Land: Specializes in utility spellcasting. Recommended if you want to focus on spellcasting and don't want to bother with the complexity of wildshape as much.
Moon: Very much the obvious choice when you want to get on the offensive. Can get very tanky (especially when you get the elemental forms and the ability to turn into a t-rex) and is recommended if you want to lean hard into wild shape feature.
Dreams: They specialize in healing. I have no clue why anybody would play a nature cleric after the release of Xanathar's Guide when this Druid subclass is way cooler.
Shepard: Specializes in summoning other being from the feywild. Very much recommended if you want to play a nature-themed "summoner mage" that can also do a bit of healing. I mean, 2 30 hp wolves, and a whole ton of sprites on the battlefield can get very powerful.
Ironically Dreams is arguably a worse healer than either Shepherd or the UA Stars druid based on how ineffective healing normally is in combat. Balm of the Summer Court gives an impressive d6/druid level BA healing pool but it's limited to one creature per usage which means no yo-yoing multiple allies up at once. With unicorn totem the shepherd druid revives their entire party on their turn provided they have a slot for healing word left. Stars druid with chalice starry form can at least target two allies with HW.
It takes two die from the Balm pool to equal the efficacy of their healing word options which is pretty steep to be one of their core class features and central to the subclass theme.
I would look to dream as a sort of endurance healer, each level of druid basically translates to one extra use of healing word, and you can stack them together if you feel like it or have enough to burn, the temporary hit points can also be kinda nice later on where you might just decide to dump five of these on someone for a big heal and give them at least a bit of a damage shield. I would say it is likely one of the weakest druid subclasses sadly mostly from the fact land at least gives you some new spell options.
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So, this is what they look like, in my opinion:
Land: Specializes in utility spellcasting. Recommended if you want to focus on spellcasting and don't want to bother with the complexity of wildshape as much.
Moon: Very much the obvious choice when you want to get on the offensive. Can get very tanky (especially when you get the elemental forms and the ability to turn into a t-rex) and is recommended if you want to lean hard into wild shape feature.
Dreams: They specialize in healing. I have no clue why anybody would play a nature cleric after the release of Xanathar's Guide when this Druid subclass is way cooler.
Shepard: Specializes in summoning other being from the feywild. Very much recommended if you want to play a nature-themed "summoner mage" that can also do a bit of healing. I mean, 2 30 hp wolves, and a whole ton of sprites on the battlefield can get very powerful.
I think you've pretty much got it. I really like the flavor of Dreams and Shepherds are fun to play.
Ironically Dreams is arguably a worse healer than either Shepherd or the UA Stars druid based on how ineffective healing normally is in combat. Balm of the Summer Court gives an impressive d6/druid level BA healing pool but it's limited to one creature per usage which means no yo-yoing multiple allies up at once. With unicorn totem the shepherd druid revives their entire party on their turn provided they have a slot for healing word left. Stars druid with chalice starry form can at least target two allies with HW.
It takes two die from the Balm pool to equal the efficacy of their healing word options which is pretty steep to be one of their core class features and central to the subclass theme.
But Balm is an action not a spell. So you can do both. Healing word and Balm in the same turn!
I would look to dream as a sort of endurance healer, each level of druid basically translates to one extra use of healing word, and you can stack them together if you feel like it or have enough to burn, the temporary hit points can also be kinda nice later on where you might just decide to dump five of these on someone for a big heal and give them at least a bit of a damage shield. I would say it is likely one of the weakest druid subclasses sadly mostly from the fact land at least gives you some new spell options.