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

Ashrym

Legend
The issue is that the best druid spells are concentration, and you need to be standing next to an enemy at the end of your turn. So there is a high risk of losing Spiked Growth.

Maybe if there was a rogue with sentinel, world tree who could pull you away, or you where in small corridors.

But better off with Star -> Archer most of the time IMO.

The druid doesn't need to be standing next to an enemy at the end of the turn. Only when they spend that bonus action because of the range. The druid can take the action, bonus action, and movement in any order. A sea druid could, for example, spend the bonus action first to manifest Wrath of the Sea and apply it's effects to deal damage pushing an adjacent enemy back up to 15', move away to increase distance, then cast a spell taking a magic action like casting entangle. That's a defensive use.

If they save against wrath of the sea try again with thunderwave before moving.

Or if the druid builds a decent AC and CON save push enemies into the spike growth they're maintaining.

I agree that getting close to enemies on a druid is risky and often a poor choice. Wrath of the Sea does better single target damage than the archer constellation, but it's the push effect that provides some value.

I think land, moon, and stars are each better than sea. If someone does want to play sea for whatever reason they'll be centered around a bonus action that does damage at adjacent enemies and includes that push effect.
 

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Shadowdweller00

Adventurer
Wrath of the Sea has potential pushing targets so it might be more useful than it first appears.
That's the real benefit of the ability IMO. Keep in mind that druids have one of the best selections of battlefield control spells. Seems tailor made to push stuff into Spike Growth, or Moonbeams, or Conjured Elementals.
 

Zardnaar

Legend
Star Druid

Generally the Tashas Star Druid was probably the best one that wasn't out right broken at certain levels. Thematically I'm a big fan and I liked it a lot and in play. Druids generally suffered at will ranged options due to lack of effective weapons and cantrips. Mostly at low levels


Abilities

Level 3

Star Map.

Assassin Creed Origin vibes. You gain guidance for free and can prepare guiding bolt. You also gain a free cast of Guiding bolt equal to your wisdom modifier. This is great at low levels and with faerie fire and Starry Form Archer.

Starry Form.

You glow in the dark and have 3 uses.

Archer.
Radiant damage bonus action attack. In effect a longbow attack keyed off your spellcaster modifier. As a bonus action. Lots of danage at low levels worst case scenario this and a cantrip. Often a guiding bolt for free. Did I mention Faerie fire. This is only 1 ability though.

Chalice. Boosts healing. Probably won't use it much but 2d4+ wisdom modifier +1d8+wisdom for a 1st level slots impressive.

Dragon. Boost to concentration saves. Automatic success in effect vs low damage. Druids have lots of concentration rolls so big thumbs up.

Overall Starry Form is great. Utility, damage or boost concentration. Tier 1 Probably go for Archer level 5+ Dragon.

Level 6 Cosmic Omen

Lited use buff or debuff as a reaction. Random effect but always useful. It's good but not great. Hey I'll take it. 9

Level 10. Twinkling Constellation.

Buffs to starry forms and you can switch between them. Take a very good ability and make it great.

Level 14 Full of Stars.
Resistance to bludgeoning, piercing and Slashing damage. Free stoneskin in effect. Those resistances are common and good to have.

Overall everything is good to great. Very thematic and it's less complicated tgan say a moon druid. Druids ate a mediocre blaster generally but this gives them some options. Starry Form is almost at will/every combat assuming short rests every 2 fights or so.

Overall I would rate it an A. Depending on how things turn out it might even be better than the moon Druid espicially at lower levels. Lots of fun builds as well, thematically great. Probably my favorite Druid and it's one of my favorite classes going back to AD&D.
 

Shadowdweller00

Adventurer
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.
Hmm. People's milage always varies (cf YMMV), but I really don't see what's so mediocre about Tropical. The Tropical list includes Web and Stinking Cloud, which are both very solid non-druid spells. And Ray of Sickness which, though it deals poison damage, also causes the poisoned condition now if it hits. Ergo disadvantage on a full rounds worth of attacks, without save.

Contrast, for example, Polar. Which has only ONE spell not already on the druid list: The Ray of Frost cantrip. Or Arid: Which provides a very good blasting spell in the form of Fireball and a slightly upgraded fire cantrip (i.e. Produce Flame => Fire Bolt) but little else that druids do not normally get. (That I'd personally ever use anyway. Arid DOES get Blur, it's just not something I could ever see myself using on a druid)

Other than being able to swap between them (which IS cool tbf) I find the 2024 spell options from Circle of the Land really disappointing compared to the 2014 options :-(
 
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And Ray of Sickness which, though it deals poison damage, also causes the poisoned condition now if it hits. Ergo disadvantage on a full rounds worth of attacks, without save
Good look finding a monster that isn’t immune to the Poisoned condition.

And why would a Druid want Web, when Spike Growth is so much better?
 

Shadowdweller00

Adventurer
Good look finding a monster that isn’t immune to the Poisoned condition.
You find non-immunes regularly in the 2014 rules... Though yes, it IS among the more common immunities.
And why would a Druid want Web, when Spike Growth is so much better?
Because it isn't? Spike Growth is a great spell (or at the very least fun), but it accomplishes different things than Web. Spike Growth won't keep that giant from squishing your friends this round. And it's less useful if the party tank has already run up for a standing slugfest with that other enormous beastie. Unless you or your party members are sufficiently 'push'y.
 

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