You are referring to an old thread and I ma not sure if you ar ereferring to the last post or the thread as a whole.
If you are thinking about healing spirit it was changed fairly recently to limit the number of times it could heal. Before then I lot of people used it out of combat as a "conga line" everyone in the party going through the of the healing spirit then vacating it for someone else.. This gave every one in the party 10d6 (35) point of healing in one minute. Compare this with prayer of healing that take 10 minutes to give up to 6 people 2d8 + spellcasting mod (typically 10-12) and you can see its lack of balance. Now it is more balanced and comparable with other healing spells.
As a level 9 Stars druid, I use healing word, cure wounds, revivify, lessor and greater restoration, and reincarnation. Healing spirit and mass cure wounds are options too.
Starry form chalice helps with healing (but I'm usually in archer starry form). Circle of wildfire has extra healing abilities too. Circle of Shepard has a minor boost with unicorn spirit.
I used to be of the opinion that Stars druid had a better healing perk than Wildfire, because just looking at it as a numeric thing it is a bigger bonus and you can target yourself or someone else entirely if you want instead of the heal target. So, on paper, totally better than just a flat d8 bonus.
But I've had a chance to play both now up from tier one to tier three play and hands down the flat d8 bonus from wildfire is just better. Why? Super simple really, basically it is always on. With star druid you need to be in chalice form. But that's almost never going to happen. Either you're in archer form for the dps or in dragon form for the concentration protection and later the flight.
Idk, it just almost never comes up that you even use chalice. So it doesn't really matter if it is a little better if the "just" halfway decent one is just so much more accessible.
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I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Idk, it just almost never comes up that you even use chalice. So it doesn't really matter if it is a little better if the "just" halfway decent one is just so much more accessible.
I think it depends on the situation; in my experience while a Stars druid isn't going to be in Chalice form by default, if the party's already a bit beaten up or you're expecting a tough fight then it can make sense to use Chalice form rather than another, on the expectation you'll be trying to keep people in the fight.
Plus Druids do get two Wildshape charges per short rest and activating a Starry Form only requires a bonus action, so even if you choose Archer or Dragon form initially, you can switch to Chalice form during a fight if you went in with both charges, and still have your action with which to immediately cast a healing spell (i.e- cure wounds, heal, revivify etc.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Circle of Land druid in 2024 has a special feature of Land's Aid. Using a wild shape slot, the druid creates ten foot radius sphere. The affected area does necrotic damage to enemies and heals allies. It is not the most powerful feature, it could be useful as combined emergency healing and damage in combat.
I am playing a Healer Druid in a 2025 game as Circle of the Moon.
Went human took healer/musician to help buff party.
In combat I like to use CA or CWB so i can save my action for healing if needed. Wild Shape as a Moon offers the ability to turn your wild shapes into heals for yourself as well (THP but still) meaning you can save more resources for your allies.
The change to healing spells really raised the floor on healing in combat and by different classes. Stars/Life Cleric is definitely stronger but being able to use wild shape for offense means I can save most of my spells for heals and supplement with Healer feat. At 4th you can grab inspiring leader to provide some THP as well.
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Tried this out, It was awesome, thanks for all the suggestions!
You are referring to an old thread and I ma not sure if you ar ereferring to the last post or the thread as a whole.
If you are thinking about healing spirit it was changed fairly recently to limit the number of times it could heal. Before then I lot of people used it out of combat as a "conga line" everyone in the party going through the of the healing spirit then vacating it for someone else.. This gave every one in the party 10d6 (35) point of healing in one minute. Compare this with prayer of healing that take 10 minutes to give up to 6 people 2d8 + spellcasting mod (typically 10-12) and you can see its lack of balance. Now it is more balanced and comparable with other healing spells.
As a level 9 Stars druid, I use healing word, cure wounds, revivify, lessor and greater restoration, and reincarnation. Healing spirit and mass cure wounds are options too.
Starry form chalice helps with healing (but I'm usually in archer starry form). Circle of wildfire has extra healing abilities too. Circle of Shepard has a minor boost with unicorn spirit.
Food, Scifi/fantasy, anime, DND 5E and OSR geek.
I used to be of the opinion that Stars druid had a better healing perk than Wildfire, because just looking at it as a numeric thing it is a bigger bonus and you can target yourself or someone else entirely if you want instead of the heal target. So, on paper, totally better than just a flat d8 bonus.
But I've had a chance to play both now up from tier one to tier three play and hands down the flat d8 bonus from wildfire is just better. Why? Super simple really, basically it is always on. With star druid you need to be in chalice form. But that's almost never going to happen. Either you're in archer form for the dps or in dragon form for the concentration protection and later the flight.
Idk, it just almost never comes up that you even use chalice. So it doesn't really matter if it is a little better if the "just" halfway decent one is just so much more accessible.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
I think it depends on the situation; in my experience while a Stars druid isn't going to be in Chalice form by default, if the party's already a bit beaten up or you're expecting a tough fight then it can make sense to use Chalice form rather than another, on the expectation you'll be trying to keep people in the fight.
Plus Druids do get two Wildshape charges per short rest and activating a Starry Form only requires a bonus action, so even if you choose Archer or Dragon form initially, you can switch to Chalice form during a fight if you went in with both charges, and still have your action with which to immediately cast a healing spell (i.e- cure wounds, heal, revivify etc.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Circle of Land druid in 2024 has a special feature of Land's Aid. Using a wild shape slot, the druid creates ten foot radius sphere. The affected area does necrotic damage to enemies and heals allies. It is not the most powerful feature, it could be useful as combined emergency healing and damage in combat.
Guide for Dreams Druids the forgotten 🥀
You can do a lot of healing rapidly in one turn
use your mobility buff :)
balm is summer court is Lv 3 and Heals up to 40 per turn
Cool lore :)
if get creative especially with your DM’s approval
(Benefits from Ne users if you know MBTI)
Big orb for warlocks
teleport your party tank infront of the wizard cleric or sorcerer
I am playing a Healer Druid in a 2025 game as Circle of the Moon.
Went human took healer/musician to help buff party.
In combat I like to use CA or CWB so i can save my action for healing if needed. Wild Shape as a Moon offers the ability to turn your wild shapes into heals for yourself as well (THP but still) meaning you can save more resources for your allies.
The change to healing spells really raised the floor on healing in combat and by different classes. Stars/Life Cleric is definitely stronger but being able to use wild shape for offense means I can save most of my spells for heals and supplement with Healer feat. At 4th you can grab inspiring leader to provide some THP as well.