The whim of Baba Yaga can be felt in every class represented in Tasha’s Cauldron of Everything. Druids, as forces of nature, have not been forgotten! Druids received a massive pile of additional options and spells to increase the versatility of this already versatile class. If you were worried that druids were a little too locked down, worry no longer! Our Tasha’s Cauldron of Everything Druid guide will bring you through your options!
Tasha’s Cauldron of Everything Druid Guide
The Druid’s additional options increase the number of spells that a Druid can theoretically study in a day. In addition, druids can finally have a consistent animal friend with them. If that wasn’t good enough, the Druid now has two more circles to follow, which further the Druid’s goal to fill in any role in a party!
Optional Druid Class Features
As a reminder, these class features are in addition to all other class features you get. Your DM can let you take any of them that they allow, and that you ask for.
The Druid spell list was already fantastic, and now it’s even better! With a ton more elemental spells, some offensive effects, and even Revivify coming to the list, now it’s a fantastic list that bridges Wizards and Clerics!
- Protection from Evil and Good
- Continual Flame
- Summon Beast
- Aura of Vitality
- Elemental Weapon
- Summon Fey
- Fire Shield
- Summon Elemental
- Cone of Cold
- Flesh to Stone
- Incendiary Cloud
At level 2, you can burn a Wild Shape to instead Find Familiar, as the spell. The animal is a Fey spirit, and disappears after half your druid level in hours.
Not bad! Familiars are good scouts, but not great tanks. You might find Wild Shape more useful in most situations, just to act as a health buffer to keep you from getting downed. Still, some familiars can be absolutely brutal in fights. Use this ability wisely, and you’ll have the numbers advantage in every room you wander into.
At level 4, every time you get an ability score improvement, you can trade a cantrip that you know for another. That’s nice, since you might outgrow some cantrips or find that a cantrip you learned early on isn’t too useful. This lets you swap cantrips around as you wish.
That’s honestly just a nice feature to hold on to. Hopefully, your DM will allow this at least.
Druids gain two new options when they reach level 3 and join a circle; Stars or Wildfire. The Circle of Spores was added in an earlier book, and simply reprinted to avoid being missed out on by people who don’t buy area guides.
Circle of Stars
See our Circle of Stars Guide
The Circle of Stars relies on a star map to function. This star map can do basically everything; offense, defense, buffs, turn you into a luminous star, use Divination effects… The list goes on. It’s mostly useful as a method of not needing to Wild Shape anymore, but replaces the massive temporary HP shield with some extra Wisdom-based utility. This is now a quite reasonable option for a caster druid, that relies on Wild Shape to make their spells more effective.
Circle of Wildfire
See our Circle of Wildfire Guide
The Circle of Wildfire is a summon build, using your Wild Shapes to throw out a spirit of destruction that attacks opponents using your Bonus action. Keeping this spirit alive is crucial, since it buffs all of your spellcasting and allows you to target creatures near it. You can later sacrifice your spirit to stay alive. Despite the name, Wildfire is actually a hybrid damage/healer tree, perfect for druids who don’t quite know what to specialize in, but know damn well that it’s not gonna be turning into a bear.
Wrapping Up Our Tasha’s Cauldron of Everything Druid Guide
Druid didn’t get much. They got a new way to expend Wild Shape, an expanded spell list, and some cool Circles. That being said, this is just the tip of the iceberg; Tasha’s cauldron is absolutely bonkers. Check out some of our other Tasha’s guides, like our list of Tasha’s subclasses!