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Primal Power. Druid Tier List.
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<blockquote data-quote="Zardnaar" data-source="post: 9521541" data-attributes="member: 6716779"><p>Circle of the Land. </p><p></p><p> 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. </p><p></p><p>Level 3.</p><p></p><p> Circle of the Land. Spells. </p><p> 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</p><p> Always good. </p><p></p><p> Lands Aid. </p><p> 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. </p><p></p><p> Level 6 Natural Recovery. </p><p></p><p> 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. </p><p></p><p> 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. </p><p></p><p> Level 10 Nature's Ward. </p><p></p><p> 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. </p><p></p><p>Level 14.Natures Sanctuary </p><p></p><p> 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. </p><p></p><p> 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.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 9521541, member: 6716779"] 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. [/QUOTE]
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