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

Zardnaar

Legend
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.



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.



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



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



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.



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.



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.



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 :)

Yeah that's why there's an *.

Land Druid might be better tier 1.

Erm early tier 2 I meant.
 

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mellored

Legend
Just going to point out that Moon can convert level 1 slots into scaling THP, and you don't need to convert back to human form. Just bonus action a level 1 slot for 30THP.

Also, Moonlight step works in human form. Probably won't come up often, but nice to have.
 

Horwath

Legend
Moon druid should really have at-will wild shape.
As for temp HPs, those can be on a tracker of X times / Long rest as default wild shape.
 

Zardnaar

Legend
Just going to point out that Moon can convert level 1 slots into scaling THP, and you don't need to convert back to human form. Just bonus action a level 1 slot for 30THP.

Also, Moonlight step works in human form. Probably won't come up often, but nice to have.
Page number for converting spell slots?
 

Zardnaar

Legend
Circle of the Sea.
New subclass seems a bit odd to me as Land druids had an aquatic option. Still an interesting looking archetype. Better in an aquatic campaign but mostly generic.

Circle of the Sea Spells.

Nice selection of utility and boom spells along with a free cantrip. Hold monster and lightning bolt are stand outs for good spells Druids dont get. Alot of the spells are Druid spells but B+ spell list imho.

Wrath of the Sea.

Always on storm effect 5'. Reasonable damage early but scales poorly and only a 5'. Also targets constitution saves (generally poor target) and frost damage which is one of worst energy types that's not fire or poison. Still it's a cheap ability and it's almost free to use and lasts 10 minutes. Just have to get in close. Think I want True strike for this build. Only single target though consuming your bonus action.

Level 6 aquatic affinity.

Wrath of the Sea is a 10' and you gain a swim speed. 10' is a lot more useful and easily capable of 4d6 damage now.

Level 10 Storm Born.
Flight and resistance to 3 energy types. Being able to fly is great. 5d6 damage probably . 10' radius poor man's spiritual guardians spellslot free. A tier now.

Level 14. Oceanic Gift.

Wrath of the Sea can be put on someone else or you can spend two wildshapes to gift it and have it on yourself.

Well this class looks fun but it's main feature is really a weak spiritual guardian effect that only targets a single being. And deals mediocre damage outside tier 1. Also some campaign dependent situational abilities. Nothing is bad however. B tier overall A in the right campaign.
 



mellored

Legend
Sorry the temporary HP? You mean spells fue wild shape?
Yes.
Convert the level 1 slot to wild shape.
Bonus action to refresh your THP, and possibly change to another form.

Moon is going to be using their actions to melee attack, so they should have lots of slots left to burn. Especially at higher levels when you get 30+ THP.

Sea and Stars last 10 minutes, so you likely won't need more uses very often.

Lands Aid is better than a level 1 spells, scaling to be better than level 2 so it's worth a few slots. Slightly better than cantrips. Though I expect most actions are casting higher level stuff.
 

Zardnaar

Legend
Yes.
Convert the level 1 slot to wild shape.
Bonus action to refresh your THP, and possibly change to another form.

Moon is going to be using their actions to melee attack, so they should have lots of slots left to burn. Especially at higher levels when you get 30+ THP.

Sea and Stars last 10 minutes, so you likely won't need more uses very often.

Lands Aid is better than a level 1 spells, scaling to be better than level 2 so it's worth a few slots. Slightly better than cantrips. Though I expect most actions are casting higher level stuff.

Ah gotcha. I thought you meant something like 2014s sack a spell slot to heal ability.
Derp.
 

mellored

Legend
Ah gotcha. I thought you meant something like 2014s sack a spell slot to heal ability.
Derp.
Well, they can also cast Cure Wounds in beast form. But less than turning the slot into THP.

Also, it's not a spell. So you could do both.

or be a Bearbarian. Especially now that is seems like monsters deal effects on hit. That leaves Advantage to land a restrained/prone/poison, and having THP stacking with resistance, going to be Uber tanky.
 

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