So I'm fairly new to DnD so forgive me if this is a fairly obvious question. Does the circle of dreams druid class get any spells that they just know? I know circle of land gets some spells depending on which background you choose and there are some other circles that do as well. Is the extra healing the only benefit you get at lower levels?
It would be a more flavorful subclass if you got a few enchantment or illusion spells. I guess you could go Arcane Trickster after level 12 or so, but from a narrative perspective that can feel artificial.
Considering that Healing Word is probably the best spell in the entire game, Balm of the Summer Court gives you effectively the same power, albeit better. You can channel it into a single nuke or spread it out to be a number of uses per level. If you view it as a spell-slot replacing Healing Word you're effectively just getting an extra spell slot per level.
Considering that Healing Word is probably the best spell in the entire game, Balm of the Summer Court gives you effectively the same power, albeit better. You can channel it into a single nuke or spread it out to be a number of uses per level. If you view it as a spell-slot replacing Healing Word you're effectively just getting an extra spell slot per level.
You're correct though, Balm of the Summer Court is very comparable to having a whole bunch of extra 1st level spell slots or better, and Hidden Paths is an even better teleport than Misty Step, arguably giving you access to up to 5 more second level slots. Maybe not as good as some classes teleportation abilities - Shadow Sorcerer or Shadow Monk - but still excellent, and not requiring you to be in darkness or dim light like those classes, and gives excellent utility to a healer/support.
You're correct though, Balm of the Summer Court is very comparable to having a whole bunch of extra 1st level spell slots or better, and Hidden Paths is an even better teleport than Misty Step, arguably giving you access to up to 5 more second level slots. Maybe not as good as some classes teleportation abilities - Shadow Sorcerer or Shadow Monk - but still excellent, and not requiring you to be in darkness or dim light like those classes, and gives excellent utility to a healer/support.
You're correct though, Balm of the Summer Court is very comparable to having a whole bunch of extra 1st level spell slots or better, and Hidden Paths is an even better teleport than Misty Step, arguably giving you access to up to 5 more second level slots. Maybe not as good as some classes teleportation abilities - Shadow Sorcerer or Shadow Monk - but still excellent, and not requiring you to be in darkness or dim light like those classes, and gives excellent utility to a healer/support.
Well, what makes Healing Word special is specifically because you can cast it with a bonus action, freeing up your main action for everything else.
Compared to Cure Wounds, sure. Healing Spirit is a bonus action cast as well, and lasts up to a minute. Potential of 10d6 healing (minimum, anyone who enters its space can get healed on their turn so if multiple party members move through it even more) every round for 10 rounds. That's also what makes Balm of the Summer Court for Circle of Dreams druids so darn good; it's a bonus action. The amount of healing you can pump out by using it and a higher leveled Cure Wounds (2nd or 3rd) in a single turn is insane, and not even all that costly.
Also, just to point out: Balm of the Summer Court is not a Spell. So you can use it on a party member and still cast a full fledged spell instead of just a cantrip. Nothing like popping up the silly wizard and then casting some CC so they don't go down again the next round.
Also, just to point out: Balm of the Summer Court is not a Spell. So you can use it on a party member and still cast a full fledged spell instead of just a cantrip. Nothing like popping up the silly wizard and then casting some CC so they don't go down again the next round.
An excellent point. And the same goes for their teleport (Hidden Paths) at level 10. Honestly Circle of Dreams druids may be the best healers in the game.
Another cool thing about the teleport is that you can use it to teleport a willing creature up to 30 feet away (rather than yourself 60 feet). This could allow you to teleport a downed ally back to the rear lines of combat, or even heal them with Cure Wounds and then teleport them back so they can recover further away from combat. Edit: Just looked it up and while it's a bonus action to teleport yourself, it's an action to teleport someone else. So you could do the above but heal them with either Balm of the Summer Court, Healing Word or Healing Spirit instead of Cure Wounds. Combining this with Healing Spirit would be great, get them out of the fight and allow them to recuperate turn by turn while they attack from range until they're ready to dive in again.
In addition to this, since they aren't spells, both abilities can be used while in a Wild Shape form. Teleporting brown bear anyone?
Healing spirit often looks better on paper than it does in practice. It's a good spell but it's got it's issues. All of the healing spells have situations where they may be the best choice however and there is no one best healing spell.
I personally prefer circle of the Shepard for healing but it fits my style and the parties I've played in. Doesn't take as much co-ordination as healing spirit since it's an aoe affect that I can choose where to place it. and as long as they are in that radius they all get a bit of a heal just because I cast a healing spell on somebody else. The summoning bonuses are just plain icing on the cake.
Healing Spirit is a super great spell, but I stand by Healing Word as the best spell in the game RAW because of the way the death mechanics work. Ranged, bonus action, level 1.
Appreciate this discussion as my Feylock is going to multiclass into Circle of Dreams. I'll spare the backstory, but it's useful to this guy who's not played a Druid before.
Rollback Post to RevisionRollBack
May the gentle moonlinght guide you to greater wisdom
I've been meaning to ask: What's up with the dream walker skill? From I can tell, you can only cast these spells without any cost immediately after a short rest. Like I can see the first 2 being useful, but I don't see why you'd want to go back after sleeping (it can't be used as an escape option). Please correct me if anything I've said is false
I've been meaning to ask: What's up with the dream walker skill? From I can tell, you can only cast these spells without any cost immediately after a short rest. Like I can see the first 2 being useful, but I don't see why you'd want to go back after sleeping (it can't be used as an escape option). Please correct me if anything I've said is false
Are you asking what the point of gaining I formation is or what the point of being able to fast travel to a (probably) safe location is?
the fast travel. Also if the effect can only be used immediately after a short rest
There are lots of reasons being able to teleport your party to the last place you were able to have a long rest might be useful: being 4 hours away from town and don't want to risk camping outside or making a forced march back or being very deep into a dungeon and are barely alive after boss and just want to shovel treasure into a portal and leave are 2 that spring to mind.
Yeah, you do have to use it immediately after the short rest, making it take an hour to use, but it can cut a 2 day adventure in half, so worth it.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
So I'm fairly new to DnD so forgive me if this is a fairly obvious question. Does the circle of dreams druid class get any spells that they just know? I know circle of land gets some spells depending on which background you choose and there are some other circles that do as well. Is the extra healing the only benefit you get at lower levels?
The extra healing is the benefit at 2nd level, but it scales up as your level goes up and it’s more useful than it looks at first.
Professional computer geek
Only 2 out of 5 druid subclasses have circle spells. The other 3 get different features that accentuate their specialty.
Don't underestimate extra healing that only takes a bonus action and doesn't use spell slots. Balm of the Summer Court is a great ability.
It would be a more flavorful subclass if you got a few enchantment or illusion spells. I guess you could go Arcane Trickster after level 12 or so, but from a narrative perspective that can feel artificial.
Personally, I take a level in Cleric to bolster some spells and cantrips...some scale quite nicely.
Circle of Dreams druids have actually become my favorite druid class...the bonus action heal / teleport works extremely well with your spells.
Considering that Healing Word is probably the best spell in the entire game, Balm of the Summer Court gives you effectively the same power, albeit better. You can channel it into a single nuke or spread it out to be a number of uses per level. If you view it as a spell-slot replacing Healing Word you're effectively just getting an extra spell slot per level.
Healing Word is the best spell in the game? Do you even Healing Spirit, bro?
You're correct though, Balm of the Summer Court is very comparable to having a whole bunch of extra 1st level spell slots or better, and Hidden Paths is an even better teleport than Misty Step, arguably giving you access to up to 5 more second level slots. Maybe not as good as some classes teleportation abilities - Shadow Sorcerer or Shadow Monk - but still excellent, and not requiring you to be in darkness or dim light like those classes, and gives excellent utility to a healer/support.
Who needs Healing Word when you can teleport next to an ally and cast Cure Wounds?
Well, what makes Healing Word special is specifically because you can cast it with a bonus action, freeing up your main action for everything else.
Compared to Cure Wounds, sure. Healing Spirit is a bonus action cast as well, and lasts up to a minute. Potential of 10d6 healing (minimum, anyone who enters its space can get healed on their turn so if multiple party members move through it even more) every round for 10 rounds.
That's also what makes Balm of the Summer Court for Circle of Dreams druids so darn good; it's a bonus action. The amount of healing you can pump out by using it and a higher leveled Cure Wounds (2nd or 3rd) in a single turn is insane, and not even all that costly.
Also, just to point out: Balm of the Summer Court is not a Spell. So you can use it on a party member and still cast a full fledged spell instead of just a cantrip. Nothing like popping up the silly wizard and then casting some CC so they don't go down again the next round.
An excellent point. And the same goes for their teleport (Hidden Paths) at level 10. Honestly Circle of Dreams druids may be the best healers in the game.
Another cool thing about the teleport is that you can use it to teleport a willing creature up to 30 feet away (rather than yourself 60 feet). This could allow you to teleport a downed ally back to the rear lines of combat,
or even heal them with Cure Woundsand then teleport them back so they can recover further away from combat.Edit: Just looked it up and while it's a bonus action to teleport yourself, it's an action to teleport someone else. So you could do the above but heal them with either Balm of the Summer Court, Healing Word or Healing Spirit instead of Cure Wounds. Combining this with Healing Spirit would be great, get them out of the fight and allow them to recuperate turn by turn while they attack from range until they're ready to dive in again.
In addition to this, since they aren't spells, both abilities can be used while in a Wild Shape form. Teleporting brown bear anyone?
Healing spirit often looks better on paper than it does in practice. It's a good spell but it's got it's issues. All of the healing spells have situations where they may be the best choice however and there is no one best healing spell.
I personally prefer circle of the Shepard for healing but it fits my style and the parties I've played in. Doesn't take as much co-ordination as healing spirit since it's an aoe affect that I can choose where to place it. and as long as they are in that radius they all get a bit of a heal just because I cast a healing spell on somebody else. The summoning bonuses are just plain icing on the cake.
Healing Spirit is a super great spell, but I stand by Healing Word as the best spell in the game RAW because of the way the death mechanics work. Ranged, bonus action, level 1.
also since not a spell and a class feature you can heal from wild shape flying over 100+ feet up should your dm think to try focussing the healer.
Appreciate this discussion as my Feylock is going to multiclass into Circle of Dreams. I'll spare the backstory, but it's useful to this guy who's not played a Druid before.
May the gentle moonlinght guide you to greater wisdom
I've been meaning to ask: What's up with the dream walker skill? From I can tell, you can only cast these spells without any cost immediately after a short rest. Like I can see the first 2 being useful, but I don't see why you'd want to go back after sleeping (it can't be used as an escape option). Please correct me if anything I've said is false
Are you asking what the point of gaining I formation is or what the point of being able to fast travel to a (probably) safe location is?
the fast travel. Also if the effect can only be used immediately after a short rest
There are lots of reasons being able to teleport your party to the last place you were able to have a long rest might be useful: being 4 hours away from town and don't want to risk camping outside or making a forced march back or being very deep into a dungeon and are barely alive after boss and just want to shovel treasure into a portal and leave are 2 that spring to mind.
Yeah, you do have to use it immediately after the short rest, making it take an hour to use, but it can cut a 2 day adventure in half, so worth it.