There are many subclasses of druids in Dungeons & Dragons, known as Druid circles. Druids differ as they choose their Druid circle at level two instead of level three like most classes. So, how can a player know which Druid circle is the best for their D&D character?
Druids in D&D are an odd class that allows the player the freedom of playing multiple roles within a party. The Druid's ability to turn into animals, Wild Shape, can turn a typical spellcaster class into effective tanks. Or, if they prefer to deal damage, players have a wide range of spells and beast shapes to choose from to decimate the enemy.
The core of a Druid's abilities stays the same regardless of the circle chosen, although each does grant unique skills. In essence, this means that Druids can have great roleplaying opportunities available to them without sacrificing power or optimization. Whatever role a player wants to fill in their Dungeons & Dragons adventuring party, here is a breakdown of the best Druid circles.
D&D's Circle Of Dreams Is Dreamy But Lackluster For Druids
In Xanathar's Guide to Everything, the Circle of Dreams was introduced to D&D as a link to the feywild and, of course, dreams. Circle of Dreams allows the Druid to play a role in the party, although the abilities granted by this subclass are a bit of a mixed bag. There are some utility features, some healing, and teleportation through dreams.
One of the more helpful abilities is Balm of the Summer Court, a pool of healing accessed through a bonus action. For most classes, this would be an excellent backup but is truly redundant for Druids since they have spells like healing word. Other abilities such as Hearth of Moonlight and Shadow and Walker in Dreams are acceptable but situational, which unfortunately sums up most of what this circle has to offer.
Circle of Dreams is the weakest of the Druid circles in of practicality. Most of the features are dependent on situations or mirrored by abilities and spells the Druid already possesses. However, that is not to say this is a bad choice for D&D players as Circle of Dream is excellent for those who prefer to their party. Circle of Dreams is a little lackluster but well worth a look as it is a very flexible choice.
D&D: Summoning Spirits With Druid Circle Of The Shepherd
Also in Xanathar's Guide to Everything, Circle of the Shepherd is a subclass built around summoning powerful creatures to aid the party. This D&D subclass is a perfect choice for players who enjoy ing and buffing their allies. Summoned animals and fey are made more robust with the level six feature Mighty Summoner, which gives them more hit points, making them useful companions in battle.
The Spirit Totem feature gained at level two is a powerful and practical way to buff allies. Depending on which of the three spirits is summoned, the totem's aura has different effects. The Hawk Spirit is arguably the most useful in combat, allowing D&D players to use their reaction to grant an ally advantage on attack rolls.
Tasha's Cauldron of Everything improved what was a problem with Circle of the Shepherd by lowering the level needed for the D&D conjuration spell Summon Beast from five to three; this opens up more combat options for summoning. Overall, though, Circle of the Shephard is a little disappointing. There is nothing majorly wrong with this subclass, but it can feel a little bland when compared to the other Druid circles available. Having animals and spirits overrunning the combat map is all too easy to do, and forethought and planning for each turn in combat is a must for those looking to use this subclass.
D&D's Circle Of The Land Is A Great Choice For Druids
Circle of the Land is found in the Player's Handbook and is worthy of its own feature due to the diversity of the options available. There are a whopping eight different Lands to choose from, and each gives the Druid distinct spells at levels three, five, seven, and nine. Therefore, Circle of the Land is a good choice for those wanting to roleplay as it allows them to match the Land chosen to their backstory.
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. For a subclass that relies on spellcasting, this is an excellent utility to have. Land's Stride, at level six, removes the movement restrictions for nonmagical difficult terrain, which is helpful but situational. 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.
Circle 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. 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. However, D&D players already familiar with playing a spellcaster could find Circle of the Land Druids a tad boring.
Seeing Stars with D&D Druids' Circle Of Stars
Published in Tasha's Cauldron of Everything, the Circle of Star Druid uses constellations to power their abilities. This subclass is an excellent balance of damage dealing and healing, making it a beneficial addition to any party. 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.
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. 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 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.
Starry Forms grants Druids different abilities, further strengthened with Twinkling Constellations at level ten. This improvement increases the damage done by the Archer and the Chalice and allows the changing of the Starry Form constellation at the start of each turn rather than using a bonus action. Overall a Circle of Stars D&D character is useful and overpowered at lower levels. This drops off but the subclass addresses that and is a good option for both new and veteran Druid players.
Circle Of Spores Offers Something Different To D&D Druids
Circle of Spores is a different and slightly darker take of the typical Druid circle. 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. Spells like Chill Touch, Animate Dead, and Cloudkill make Circle of Spores stand out amongst the usual D&D Druid fare.
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. 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. 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. This stacks with Halo of Spores so that when an attack hits, the damage dice can be rolled a second time, essentially turning each hit into a crit.
Circle of Spores is able to balance damage dealing with and healing in a new and fascinating way. That said, Circle of Spores is the most complicated subclass available to Druids and, therefore, may not be ideal for those new to D&D or players trying the class for the first time. However, players looking for a different take on the typical Druid should find this interesting and rewarding.
D&D Druids Go Wild For Circle of Wildfire
Circle of the Wildfire is the last offering from Tasha's Cauldron of Everything and comes with a pet-like feature similar to the D&D Ranger's subclass Beast Master and their companion. This fire-based subclass allows the player to summon and control a Wildfire Spirit act as an extra party member. The Wildfire Spirit takes a bonus action to command, and then it takes its turn immediately after the player.
The Druid's bond with this elemental spirit gives this unique D&D subclass its most significant boost. The Wildfire spirit enhances damage and healing by adding a d8 to damage or healing rolls. It can also function like a Wizard's familiar have the Druid cast the spell through the Wildfire Spirit. The Sprits final boost comes at level 14 with Blazing Revival, where if the Druid is reduced to 0 hit points, the player can cause the spirit to drop to 0; this then revives the Druid to half their hit points and raises them to their feet.
The Wildfire Druid is a powerful D&D party subclass, with a good mix of damage dealing and healing. However, all the unique features of this subclass are fire damage, which is the most common resistance enemies have in D&D. That minor issue aside, Circle of Wildfire Druids are great damage dealers and could easily function as the primary damage in smaller parties dealer without sacrificing any healing options.
The Best D&D: Druid Option Is Circle Of The Moon
Circle of the Moon is the go-to subclass for many playing as a Druid, and it's not hard to see why. Circle of the Moon focuses on the Wild Shape ability and allows players to use the feature in battle more effectively. Wild Shape with Circle of the Moon is a bonus action that drastically changes how players use beast forms in combat.
Circle of the Moon Druid can also take on more dangerous forms at a low level as the D&D challenge rating for beast forms is one at level two rather than 1/4. By sixth level, Circle of the Moon Druids can turn into beasts of challenge ratings as high as their Druid level divided by three. Elemental Wild Shape at level 10 then boosts the ability by allowing the Druid to turn into elementals by expending two Wild Shape slots.
Using Wild Shape as a bonus action allows the player to choose beast form once combat has started rather than before. This subclass is good for combat-focused Druids, as they can act as the party tank early on, then at higher levels, they can switch to damage dealing and . Circle of the Moon is a superb all-around choice for both beginners and experienced Dungeons & Dragons players.
Druids are a fun and versatile class with great roleplaying potential. Whatever a player is looking for, there is a Druid Circle to meet their needs and those of their party. Which Druid Circle is the best is, at the end of the day, up to the Dungeons & Dragons player and what feels right for their unique character.