Wild Resurgence and Land Aid (druid of the Land circle) is too good for me. Why a Druid of Land ever take and use Cure Wound while he can use a Wild Shape to heal a lot better? And with Wild Resurge he can use a spell slot (1 lvl also) to regain a Wild Surge... not to mention the massive damage that definitely surpasses any first-level spell. Transforms a first-level spell into an area-of-effect spell that does 2d6 to 4d6 damage...
Thats a good point and possibly overlooked as at core it uses a limited resource but that resource is easily recoverable. The ability seems to be similar to the wither and bloom spell but potentially better than that
This is a much weaker use of a wild shape than circle of the sea. The healing is a little worse than a cure wounds and the damage is significantly worse than burning hands. It's still better than casting either spell individually but it would be a pretty bad feature if if it was worse than the thing you can already do. It can't be upcast and it won't start scaling until T3 so I'd say it's a decent feature but not overpowered.
The healing really isn't that impressive, since you can only heal one creature.
2d6 healing = ~7HP heal.
Cure Wounds = 1d8+MOD, with a +3 MOD at level 1, that is ~7.5HP, so a level 3 ability is already losing out to a level 1 spell.... cure wounds is more consistent
Goodberry creates 10 berries, each healing 1 HP, that is 10HP heal, entirely consistent.
Land's aid does not beat goodberry on healing until level level 10 and still remains a less consistent heal.
The damage also isn't that great, first off it's a CON Save, which is going to be one of the most made saves, so it's going to be halved a lot and it's ~7 damage. The only thing about it, is it's AoE but Land's Aid is quickly beaten out by other spells and effects. Moonbeam is 2nd level, it might only be 5 foot radius but with concentration that lasts 10 rounds and can be left in a choke-point, so can rack up considerably more damage with it's 2d10.
The ability to recover 1 charge of wild shape, once per day at a cost of 1 spell slot, really isn't adding that much since Land Druid just gets so much less from wild shape then the other Druid subclasses.
Wild resurgence allows you to convert spell slots to wildshape 1/turn without limit provided you are out of wildshape. The 1/day limit only kicks in when you convert wildshape to spell slot. The action economy will be decent at lower levels if an ally is being swarmed; you can pop this off then follow up with a healing word or something.
Land Aid target enemy, burning hands and other 1lvl spell not. 2d6 hp ranged vs 1d8+wis... Better Land Aid. For me Is a too good for a 1 lvl spell. At higher level Is even more good. 4d6 dam and heal vs a common burning hands. Dam Is also necro. Certo few enemy are necro res. While a lot are Fire res.
Wild resurgence allows you to convert spell slots to wildshape 1/turn without limit provided you are out of wildshape. The 1/day limit only kicks in when you convert wildshape to spell slot. The action economy will be decent at lower levels if an ally is being swarmed; you can pop this off then follow up with a healing word or something.
whoops, my mistake, it's still really weak tho. Land's aid is still coming in at level 3 when 2nd level spell are gained, and you're limited to the number of spell slots you have, sure Natural Recovery comes online at level 6, by which point you've got 3rd level spells and about to get 4th a level later.
Land's Aid is stronger than a 1st level spell when you put all the effects together but it's weaker than a 2nd level spell, it's scaling is really weak. At level 10 then it's stronger than a 2nd level spell but still weaker than a 3rd level spell... so it's still very on the meh side for me. At level 14 it'd probably be equal to a 3rd level spell.
Wild resurgence convert 1 spell into a wild shape, it is not needed to use a 2nd or 3rd level spell slot. Using a 1lvl spell in this way is better than use it normal at higher level.
I agree the CON save needs to be changed, perhaps to STR save. I do however love the fact you can change Land and associated spells once per long rest. I'd use an Eladrin Elf and be able to change the teleportation flavors each long rest along with it. I've always wanted that to be an option of changing land when you can see where you're headed the next day. We already can change prepared spells after a long rest so it's like we're a whole new Druid each day if we want to be haha. Seems fun to me! I'm excited to be able to play this Druid honestly.
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The Otherworldly Geek
I have a collection of Elven and Fey Druid Characters that I play. Some creepy and some not so creepy, but all FUN!
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Wild Resurgence and Land Aid (druid of the Land circle) is too good for me. Why a Druid of Land ever take and use Cure Wound while he can use a Wild Shape to heal a lot better? And with Wild Resurge he can use a spell slot (1 lvl also) to regain a Wild Surge... not to mention the massive damage that definitely surpasses any first-level spell. Transforms a first-level spell into an area-of-effect spell that does 2d6 to 4d6 damage...
Thats a good point and possibly overlooked as at core it uses a limited resource but that resource is easily recoverable. The ability seems to be similar to the wither and bloom spell but potentially better than that
This is a much weaker use of a wild shape than circle of the sea. The healing is a little worse than a cure wounds and the damage is significantly worse than burning hands. It's still better than casting either spell individually but it would be a pretty bad feature if if it was worse than the thing you can already do. It can't be upcast and it won't start scaling until T3 so I'd say it's a decent feature but not overpowered.
The healing really isn't that impressive, since you can only heal one creature.
2d6 healing = ~7HP heal.
Cure Wounds = 1d8+MOD, with a +3 MOD at level 1, that is ~7.5HP, so a level 3 ability is already losing out to a level 1 spell.... cure wounds is more consistent
Goodberry creates 10 berries, each healing 1 HP, that is 10HP heal, entirely consistent.
Land's aid does not beat goodberry on healing until level level 10 and still remains a less consistent heal.
The damage also isn't that great, first off it's a CON Save, which is going to be one of the most made saves, so it's going to be halved a lot and it's ~7 damage. The only thing about it, is it's AoE but Land's Aid is quickly beaten out by other spells and effects. Moonbeam is 2nd level, it might only be 5 foot radius but with concentration that lasts 10 rounds and can be left in a choke-point, so can rack up considerably more damage with it's 2d10.
The ability to recover 1 charge of wild shape, once per day at a cost of 1 spell slot, really isn't adding that much since Land Druid just gets so much less from wild shape then the other Druid subclasses.
Wild resurgence allows you to convert spell slots to wildshape 1/turn without limit provided you are out of wildshape. The 1/day limit only kicks in when you convert wildshape to spell slot. The action economy will be decent at lower levels if an ally is being swarmed; you can pop this off then follow up with a healing word or something.
Land Aid target enemy, burning hands and other 1lvl spell not. 2d6 hp ranged vs 1d8+wis... Better Land Aid. For me Is a too good for a 1 lvl spell. At higher level Is even more good. 4d6 dam and heal vs a common burning hands. Dam Is also necro. Certo few enemy are necro res. While a lot are Fire res.
whoops, my mistake, it's still really weak tho. Land's aid is still coming in at level 3 when 2nd level spell are gained, and you're limited to the number of spell slots you have, sure Natural Recovery comes online at level 6, by which point you've got 3rd level spells and about to get 4th a level later.
Land's Aid is stronger than a 1st level spell when you put all the effects together but it's weaker than a 2nd level spell, it's scaling is really weak. At level 10 then it's stronger than a 2nd level spell but still weaker than a 3rd level spell... so it's still very on the meh side for me. At level 14 it'd probably be equal to a 3rd level spell.
Wild resurgence convert 1 spell into a wild shape, it is not needed to use a 2nd or 3rd level spell slot. Using a 1lvl spell in this way is better than use it normal at higher level.
I agree the CON save needs to be changed, perhaps to STR save. I do however love the fact you can change Land and associated spells once per long rest. I'd use an Eladrin Elf and be able to change the teleportation flavors each long rest along with it. I've always wanted that to be an option of changing land when you can see where you're headed the next day. We already can change prepared spells after a long rest so it's like we're a whole new Druid each day if we want to be haha. Seems fun to me! I'm excited to be able to play this Druid honestly.
The Otherworldly Geek
I have a collection of Elven and Fey Druid Characters that I play. Some creepy and some not so creepy, but all FUN!