We will not include 3rd-party content, including content from DMs Guild, in handbooks for official content because we can’t assume that your game will allow 3rd-party content or homebrew. Blue: Fantastic options, often essential.
Spellcaster, Circle of the Land can be a great introduction to theĪfter reading this handbook, I encourage you to read myĭruid Spells Breakdown. For new players looking to try their first To one of the low-complexity subclasses the Druid is among the easiest Wear metal armor, and with only d8 hit points they can be frail compared toĭespite all of that, the Druid can be a lot of fun to play, and if you stick Beyond the fluctuatingĬomplexity, druids also have notoriously poor AC due to their inability to Player is comfortable managing their spells. Subclasses like Circle of the Land are extremely simply to play so long as the Spores are exceptionally hard to build and play effectively, while some Subclasses vary wildly in complexity, and some druid subclasses like Circle of
However, despite their strengths the Druid is not without problems. Subclass, and the Circle of the Moon Druid remains among the most powerfulīuilds at level 2 several years after the publication of the core rules. Serve as an effective Defender or Striker in an impressively broad and uniqueĭruids experience a dramatic power spike at 2nd level when they gain their Several subclasses also allow the Druid to To the Cleric, serving as a Healer, Support, and Utility caster. The Druid is primarily a spellcaster, and fills a role in the party similar Ongoing spell effect, but it certainly doesn’t make them less fun or less Relatively simple to play because you so rarely need to track more than one Is a strong emphasis on area control spells, and most of the Druid’s best Their spell list has a lot of unique options. They’re able to serve mixes roles as scouts, strikers, blaster, supportĬasters, and controllers. Talk to your DM about the expected upper-limit of enemy AC, and if you don't expect it to be above 18 except for Dragons et al, then Option 1 will be fine.Just a heads up prof does not scale with hit dice (well not directly) it scales with CR (which higher CR tends to have higher HD but the HD itself does not tel you the prof bonus).Druids are a very versatile class. This results in a small increase in the to-hit bonus for all wildshapes over option 1, and may be necessary to bring wildshape to-hit bonuses high enough to compete with non-druid melee characters. This means that the wildshape creatures don't scale as the player levels up, but the player will have access to stronger wildshapes to make up for it. Proficiency bonuses scale with hit dice, with +2 for 1-4 Hit Die, +3 for 5-8, +4 for 9-12, +5 for 13-16, and +6 for 17-20. Option 1: Use the creature's proficiency bonus. That one doesn't have a written rule for it, and I can't recall off the top of my head anything from Sage Advice about it (though I'm sure someone here will).