In older editions of D&D, druids had several powerful damage spells that gave them a distinct identity without relying on wizard staples like Fireball. Spells such as Fire Seeds, Flame Strike, Creeping Doom, and Spike Stones that let them unleash nature’s destructive side in their own unique way. In 3rd Edition, druids even had Finger of Death, which reinforced that they weren’t just healers .
In 5e, especially with subclasses like the Wildfire Druid, it feels strange that the class doesn’t have access to basic fire magic such as Fire Bolt or even Fireball. A druid themed around wildfire should reasonably be able to wield fire as naturally as a wizard or sorcerer. Right now, the subclass fantasy feels limited by the spell list, and even subclasses like Shepherd don’t function .
I’d really appreciate it if you’d consider giving druids better spell options — either by restoring some of their classic spells or expanding their list with thematic choices like Fire Bolt. Druids should feel like the “cousin” to the wizard when it comes to unleashing powerful magic, even if they do it through their own unique spells. They just need more tools to express that identity.
It also feels like druids have received the least subclass support and UA attention compared to other classes, so a few additions would go a long way toward making them feel complete and satisfying to play.
Modern D&D is generally more balanced than old D&D, so a D8 hit die full caster with blasting, healing, and a bunch of control-utility spells would be absurd.
It is a common misconception that D&D is balanced around classes being equal. It is not - it is balanced around them having a role in their party. Everyone is designed to have their own niche so every player can shine with their characters. Wizards shine at big splashy spells that do massive areas of damage or reshape the rules of combat. Druids are utility kings - having a number of great buff spells, some heals, the versatility of Wild Shape, and other tricks.
Start giving Druids access to things in the Wizard wheelhouse and the Wizard does not have the opportunity to feel as unique. Same can be said the other way - there is a reason Wizards do not get meaningful healing spells, as that would step on the toes of Cleric and, to a lesser extent, Druid.
Druids are also more circumscribed in their spell pool as a trade off to being able to completely rework their preps based on the full class list for their level, while Wizards will typically only have a small segment of their class list unless they’re in a Monty Haul campaign where the DM gives them a bunch of spellbooks as loot.
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In older editions of D&D, druids had several powerful damage spells that gave them a distinct identity without relying on wizard staples like Fireball. Spells such as Fire Seeds, Flame Strike, Creeping Doom, and Spike Stones that let them unleash nature’s destructive side in their own unique way. In 3rd Edition, druids even had Finger of Death, which reinforced that they weren’t just healers .
In 5e, especially with subclasses like the Wildfire Druid, it feels strange that the class doesn’t have access to basic fire magic such as Fire Bolt or even Fireball. A druid themed around wildfire should reasonably be able to wield fire as naturally as a wizard or sorcerer. Right now, the subclass fantasy feels limited by the spell list, and even subclasses like Shepherd don’t function .
I’d really appreciate it if you’d consider giving druids better spell options — either by restoring some of their classic spells or expanding their list with thematic choices like Fire Bolt. Druids should feel like the “cousin” to the wizard when it comes to unleashing powerful magic, even if they do it through their own unique spells. They just need more tools to express that identity.
It also feels like druids have received the least subclass support and UA attention compared to other classes, so a few additions would go a long way toward making them feel complete and satisfying to play.
Modern D&D is generally more balanced than old D&D, so a D8 hit die full caster with blasting, healing, and a bunch of control-utility spells would be absurd.
Seconding what Maruntoryx said above.
It is a common misconception that D&D is balanced around classes being equal. It is not - it is balanced around them having a role in their party. Everyone is designed to have their own niche so every player can shine with their characters. Wizards shine at big splashy spells that do massive areas of damage or reshape the rules of combat. Druids are utility kings - having a number of great buff spells, some heals, the versatility of Wild Shape, and other tricks.
Start giving Druids access to things in the Wizard wheelhouse and the Wizard does not have the opportunity to feel as unique. Same can be said the other way - there is a reason Wizards do not get meaningful healing spells, as that would step on the toes of Cleric and, to a lesser extent, Druid.
Druids are also more circumscribed in their spell pool as a trade off to being able to completely rework their preps based on the full class list for their level, while Wizards will typically only have a small segment of their class list unless they’re in a Monty Haul campaign where the DM gives them a bunch of spellbooks as loot.