![]() ![]() ![]() And, of course, Hidden Paths is pretty good as teleportation effects tend to be, and Walker in Dreams, while situational, can open doors for some interesting strategies.Ħ.) Circle of Spores. Depending on the situation, that can be a far more valuable trait. Hearth of Moonlight and Shadow is similar to Leomund's Tiny Hut, but it trades sheer impenetrability for the ability to make it harder for enemies to find you in the first place. Fortunately, it's actually pretty good at it.īalm of the Summer Court is one of the best healing abilities in the entire game. Everything is dedicated to either keeping your allies alive or keeping them safe. It gains literally nothing to improve its damage or control abilities. While all Druids are excellent at support, this subclass is the purest form of the support Druid. Still, its strengths more than make up for that drawback.ĥ.) Circle of Dreams. The biggest weakness of this subclass is that it relies heavily on fire damage, which can be unreliable. But by far and away the most iconic aspect of this class is the Wildfire Spirit's spammable teleport ability, which is incredibly versatile and powerful despite its limited range. This subclass allows the Druid to function as a capable blaster and a better healer. If, on the other hand, the Conjure X spells are banned, the value of this subclass plummets.Ĥ.) Circle of Wildfire. And if your campaign is primarily combat-focused, I would rank the Shepherd Druid above the Moon Druid. So long as your DM doesn't ban the use of the Conjure X spells, the Shepherd Druid is the best at dealing damage. This subclass doubles down on that aspect, making your summons far more durable and reliable as a source of damage. One of the most powerful aspects of the Druid class is that it has among the best summoning spells in the game. And if you manage to get to level 20? Moon Druids are by far and away one of the most powerful classes in the game.ģ.) Circle of the Shepherd. When it comes to dealing sustained damage, absorbing hits, infiltration, and exploration, no other Druid subclass compares. This subclass's biggest weakness is that the effectiveness of its primary shtick - its empowered Wild Shape - dramatically decreases at certain levels. It enhances everything about the Druid while also allowing it to function as a fairly potent damage dealer thanks to the Archer form and the free uses of Guiding Bolt, which is one of the best damage spells in the game due to its relatively high damage, cost efficiency, and advantage effect.Ģ.) Circle of the Moon. Every feature you gain is good, if not excellent. This subclass has the fewest weaknesses and drawbacks. ![]() But if I had to rank them from best to worst, assuming there is little to no multiclassing, here is how I'd place them:ġ.) Circle of Stars. Defining which is best is difficult because it depends on what you're trying to accomplish. ![]()
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