where I see the value.
 


mellored

Legend
An ability equal to 2nd level spells that can run on 1st level slots seems less mediocre to me. ;-)
I agree. It's a good use of a level 1 and even level 2 slots after you have your concentration going. You can also just toss out the heal right before a short rest.

But I wouldn't waste the Recovery on doing it more often. Your better with an extra Giant Insect or Plant Growth.

It is worth noting you can do it in wild shape.

It's a stacking buff that doesn't require concentration, and can be used through low level spells recharging Wild Shape similar to Land's Aid. Nature's Sanctuary isn't that powerful but does seem decent for the low cost.
I'm not sure it's worth the action in most cases.

If you can pre-cast it, or picked the right resistance, sure. But I generally wouldn't waste the turn in combat. Possibly not even better than Lands Aid.

But Recovery is still scaling. An extra reverse gravity or regeneration is great.
 

Zardnaar

Legend
Moon Druid.

The former S tier archetype renowned for being overpowered at certain. Then often mediocre in two levels. Due to changes in wild shape it got nerfed but then buffed sideways. And indirectly buffed via fount of moonlight and Conjure Minor Elemental or even the jump spell.

Overall a smoother scaling than 2014 version. Can't just go lol lol and shrug off damage anymore due to wildshape changes. Somewhat reliant on the 2014 MM atm.

Level 3.
Circle Forms.

Wildshape buffs. 1/3rd Druid levels rounded down, AC 13+wisdom modifier (buff cf 2014 ), temporary HP 3 times your Druid level. Not 2014 insanity but kind of close as say 15-25 bonus hp is close to CR 1 wildshape hp in 2014. Doesn't scale well but hey. Overall nerf but still good. Note that all Druids get primal strike now. No more elemental wildshape.

Circle of the Moon Spells.
More spells known is always good. Additionally you can cast these whole wildshaped. Curated spellcasting while wild shaped. Fount of moonlight for free and ranged options a traditional Moon Druid weakness. Great ability.

Level 6 Improved Circle Forms.

Lunar Radiance. Optional Radiance. Rarely resisted and rider effects vs alot of undead. Very good.

Increased toughness.
Wisdom saves on concentration checks. One could take warcaster at level 4 as well. I'm a big fan of anything that buffs concentration.

Level 10.

Moonlight step.

Similar effect to misty step but better as it's not a spell. Bonus action this and a Spell if required. Tactical option and movement buff.

Level 14. Lunar Form.

Improved Lunar Radiance
Extra 2d10 radiant damage that stacks with spells and Primal strikes.

Shared Moonlight
Teleport a willing creature when you use moonlight step. Tactical movement cool.

So very good to great selection of features. On paper it's strong as hell but with an *. A lot more damage less hp than 2024. But we don't know what animals are in 2024 MM or at least they're stats.

This leaves you reliant on 2014 MM. And some of those forms can be awkward to use due to size issues. Less HP generally more damage and AC though so overall a buff probably*. Meta has changed though but overall this class was an S and still is imho. But with an *.
 

Ashrym

Legend
Level 3.
Circle Forms.

Wildshape buffs. 1/3rd Druid levels rounded down, AC 13+wisdom modifier (buff cf 2014 ), temporary HP 3 times your Druid level. Not 2014 insanity but kind of close as say 15-25 bonus hp is close to CR 1 wildshape hp in 2014. Doesn't scale well but hey. Overall nerf but still good. Note that all Druids get primal strike now. No more elemental wildshape.

Here's a more detailed comparison table.

Druid Level
No. Uses
Known Forms
Max CR
Moon Max CR
Temp HP
Moon Temp HP
Hours Dur.
Fly Speed
1​
-​
-​
-​
-​
-​
-​
-​
-​
2​
2​
4​
1/4​
-​
2​
-​
1​
No​
3​
2​
4​
1/4​
1​
3​
9​
1.5​
No​
4​
2​
6​
1/2​
1​
4​
12​
2​
No​
5​
2​
6​
1/2​
1​
5​
15​
2.5​
No​
6​
3​
6​
1/2​
2​
6​
18​
3​
No​
7​
3​
6​
1/2​
2​
7​
21​
3.5​
No​
8​
3​
8​
1​
2​
8​
24​
4​
Yes​
9​
3​
8​
1​
3​
9​
27​
4.5​
Yes​
10​
3​
8​
1​
3​
10​
30​
5​
Yes​
11​
3​
8​
1​
3​
11​
33​
5.5​
Yes​
12​
3​
8​
1​
4​
12​
36​
6​
Yes​
13​
3​
8​
1​
4​
13​
39​
6.5​
Yes​
14​
3​
8​
1​
4​
14​
42​
7​
Yes​
15​
3​
8​
1​
5​
15​
45​
7.5​
Yes​
16​
3​
8​
1​
5​
16​
48​
8​
Yes​
17​
4​
8​
1​
5​
17​
51​
8.5​
Yes​
18​
4​
8​
1​
6​
18​
54​
9​
Yes​
19​
4​
8​
1​
6​
19​
57​
9.5​
Yes​
20​
4​
8​
1​
6​
20​
60​
10​
Yes​

With AC and thp being functions of the class / subclass I think the CR range has become less important. These are still significantly better on a moon druid than other druid subclasses, though.

I can get similar AC in a beast form by casting Barkskin first, moon circles saves the slots.

Circle of the Moon Spells.
More spells known is always good. Additionally you can cast these whole wildshaped. Curated spellcasting while wild shaped. Fount of moonlight for free and ranged options a traditional Moon Druid weakness. Great ability.

Great while in wild shape form but only a decent bonus while not because all the spells are already on the druid list. Casting in wild shape eventually becomes mitigated by Beast Spells. The value of this list depends how much time the moon druid plans on remaining in beast for, which still precludes a lot of other spells in the process.

Level 6 Improved Circle Forms.

Lunar Radiance. Optional Radiance. Rarely resisted and rider effects vs alot of undead. Very good.

I find this as rather situational. Good when it's needed but often meaningless.

Increased toughness.
Wisdom saves on concentration checks. One could take warcaster at level 4 as well. I'm a big fan of anything that buffs concentration.

Yes, a save bonus tends to be useful. A bit boring.

Level 10.

Moonlight step.

Similar effect to misty step but better as it's not a spell. Bonus action this and a Spell if required. Tactical option and movement buff.

I can already fly and cast Starry Wisp at will. It's nice there are free uses, but this also seems a bit situational to me.

It is better than a lot of 10th level abilities.

Level 14. Lunar Form.

Improved Lunar Radiance
Extra 2d10 radiant damage that stacks with spells and Primal strikes.

Once per turn, but on any turn. Primal Strike is only once on your turn so Improved Lunar Radiance is significantly better on top of stacking.

Shared Moonlight
Teleport a willing creature when you use moonlight step. Tactical movement cool.

I like tactical movement abilities and Shared Moonlight makes Moonlight Step better. It's still a minor movement buff limited in uses per day.

Maneuvering Attack can be used to move ~3 allies and is one level away from not costing Superiority Dice when moon druids gain Shared Moonlight.

Step of the Wind with Heightened Focus moves an ally at monk speeds.

Improved Shadow Step has a larger range, an attack included with the bonus action, and can be done more often.

Inspiring Movement also grants movement and a free attack to the dance bard and movement to another ally, and can be used more often.

Mantle of Inspiration grants movement to 3-5 allies and also temp hp, and can also be used more often.

Rage of the Wilds Eagle option can be used more often.

Tree barbarians can teleport allies with both Branches of the Tree and Travel Along the Tree, or enemies with Branches of the Tree.

Every rogue has Cunning Action at will, and Fey Wanderers have almost the same ability in Misty Wanderer.

Teleporting has advantages over walking, but nothing really stands out about this ability. It's useful but seems middle of the road looking around at other abilities.

So very good to great selection of features. On paper it's strong as hell but with an *. A lot more damage less hp than 2024. But we don't know what animals are in 2024 MM or at least they're stats.

This leaves you reliant on 2014 MM. And some of those forms can be awkward to use due to size issues. Less HP generally more damage and AC though so overall a buff probably*. Meta has changed though but overall this class was an S and still is imho. But with an *.

Moon druid looks solid, overall; but unless some unexpected synergy comes out with the 2024 Monster Manual I would have a hard time with the S rating. I'd go with an A or A+ because the main draw (better wild shapes) is still prohibitive of a main class feature (spellcasting) and while everything else is useful those aren't stand-out features.

hope that helps :)
 

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