🌿 Circle of the Land Druid Subclass - D&D 2024 Breakdown 🌿
Join us as we explore the Circle of the Land Druid subclass from the 2024 Dungeons & Dragons Player’s Handbook. We’ll break down every key ability and feature from levels 3 to 14, discussing how the Land Druid draws power from different terrains to bolster their spellcasting and support abilities. Stick around to see how the 2024 Land Druid compares to its 2014 version and where we rank it among the Druid subclasses.
Timestamps
0:00 - 0:07: Introduction to Circle of the Land Druid
0:07 - 0:16: Overview of the Circle of the Land Druid in 2024
0:16 - 1:18: Level 3: Circle Spells - Land Choices (Arid, Polar, Temperate, Tropical)
1:18 - 2:55: Level 3: Land’s Aid Ability (Healing and Necrotic Damage)
2:55 - 3:50: Level 6: Natural Recovery - Recover Spell Slots and Free Circle Spells
3:50 - 4:28: Level 10: Nature's Ward (Immunities and Resistances)
4:28 - 5:11: Level 14: Nature’s Sanctuary (Spectral Tree Defense)
5:11 - 5:50: Closing Thoughts and Final Tier Ranking
5:50 - 6:38: Outro and Secret Ending
Key Abilities
Circle Spells (Level 3): Whenever you finish a long rest, you can choose a specific terrain type—Arid, Polar, Temperate, or Tropical. Based on this choice, you gain access to additional spells that are tied to the environment. For example:
Arid: Spells include Fireball, Blight, and Wall of Stone.
Polar: Spells include Cone of Cold, Sleet Storm, and Ice Storm.
Temperate: Spells include Misty Step, Lightning Bolt, and Tree Stride.
Tropical: Spells include Polymorph, Insect Plague, and Web.
This provides immense flexibility, as you can change your spell selection based on the adventure setting, making this Druid subclass extremely adaptable.
Land’s Aid (Level 3): As a magic action, you can expend a Wild Shape use to create a 10-foot sphere that deals 2d6 necrotic damage and heals 2d6 hit points to a chosen creature in the area. This ability scales with your level, making it useful for both offensive and supportive play.
Natural Recovery (Level 6): You can cast one of your circle spells without expending a spell slot once per long rest, offering a free casting of powerful spells. Additionally, after a short rest, you can recover a combination of expended spell slots, up to half your Druid level (rounded up), making this a great resource for extended adventuring days.
Nature’s Ward (Level 10): Gain immunity to the Poison condition and resistance to one damage type based on your land choice (e.g., Fire for Arid, Cold for Polar, Lightning for Temperate, Poison for Tropical). This offers situational resistance that can be incredibly valuable, depending on the environment or enemy types.
Nature’s Sanctuary (Level 14): Expend a Wild Shape use to create a 15-foot cube of spectral trees and vines, providing half cover to you and your allies, and granting them resistance to the same damage type provided by Nature’s Ward. As a bonus action, you can move this cube up to 60 feet, maintaining its utility in mobile combat scenarios.
Why to Watch
New Terrain Flexibility: The Circle of the Land Druid’s ability to switch between different environmental themes offers an incredible range of versatility, making it the most adaptable spellcasting-focused Druid subclass.
Healing and Damage: Land’s Aid combines healing and necrotic damage, making it a unique dual-purpose ability that can turn the tide in both combat and support roles.
Spellcasting Depth: With expanded spells and free castings of circle spells, this subclass is tailored for those who want to play a high-level, sustainable spellcaster.
Defensive Utility: Nature’s Ward and Nature’s Sanctuary provide both personal and group defensive benefits, boosting the survival potential of the entire party.
Tier Ranking: We discuss how the 2024 Circle of the Land Druid compares to the 2014 version, ranking it based on its new and improved abilities.
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Music by Michael Ghelfi.
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