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    Ettin in the Playground
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    Feb 2012

    Default Post 3

    Basic Equipment
    If you’re going to buy your equipment at level 1, you get 2d4x10gp. You could ask your DM if you get further money to reflect your choice of background (5-25gp), although by RAW you don't get this if you buy your equipment.
    What you need to consider:
    Spoiler: Equipping a Druid at Level 1
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    Druidic Focus: You need this to cast spells with a Material component. Cheapest options are 1gp, the most expensive 10gp.

    Offensive melee: If you have the Shillelagh cantrip, all you need is a 1sp Club or 2sp Quarterstaff and you’re set here. Even if you don’t, you may not want to spend much more, maybe the 1 or or 2 gp for a Spear (Str high or equal to Dex) or a Dagger (Dex high). A dagger is a good thing to have, anyway. If you’re an elf, consider spending the 10gp on a Short Sword for Dex to melee fighting. If you’re not an elf, still have better Dex than Str, and have enough money to spare, the Scimitar (25gp) has the finesse quality as well.

    Offensive ranged: Even your longest ranged PHB cantrips go a mere 30’, so if nothing else you should get the lowly Sling (1sp) and a Pouch (5sp) for 20 sling bullets (4cp). If your dex is good enough, a ranged weapon will generally do better for you at least until level 5.
    If you’re an elf, you are proficient in stronger ranged weapons: Shortbow (25gp) and Longbow (50gp); or Hand Crossbow (75gp). The bows use arrows from a Quiver (1gp), the crossbow uses bolts from a Case (1gp). 20 pieces of ammo for 1gp for either. If you can afford it after purchasing equipment, you can get one of those options. They may well outperform your cantrips for quite a while, so even if you can’t afford them now, keep them in mind for later.

    Armour and shield: Depending on your pecuniary capabilities and your Dex, you will want to pick 10gp Hide (the obvious starter option), 45gp Studded Leather (for the rich and agile) or simple Leather (for the really agile, dex 18+, who can't afford studded leather). A shield is 10gp and well worth it. Even if you intend to use a bow, you want a shield in your pack. But if you’re that hard up for cash, you can leave it off for now.
    If you have access to stuff from Sword Coast Adventurer's Guide, look at page 121. For 75gp, you may be able to do something for your AC with a suit of spiked armour, albeit at the cost of disadvantage on Stealth. Maybe something for the future, when you can wild shape for stealth. The description implies you can get spikes made of something other than metal.

    Fire/light: The Produce Flame cantrip may be all you need for now. If you don’t have that: A tinderbox (5sp) is a must if you don’t have the Druidcraft cantrip (which can also light small fires). If you don’t have darkvision, you need to consider buying lamps or lanterns (5sp to 10gp for those options) and oil (1sp per pint) to fuel them. If you’re really hard up for money, torches cost 1cp a piece. Even if you have darkvision, you could consider packing some candles (1cp) at least – darkvision is considered dim light and you can’t distinguish colours with it.

    Food: With the Goodberry spell on your prepared spell list, you don’t really need food in your pack. But it’s good to have some for emergencies, to hand over as a gesture of goodwill, to give to animals, etc. Rations are 5sp per day.

    Rope: Someone has to get it. Rope plays a role in many a zany scheme, and has any number of uses for the practically minded. Hemp rope is cheap and heavy (1 gp per 50’), silk rope is expensive and light (10gp per 50’).

    Healer’s Kit: 5gp for ten uses, make sure you never run out. This kit stabilizes a dying character with an action with no roll needed. Make sure the whole party can find this in your luggage quickly, just in case you’re the one who needs to be stabilized. Chance to roleplay, too.

    Herbalism Kit: You’re proficient with this, so spare a thought for it. You likely won’t need it until you want to start producing healing potions. But if you have the money and the carrying capacity, you might as well get a kit now. 5gp.

    Beast of burden: For 8gp you can get a donkey or mule, capable of carrying 420 lbs. Maybe the party should consider buying one or more as a group. Useful for large hauls, more so when some of your party are incapable of transporting themselves.

    More stuff could certainly be bought, but if you have all the above taken care of, you should be all-right. For a discussion of magical items, go to post 10.


    Feats
    If your group plays with feats, there are some things that need to be interpreted for your druid. According to the wild shape rules (PHB p. 66-67) you keep features from your class, and this includes feats. But how exactly? Resilient, for instance, gives +1 to the score chosen for it. Does your new animal form sport an extra point in that score, then? How will that affect its combat stats? You will need to talk this out with your DM.
    Dreams, Land and Shepherd druids will be casting more spells that are affected by their Wisdom (spell to hit and save DC), and as such they prioritize advancing ability higher than moon druids. Moon druids have half their stats switched during wild shape, and are more attracted to feats in the low-mid levels. But they need their spells to keep up when their wild shapes are at their lowest ebb, and anyway Beast Spells (letting you cast spells in wild shape) comes online at level 18.
    Spoiler: Feats
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    Alert: The initiative boost is good for anyone, the rest is just gravy. And good gravy, too. If you are the party scout, this feat inches into blue territory, helping you to survive if you get found out.

    Athlete: Moon druids could consider this feat if their forms get the ability bonus from feats. The rest should really be covered between your wild shapes and spells, but it can't hurt. Other druids are unlikely to find much of any use here.

    Actor: This feat is out of order! In my PHB, too, so now you must suffer the same! Muahaha! Anyway, if you're picking this feat you're doing it to branch out from the usual druid roles. You'd think being able to turn into an animal would be enough for you, but nooo!

    Bountiful Luck (XGtE): If you position yourself safely, you won't have much use for your Reaction, so lending your Lucky trait to someone else is pretty good. You also don't make many critical to-hit rolls. If you like, you can even use this ability to help out a conjured minion.

    Charger: This requires use of your bonus action, which means you can't use it with a lot of otherwise charging forms – those who activate a second attack if their first hits when they charge. Only those that add bonus damage to charges (Giant Boar and Rhinoceros are the obvious MM beneficiaries; the Elk can get a little too, though only making their charge about as damaging as their hooves) get anything from this feat. In general this is too little, too seldom to be worth considering, even for damage hungry moon druids.

    Crossbow Expert: While certainly not a bad feat as such, it works very poorly with druids. You'd do better to focus on spells than trying to learn to use a crossbow in the first place.

    Defensive Duelist: Scimitars happen to be eligible for this feat, and having a miniature version of the Shield spell (for one attack only, and only in melee) that could save you a Concentration save might be worthwhile. But what are you doing in melee? You're not even wielding a Shillelagh!

    Dragon Fear (XGtE): The +1 to constitution is the obvious option. Using this ability may make a lot of sense, particularly at higher levels, when the scaling of your breath attack leaves it rather behind the damage curve. Still, it seems to be a fairly desperate thing to do, when you could probably use the action to turn into an animal and flee. That it depends on charisma also doesn't lend itself well to druids.

    Dragon Hide (XGtE): Adding +1 to con is the obvious choice. Base 13 AC is as good as +1 studded leather. Unfortunately, you're unlikely as dragonborn to have the dex to take full advantage. The claws may persuade your DM that you get to use your own proficiency bonus for Claw attacks in wild shape, which may give a small bonus to hit.

    Drow High Magic (XGtE): Detect Magic and Dispel Magic are already on your list. Levitate can be useful to evade melee attackers at low level, but requires Concentration. And using charisma for casting is sad. Not exactly a uselss feat, but it does seem to give you more of what you have rather than new, useful stuff.

    Dual Wielder: This is pretty much a trap, and not just for druids. Except for silly things like dual wielding lances, you do better just advancing your attack stat. And why wouldn't you want to wear a shield? Even for investing in making Shillelagh viable, there are far better things you can do.

    Dungeon Delver: Unless your DM is a fan of very dynamic traps, this is not of much use to you. You can deal with traps in many ways, including minions and spells and wild shapes, and not least sending the rogue with Dungeon Delver up front.

    Durable: While the +1 to constitution is nice, you have better options for recovering hit points than this. Comes very close to being utterly useless, but I just might take this in a corner case, like having uneven con, maxed wis, and every other stat an even number. If I already had Resilient.

    Dwarven Fortitude (XGtE): You probably won't be taking a lot of Dodge actions in battle, even with this feat. As a druid, you're a little more free to do so, as the loss of one casting of a druid cantrip is hardly a large blow to your group. But you're also supposed to be safely taken care of behind the lines. Being able to spend your hit dice without taking a short rest is generally an interesting ability, but druids have other ways to heal, particularly out of combat.

    Elemental Adept: You might consider taking this for fire. It is more readily available as damage from druid spells than any of the other options. And fire is commonly resisted, so there should be something to gain if you use a lot of fire spells. If you cast many cold spells (perhaps you're an arctic land druid with the Frostbite cantrip, or some multiclass druid), this is an even better choice, with more resists.

    Elven Accuracy (XGtE): +1 wisdom (the obvious pick) and special advantage to any advantage on dex or spell attack rolls. You'll be making few critical attack rolls, so that takes something away, but some of your spells and abilities do let you get advantage on attack rolls (anything that Restrains opponents). This should only be an option if it happens to fit your ability score advancement scheme very well, or if you're trying to build an archer druid (likely with some multiclassing).

    Fade Away (XGtE): +1 to dex is better than +1 int. A panic button that turns you invisible on being attacked. If you are about to get swarmed or shot at by a regiment of archers, this could save you, and allow you to get to safety. Wild shaping doesn't break the invisibility, nor does non-offensive spellcasting. It's a decent feat, but only if it fits exactly into the way you want to advance your ability scores. I wouldn't build for this feat, but I might pick it if things happen to turn in its favour.

    Fey Teleportation: +1 int or cha is a tossup, and neither is a major benefit. Learning Sylvan may be useful for druidic social interaction, if you haven't picked it up yet (and if you have, you'd be right to have done so, and now you'd get punished by wasting a language - that annoys me). But then you 'learn' Misty Step, and get to cast it once per rest for free. If learning it means you can now cast it with your own spell slots (ask your DM), then this feat is awfully tempting to anyone who doesn't have access to a bonus action teleportation (10th level Dreams druids and 3rd level Coastal Land druids do). Even so, I'd only take it if I had an uneven score in int or cha already, or if I was in a group where Misty Step would make a particularly large boon.

    Flames of Phlegetos (XGtE): Adding to int or charisma is the same amount of poor. A small bonus (about .4 points of damage per d6) to fire spell damage (not so compatible with Elemental Adept) is rather minor, though it must be said that fire spells are common in the druid list. The wreath of flames doesn't scale, and you are likely hoping it won't come into effect, though it is cool - no wait. Well, a positive word about aesthetics that doesn't imply coldness of temperature.

    Grappler: The strength requirement sucks horribly, and in caster form you don't want to be grappling. That said, wild shaping druids can do some interesting things with grapple, so it may not be completely weird to pick this. I wouldn't, though.

    Healer: This is highly dependent on when you take it. If you get it early (and play through those levels), it's a reasonable feat, freeing up spell slots from healing. However, it scales poorly, and there will often be higher priority feats you want first.
    Some people don’t notice right off that it can be used on a given target once per rest, so I'll just note that here.

    Heavily Armoured: This isn't something you're likely to plan for. But suppose your group finds a magical suit of plate mail, which happens to be made of some material other than metal. And you've found no magical leather armour. And you are a dwarf, or for some reason have 14 or more strength. And nobody else in the group wants that suit of armour. And your dex isn't exactly good. Well, then this feat might actually improve your AC by as much as 7 before enchantments. Pretty wild, but as I said: not something you'd plan for.

    Heavy Armor Master: You could continue weaving the outlandish tale from the Heavily Armored feat, but let's face it, you're reading about optimizing a druid. You're not picking this feat even if you meet the requirements.

    Infernal Constitution (XGtE): +1 con, resistance to cold and poison damage and advantage on saves against poison (or perhaps only against effects that give you the Poisoned condition? Ask your DM). Poison damage is common in the MM, and cold about half as common. Between them, it's a pretty decent amount of stuff to be resistant to (and you already have fire). But then again, you're not a frontliner, you may become immune to poison at level 10 (land druid, while moon druid elemental forms are immune to poison), and you have spells that let you become resistant to cold and poison. So it'd be unusual for a druid to really consider this feat.

    Inspiring Leader: At first glance this is poor for you. But if you like to conjure beasts, elementals and fey, this could give them some extra durability. Pixies and Sprites could particularly benefit from this, frail as the poor little buggers are. Since these are temporary hit points, it works with all the Shepherd's circle abilities.

    Keen Mind: They worked hard to make this worthwhile. For druids, they failed. Okay, to be fair, the 'remember anything within the past month' thing could be useful in certain games, especially if you can't be bothered to take notes. But why are you playing the class that requires the most bookkeeping, then?

    Lightly Armored: You're already profcient.

    Linguist: In a world without magic, this might well have its place. You're druid, the world is full of magic.

    Lucky: This is an interesting feat on any character, an extra panic button to press. You will likely feel less pressure than most character types (as you're usually ensconced in a wild shape or guarded by your party's melee), but it’s still a nice feature.

    Mage Slayer: If you meet many spellcasters, this could be a worthy choice for wild shapes. In general, I’d leave this to the all-out melee, though.

    Magic Initiate: For casting, you might pick this for some more cantrips and maybe a useful first level spell. If you pick cleric, you can get Sacred Flame or Toll the Dead as a decent attack cantrip with your strong wisdom to back it up. Word of Radiance is likewise strictly better than Thunderclap. They are much more reliable than fire or poison damage from your druid cantrips. For other classes, you may want to pick something that does not involve saves or attack rolls, as you are unlikely to have sufficient Int or Cha to back it up (though Booming Blade and Greenflame Blade can be made to work with Wisdom, sorta, by using them with Shillelagh).
    For a first level spell, Find Familiar could be useful throughout your career, or Feather Fall if you worry about losing a flying form. Look around, there are a lot of options here. You could even pick druid as your spell list if you're desperate for more druid cantrips. Certain first level spells (like Absorb Elements, Entangle, Faerie Fire and Goodberry) never go out of style.

    Martial Adept: Hmm, Evasive Footwork, maybe? No, not worth it.

    Medium Amor Master: A very unlikely choice, but in caster form with a suit of non-metal medium armour (such as dragon scale mail) and dex 16, this can actually be a good feat.

    Mobile: Generally, you should have pretty decent mobility between wild shaping and spells like Longstrider. But there are cases where another 10’ of movement can make a great deal of difference - more so the less movement you already have. Being able to avoid opportunity attacks by making an attack yourself can be nice for wild shapes, or if you want to use melee cantrips but don't want to get hit back (or combined with Booming Blade somehow). If you're in melee with a fighting wild shape, soaking up attacks should be what you expect to do, anyway.

    Moderately Armored: You're already proficient with medium armor.

    Mounted Combatant: While people sometimes regale us at the forum with tales of how someone with this feat rode a Moon druid ([expletive deleted]), this really isn't a feat for druids.

    Observant: The 5-point bonus to passive perception is a great boon - if the DM uses (and lets you use) passive checks. If you scout ahead often, this goes double. The +1 to wisdom is the main reason this is an attractive feat, but only as long as it fits in your stat advancement scheme.

    Orcish Fury (XGtE): +1 to con and some minor offensive advantages with weapon attacks. This feat works best when you're in the frontline, hammering away with a weapon in hand, and as a druid, you probably won't be. But for the +con alone, it can't be rated an entire waste.

    Polearm Master: You can use this with Shillelagh on a quarterstaff for the occasional Reaction attack and some more regular Bonus Action attacks. The latter would (as per tweets from Crawford) deal d4+wis damage. With this investment, Shillelagh becomes a pretty decent attack cantrip for the amount of damage it can put out. But it retains the problem of being in melee, you're using up your bonus action and possibly your reaction, and you still cannot compete with expert damage dealers. To me the feat shores up something you won't be good at anyway (and likely has you fighting with a quarterstaff onehanded, which I think is rather silly)

    Prodigy (XGtE): Like Skilled, this has its uses. Getting double proficiency bonus in Perception or Stealth (or any other skill you want to be good at) is nothing to sniff at, if you rely on the skill to do your thing.

    Resilient: Taking this for Constitution is a good choice. Con is probably the most common saving throw made by spellcasters (and druids in particular), as it is made to maintain Concentration. This one actually gets better the higher level you are.

    Ritual Caster: You can already cast your prepared Ritual spells as rituals, but there are only so many. Wizard is the obvious choice if you take this feat (and you don't need int 13, though you might think so), with plenty of Ritual spells to choose from, and a better chance to add to your ritual book by copying from spellbooks. Alarm, Comprehend Languages, Detect Magic, and Find Familiar are all 1st level wizard spells worth considering. Getting Leomund's Tiny Hut, Rary's Telepathic Bond and Drawmij's Instant Summons are goals for the future.

    Savage Attacker: One of the few ways to up wild shape damage. Many forms attack only once per turn, and very few more than twice, so this affects a large percentage of their damage rolls. Be aware that the amount gained is mathematically not very much, but it is likely to feel pretty good at table.
    If I was playing a moon druid from 1 to 20, I wouldn't look twice at this feat, as there is too much time you're not using your wild shape for its offensive. But if I was playing one from 1 to 6, or for a limited time from 10 to 12, e.g., I'd be tempted to pick Savage Attacker.

    Second Chance (XGtE): Once per combat minor panic button, with +1 to con or dex? And it can save me from having to make a Concentration save? If it fits my attribute advancement scheme, I'll take it.

    Sentinel: For wild shapes, this is probably a good choice. When your job is to keep the enemy away from your party’s squishies, this feat is very good at just that.

    Sharpshooter: Even if a bow does well for you early in your career, there is no way it ends well if you pick this feat and go straight druid.

    Shield Master: The major part of this feat is the bonus action Shove when you take the Attack Action. The problem there is you probably don't have the strength to do much with it. Besides which, the Attack Action isn't what you'll be doing mostly, and you may want to try and stay out of melee. The other stuff can still come in handy, albeit quite situational. Being able to take a Reaction and maybe take no damage (and so no Concentration save) from an AoE attack is nice, though to make the most of it you need proficiency in dex saves.

    Skilled: Depending on what you want your character to be able to do, and what the party’s needs are, this could be a useful choice. See under Skills and Background above. Most PCs only have proficiency in four skills. Another three is rather a lot when you think of it like that.

    Skulker: On a stealthy druid, this may have its place. Dim light is what most darkvision works as, so the two work well together.

    Spell Sniper: Only some of the druid cantrips use attack rolls. The other spells don't. Slightly shoring up your cantrips with a feat is rather a waste.

    Squat Nimbleness (XGtE): +1 to dex, +5' foot speed, proficiency in Acrobatics or Athletics, and advantage on ability checks to escape grapples. It's a neat little package, and I might pick it up, if I wasn't proficient in either of those two skills. Having both seems redundant. Does the movement increase carry over to wild shape, DM?

    Svirfneblin Magic (EEPC): Holds up well compared to Magic Initiate, and the spells are not bad – though using Int as your casting stat. They are not generally covered by the druid list.

    Tavern Brawler: A better grappling feat than the Grappler feat, ironically. Most of the stuff is useless to the average druid, apart from the bonus to con, of course. If only your wild shape attacks were improvised weapons or unarmed strikes, then you could use your bonus action to grapple those you hit. Maybe a lenient DM will let that slide?

    Tough: The usefulness of this feat depends very much on how it is interpreted. If this adds 2 hp per level (and whose level, yours or the animal’s?) to your wild shape, it may well be worth taking. The sage says it doesn't work that way. Then, it could still be worth taking, at least for druids with poor Con. It could mean something like +20% hp.

    War Caster: The advantage on those important saving throws to maintain concentration is the real thing here, especially so for Moon druids. Caster forms may also get some mileage out of the other bits, and clearing up any issues about casting spells while using a shield.
    Spoiler
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    Generally speaking it shouldn't be a problem, as you can sheathe or draw a weapon as part of your action. But if you want to have a particular (probably magical) thing in one hand both before and after casting, and a shield strapped on the other (and why wouldn't you want a shield?), you won't have to worry about needing a hand free, or ending up with an empty hand you'd rather were filled. This is very technical and borders on pedantry, and some DMs won't be bothered with it to begin with.
    You may want to consider taking Resilient first, if your proficiency bonus is big enough by the time. Advantage is approximately worth +3.3, meaning you'll likely take this feat before picking up Resilient, which gives you proficiency (+2 to +6 as you level). In the end, you're likely to want both, as they are good (if boring) options.
    In caster form, try to have a prepared spell or cantrip that you can use for the Reaction casting in place of the Opportunity Attack.

    Weapon Master: Some have speculated whether you could use this feat to become proficient in some wild shape attacks, and so use your own prof bonus over that of the animal's. Unfortunately, the feat only lets you pick simple or martial weapons, which animal attacks aren't. As for picking some weapons that are better than druid weapons, you could get some use out of this at the lowest levels, if your dex or str support your choice of weapons. But even your cantrips will quickly catch up or pass your weapons, so I wouldn't recommend it.

    Wood Elf Magic (XGtE): A fine feat, except it gives you a bunch of druid stuff that you already have, or decided not to pick. Very nearly a total waste, but since the spells are pretty good, the free casting and the freeing of space on the prepared list lifts it up from an outright waste. I still wouldn't pick it for a druid, though.


    The Roles of a Druid
    Being a full caster with some extra goodies tagged on, with low dependence on stats, druids are remarkably versatile. The druid can fill many, many roles with varying degrees of competence.
    Spoiler: The Roles of a Druid
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    Battlefield Control and Debuff: Druids have quite good spells that accomplish these things, starting right at level one with Entangle and Faerie Fire. Often enough, druid BC spells also have a debuff or damage element (or even all three, see the Whirlwind spell in the Elemental Evil supplement for a particularly amusing example), but you will generally pay with your Concentration. There are a few non-Concentration BC spells (Speak with Plants funnily enough, and Plant Growth).

    Buffing: Most buff spells are Concentration spells, so buffing isn’t what it used to be. But there are a handful or so non-Concentration buff spells in the druid list (like Longstrider, Freedom of Movement, and Regenerate), and several good Concentration buffs. For out of combat, Enhance Ability and Pass without Trace stand out.
    You can also buff indirectly, using conjured minions to do your Concentrating for you. While this limits your buffing options to what your minions can do, it is (partially at least) a way to get past the Concentration issue.
    Shepherd druids’ spirit totems are easy to fit into your action economy, recharge on short rests, and buff any ally close enough. This gives the shepherds a definite edge in buffing over the other druid circles.

    Damage Dealing: While druids do have some blasting spells in their arsenal (especially if you play with the Elemental Evil spells), druid damage spells often work rather slowly, or do less damage but with an additional effect. Consequently, druids can do some blasting, but their style is not generally as time efficient as stronger blaster classes.
    Wild shapes are generally mediocre damage dealers at best. There are notable exceptions (particularly moon druids at levels 2-4), and you can sometimes combine a damage over time spell with a wild shape, constituting a wild shape’s burst capacity. But in general the wild shapes do not compare well to expert at-will damage dealers, particularly if those get magical weapons.
    Druid combat cantrips are also mediocre at best in damage dealing.
    It seems that druids in general are designed to outlast opponents and gradually wear them down, rather than taking them out in quick bursts.
    There is one way druids can definitely compete on damage dealing, however, and that’s by minionmancy. See below.

    Damage Sponge: In general, and particularly at the right levels, the moon druid is an unparalleled stack of hit points (level 2 and level 20 being the most notorious - but mostly early on with plenty of options for wild shaping the highest CR they are capable of). It depends mostly on the wild shape forms available, but also on what spells you have to back them up with. Defensive buffs like Barkskin, Protection from Energy and Stoneskin can, when used at the right time, squeeze a lot of extra mileage out of those wild shape hit points. And to add to that, you can of course heal those extra hit points with bonus actions, though this should be done very judiciously. A spell cast is generally worth more than a few hp on a wild shape.
    Other druids need to have external damage sponges to be workable here. See under minionmancy below. Shepherds in particular have very absorbent sponges in their tool kit, while dreams druids have their bonus action healing.

    Face: While lacking Expertise for double proficiency, druids can still be decent party faces. Insight is a class skill, and you will have good wisdom to use it. Picking up Persuasion (or, if you prefer, Deception or Intimidate) shouldn’t be too hard. You can also enhance your social skills with spells (Charm Person, Enhance Ability). While charisma is not a key ability for druids, you could invest in it easier than most classes that don’t depend on charisma. Druids are not very stat dependent, especially moon druids.

    Healing and Restoration: Druids have access to spells that heal (some with splendid spell slot economy, like Goodberry and Healing Spirit), and most of those that remove conditions (Lesser and Greater Restoration, Dispel Magic). A group can generally get by on druid restoration. Moon druids are somewhat at a disadvantage as emergency healers, as any emergency is likely to see them in wild shape. Dreams druids get their Balm ability for quick healing, and Shepherds can use spirit totems to grant bonus hp or do extra healing with spells.
    Druids as healers could do with a backup healer in the party, or better still they could play that role to a Life Cleric. Generally speaking, the cleric does combat healing, while the druid heals between fights.

    Minionmancy: Druids make first rate minionmancers in 5e, competing only with wizards for the top spot. There are many spells in the druid list that can give you minions. Conjured allies are splendid spell slot economy and nicely versatile. The Conjure X spells are the obvious mainstays, and you can use Planar Binding on conjured elementals. Depending on your DM, you can also use spells like Animal Friendship, Charm Person and Awaken to round up some extra friends before the fighting begins.
    Land druids are slightly better minionmancers due to their expanded spell skills, while shepherd druids are all about the buffing of allies and minions. Shepherd druids can be overwhelmingly strong over a protracted adventuring day when their abilities get to shine the most (starting at level 6).

    Scouting/Stealth: Between innocuous wild shapes and Pass without Trace, every druid is an able infiltrator and scout from level 3. Having proficiency in Stealth, the Skulker feat, and/or a stealthy race can stretch this further. Land circle spells like Invisibility and Gaseous Form are also possibilities. Dealing with traps and locks may be a bit of a bother, though bypassing them can often be done (very small or supple wild shape; shapes that can burrow, earth glide, fly or climb; using Stoneshape spells; etc.). You can use conjured minions (flying and invisible pixies or sprites are quite good) and charmed or otherwise friendly beasts (and maybe Beast Sense) to do your scouting for you. Shepherds do the latter particularly easily, being able to converse freely with animals. And finally you have a few divination spells that can do a lot of scouting, like Scrying and Commune with Nature.

    Spell Slot Economy: Druids have quite a few spells that heal or hurt big numbers for their level, but slowly. E.g., Goodberry is a cumbersome healing spell, but it heals a big number of hit points, and Flaming Sphere takes some time to get going, but can deal a lot of damage over its duration. Druids also get some spells that give you something to do for a while without expending further spell slots, like Call Lightning and Sunbeam. Using Conjure X spells can potentially give you a lot of action for a single spell slot.
    Land druids get some spell slot recovery on top of this, while the rest of the circles get various tools or enhancements to tools, which they can use when they don’t want to spend spell slots.

    Utility: Between wild shape and being a prepared caster, druids can cover a lot of ground as they level up. They can teleport, fly, climb, go underwater, shape earth and stone, talk to plants, change the weather, scry, and many more things. They also get basic healing and debuff removal, though not to the degree of the cleric.
    Last edited by hymer; 2019-07-30 at 04:07 AM.
    My D&D 5th ed. Druid Handbook