![]() ![]() This ability not only gives the player four temporary hit points for each Druid level but also allows melee attacks to deal an extra 1d6 necrotic damage. Circle of Spores Druids can also be more useful in melee combat without using Wild Shape by using Symbiotic Entity making them one of D&D's most powerful spellcasting subclasses. Many of the features granted by this circle use reactions and bonus actions which is incredibly useful as it frees up the player's action to do other things. Spells like Chill Touch, Animate Dead, and Cloudkill make Circle of Spores stand out amongst the usual D&D Druid fare. Found in Guildmasters' Guide to Ravnica and expanded on in Tasha's Cauldron of Everything, these Druids have no problem with undead creatures, unlike many of their kin. Related: D&D Subclasses That Add Magic To Melee ClassesĬircle of Spores is a different and slightly darker take of the typical Druid circle. The Star Map also gives the D&D player the Cosmic Omen feature which can be used to aid allies with an attack, skill check, or saving throw or hinder enemies with the same rolls. With the Star Map, the Druid is given the ability to cast Guiding Bolt without expending a spell slot and can do this equal to their proficiency bonus, giving the player access to a fantastic damage spell for free. The Star Map feature gives the Druid access to the Guidance cantrip and Guiding Bolt as, at lower levels, the Circle of Stars Druid can feel a little overpowered. However, most of these abilities only apply when using the Starry Form feature, which useless Wild Shape slots, so knowing when to use this feature becomes a tactical one. This subclass is an excellent balance of damage dealing and healing, making it a beneficial addition to any party. Published in Tasha's Cauldron of Everything, the Circle of Star Druid uses constellations to power their abilities. However, D&D players already familiar with playing a spellcaster could find Circle of the Land Druids a tad boring. Beyond the Druid's ability to Wild Shape, this subclass is also a good introduction to playing a pure spellcaster without the spell management that Sorcerers and Wizards require. Related: D&D Subclasses That Don't Make Sense In Other Campaign SettingsĬircle of the Land is an excellent first choice for those looking to play a Druid character in D&D for the first time as it is the least complicated circle. However, one of the best features for Circle of the Land is Nature's Ward at level ten which gives the Druid immunity to poison, disease, and being charmed or frightened by elementals or fey. Land's Stride, at level six, removes the movement restrictions for nonmagical difficult terrain, which is helpful but situational. For a subclass that relies on spellcasting, this is an excellent utility to have. Outside of the individual Land spells, Druids choosing this subclass will gain the ability to recover expended spell slots on a short rest using Natural Recovery. ![]()
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