Dungeon Crawling: Druids

Druids are fun. You get to heal, turn into a big furry beast, and shout “SHILLELAGH!” before going nuts with your now enchanted quarterstaff or club. Like clerics, druids come in several different flavors, and usually, other players have expectations of them.

For every cleric that is questioned heavily for not being a healer, there is a poor druid similarly held to task for not being able to wildshape into a mammoth.

Circle of the Moon druids are masters of the wildshape. They can choose larger, more dangerous forms, earlier than other circle druids, and can change quicker in combat. Eventually the natural attacks of their beast forms count as magical. At level 10, they can assume the form of an elemental, and at 14, they are able to cast Alter Self at will. Moon druids are great for those that like to be on the front line as every wildshape grants you the hit points of the form as a buffer before damage digs into your own. Being able to do this as bonus action, and following that, dumping spell slots as a bonus action to heal themselves to maintain this.

Circle of Land druids are the mystic guardians of various terrains. Each Land Druid selects a native terrain that gives them access to additional spells that are symbolic in some way of the terrain chosen. They are also capable of regaining spell slots during a short rest, making the Land Druid a superb caster choice.

Circle of Dreams druids find they have a strong connection to the feywild. Early on they are able to dole out healing as a bonus action that does not rely on their spell slots, but rather on a separate pool of dice. With some experience they are able to secure their resting spot with an invisible sphere that shields them and their party from detection. As they progress further, they learn how to teleport during combat. Mastering the Circle of Dreams permits them to cast certain spells for free following a short rest: Dream, Scrying, or Teleporation Circle.

Circle of the Shepard druids are masters of nature spirits, able to bolster their summoned allies. They learn how to speak sylvan and beasts can understand them. They are also capable of summoning totem spirits granting allies a buff within the range of the totem. Bear Spirits grant temporary hit points and advantage on Strength checks and saving throws. The Hawk spirit grants advantage on Wisdom (perception). The druid may also use their reaction to grant advantage on attack roll to an ally near the totem.

As more supplements come out regularly there are certain to be more circles to delve into should these few beginner circles not suit your fancy.

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