FormerlyHemlock
Hero
I've been gone a looong time. I've been playing from the early 80's, but I've been gone from RPG's since 4th hit the shelves.
Kicking around giving 5th a whirl. I just need a quick hand getting back into the game.
What's the current thought on classes? Are the ones in the PHB fine, or should I go with the revised ones from UA? I see a revised Ranger class, and was/is there a problem with the Druid?
The "problem" with the druid is that it's too awesome! Seriously, if you have even the slightest inclination towards tree-huggery, try a Moon Druid. They're tremendously versatile and fun. They can do everything from turning into a spider to sniff out an enemy stronghold, to turning into an Earth Elemental to tunnel under the dungeon, to crowd control by laying down a Spike Growth right on top of an enemy (who will have to take 8d4 damage with no save even just to get out), to conjuring up a bunch of cobras or crocodiles with Conjure Animals, to making the whole party almost undetectable when sneaking via Pass Without Trace. (If there's any chance at all of getting a surprise round, Pass Without Trace will make that a near-certainty. Ideal for dungeon-delving and stronghold-raiding.)
There's a "problem" with the land druid in comparison in that they're not quite as awesome as the Moon Druid--they still have all of the base druid awesomeness of good spells and wildshape, but their subclass features are merely good instead of terrific. (Specifically, a Land Druid can wildshape into a combat form, but cannot do so as a bonus action, and doesn't get the higher-level forms like Giant Crocodiles and Air Elementals. Wild shaping into a Giant Toad is still free HP though and free restraining.)
The other, small problem with druids is that they are weak on ranged firepower, so you want someone else in your party who is strong at ranged combat.