Introduction

Wisdom increases are crucial. With rare exception, Wisdom is all that you need from your racial ability score increases, but Dexterity and Constitution increases are also helpful because the Druid tends to have poor AC compared to similar classes like the Cleric.

Beyond that, you have a lot of flexibility in what you want from racial traits. Darkvision and flight can be provided by a spell or by using Wild Shape (though that may not be useful in combat for every druid), so even those traits aren’t overwhelmingly influential. You may benefit from innate spellcasting, especially if you can get more effective combat cantrips than Produce Flame.

Circle of the Moon and Circle of Spores are both exceptions: Since moon druids typically fight in Wild Shape, Dexterity and Constitution are often less important. Conversely, spores druids need as much durability as they can possibly get in order to survive fighting in melee in poor armor, and since the subclass is so MAD it’s often helpful to pick a race with three ability score increases.

After reading this handbook, I encourage you to read our Druid Handbook.

Table of Contents

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Druid Races

Keep in mind that not all races will be available in every game. Consult your DM about which races are welcome in your game, as not all settings are appropriate to every setting or even to specific campaigns within a setting which might otherwise welcome any and all races.

AarakocraEEPC

UpdatedMMoM: A fine choice for a flying casting-focused druid, but other flying options are both more interesting and more effective.

Customized Origin: Reverse the Dexterity and Wisdom increases if it fits your build, but otherwise my advice under the default rules still applies. Of course, other flying options like the Fairy and the Owlin are likely better choices.

Default Rules: Perfect ability score increases and flight. The Aarakocra can only fly in light armor, but for the Druid that’s not a problem. Hide Armor (the heaviest armor that the druid can wear short of magic items) maxes out at 14 AC, which you can match with 14 Dexterity and Studded Leather armor, easily achievable thanks to the Aarakocra’s Dexterity increase without cutting into your other ability scores. Absolutely perfect for any caster build, but Circle of Spores and Circle of the Moon may want other traits instead since they’ll be in melee.

AasimarVGtM

UpdatedMMoM: Radiant Consumption works nicely for Circle of Spores and Circle of the Moon. Radiant Soul works for other druids, giving you a temporary flight option when you need it.

Customized Origin: +2/+1 increases, two damage resistances, Darkvision. Healing Hands is nice but won’t matter much beyond low levels. Strangely, druid don’t have any way to create light as a cantrip without committing a hand to hold a literal ball of fire, so Light may be a helpful addition. It’s not clear how the Aasimar subraces’ transformations interact with Wild Shape, but since the transformation is physical I assume that it’s considered part of the Aasimar’s body and therefore won’t work in Wild Shape. The damage bonuses notably work on both attacks and with spells, so the most reliable way to get the damage bonus is often to use AOE damage spells.

  • Fallen: The 10-foot range on the fear effect is too short. The only druid subclass which should be fighting at that range outside of Wild Shape is Circle of Spores, and they have too many things competing for their Bonus Action (Shillelagh, Healing Word, possible Polearm Master) to make it easy to justify this.
  • Protector: Temporary flight when you need it.
  • Scourge: The damage radius is too small for anyone but Circle of Spores to use, and the damage will eat through your Symbiotic Entity temporary hit points way too quickly to use this.

Default Rules: The damage resistances and innate spellcasting are nice, but not enough to make up for most of the subraces lacking a Wisdom increase. It’s unclear which, if any, of the Aasimar’s racial traits work while wild shaped, so I would skip over this for Circle of the Moon.

  • Fallen: Bad ability spread.
  • Protector: Wisdom bonus, and the transformation can give you flight temporarily. Definitely viable for a caster build.
  • Scourge: Bad ability spread.

Aasimar (DMG Variant)DMG

Customized Origin: +2/+1 increases, Darkvision, and two damage resistances. The Innate spellcasting doesn’t help much, but combined with Absorb Elements you’re protected from most non-weapon damage types which may do a lot to address the Druid’s poor durability. You’ll still have terrible AC, but it’s a start.

Default Rules: You get the crucial Wisdom increase and the damage resistances are nice since you can’t handle those damage types with Absorb Elements. The Druid doesn’t have Light or Daylight, but you don’t really need them. Stick to caster subclasses.

Air GenasiMMoM

Darkvision, Lightning Resistance, and decent innate spellcasting.

Astral ElfSAIS

The Druid might find skills like Stealth and tools like Thieves’ Tools more appealing. Access to Sacred Flame offers an easy source of radiant damage that druids typically can’t replicate, though it won’t do any more damage than the Druid’s existing cantrips.

AutognomeSAIS

The Autognome’s natural armor is better than any of the Druid’s manufactured armor options (unless you have a way around the prohibition on metal armor), and Built for Success is great on any character. Armored Casing, Healing Machine, and Mechanical Nature likely don’t function while using Wild Shape.

Bugbear

UpdatedMMoM: Surprise Attack is basically only useful for Circle of the Moon. If you want to build an ambush predator it’s a decent combination.

Classic (Customized Origin)VGtM: +2/+1 increases and Darkvision. Surprise Attack attack works with any attack including spell attacks, and I think it works while in Wild Shape so you may be able to go into combat already Wild Shaped and ambush your enemies. Long-limbed isn’t particularly useful since so few druids rely on weapon attacks, but Circle of Spores might be able to make it work since the 10-foot reach when using a shillelagh with long-limbed is still close enough to use Halo of Spores.

Classic (Default Rules)VGtM: Bad ability spread.

Centaur

UpdatedMMoM: Too dependent on Strength-based attacks and fighting in melee. Basically all you get is ability score increases and speed.

Classic (Customized Origin)GGTR: +2/+1 increases and one skill. Strength-based melee attacks are a poor choice for the Druid, and without the attacks there is little reason to play a centaur.

Classic (Default Rules)GGTR: Centaurs are built really well for melee combat, but most of those traits go away with Wild Shape. Even if you avoid Wild Shape, using Shillelagh to enhance your melee weapon is usually a better option for druids than relying on Strength.

Changeling

UpdatedMMoM: All of the skills are Charisma-based, and druids generally don’t do a lot of subterfuge which would make Shapechanger effective.

Classic (Customized Origin)ERLW: +2/+1 increases, two skills. Shapechanger is neat, but if you want to turn into something you’ll do better with Wild Shape.

Classic (Default Rules)ERLW: Bad ability spread, and druids can already turn into stuff.

Deep GnomeMMoM

Deep gnomes are all about avoiding notice, and while that’s a fine capability, the Druid can typically rely on Wild Shape to accomplish that same goal.

DragonbornPHB

Chromatic: The Druid’s AOE damage options are limited, and their durability is notoriously poor, so a breath weapon and damage resistance can be very helpful. The Chromatic Dragonborn’s 30-foot line will keep you at a reasonably safe distance but you can still usually hit two creatures.

Gem: Better damage type offensively than other dragonborn, but worse defensively. The short range of the 15-foot cone likely forces you into melee, which is a rough place to be for anyone but spores and moon druids, and moon druids can’t use the breath weapon while Wild Shaped. You may be able to use Psionic Mind and Gem Flight while wild shaped, but I’m not certain. Check with your DM.

Metallic: The short range of the breath weapons is risky for most druids, but this could work for spores druids who already need to be built to survive combat in close quarters.

Customized Origin:

  • ClassicPHB: With the introduction of the Fizban’s variants, there is no reason to play the classic Dragonborn, either with or without the custom origin rules. The new variants are strictly better in absolutely every way.
  • DraconbloodEGtW: +2/+1 increases and Darkvision. Forceful Presence is the Draconblood’s signature trait, and it’s entirely wasted on the Druid due to their absolute lack of Face skills.
  • RaveniteEGtW: +2/+1 increases and Darkvision. Vengeful Assault is nice, but the Druid generally doesn’t rely on attacks. Circle of Spores uses weapons, but needs their Reaction to spore things. Circle of the Moon may find it useful, especially since beasts typicallys have poor AC and you’ll get hit a lot.

Default Rules:

  • ClassicPHB: With the introduction of the Fizban’s variants, there is no reason to play the classic Dragonborn, either with or without the custom origin rules. The new variants are strictly better in absolutely every way.
  • DraconbloodEGtW: Bad ability spread.
  • RaveniteEGtW: Bad ability spread.

DuergarMMoM

Enlarge/reduce won’t see much use, but Darkvision, Invisibility, and the Duergar’s resistances can be helpful.

DwarfPHB

For the updated version of the Duergar, see their separate race entry on this page.

Customized Origin: One +2 increase and a second increase from your subrace, Darkvision, and resistance to poison. Druids have essentially no reason to use any weapon except a club (even then, only with Shillelagh), so retrain the weapon proficiencies into tools.

  • DuergarSCAG: Another +1 increase. Superior Darkvision and Duergar Resilience are great, but Sunlight Sensitivity can be a problem in many campaigns. Fortunately, Wild Shape replaces your senses, thereby allowing you to overcome Sunlight Sensitivity for hours at a time. For a circle of the moon, I could see the Duergar working very well. The innate spellcasting is half useless, but druid can’t cast Invisibility, so eve nthat is an asset.
  • HillPHB: Another +1 increase and some extra hit points.
  • MountainPHB: The only race option with two +2 increases. The Druid only really needs Wisdom, but two +2 increases allows you to easily start with 16 Constitution and leaves you a lot of hit points to spend elsewhere on other ability scores. This great for subclasses like Circle of Spores which are heavily MAD but it also leaves a lot of room in your build for feats.

Default Rules: Dwarfs are very durable.

  • DuergarSCAG: Bad ability spread.
  • HillPHB: Even more durability, and a Wisdom bonus.
  • MountainPHB: Bad ability spread.

Earth GenasiMMoM

Druids have a lot of options for creating difficult terrain on the ground, so Earth Walk can be very useful. Blade Ward as a Bonus Action can also do a lot to compensate for the Druid’s poor durability compared to classes like the Cleric.

EladrinMMoM

Darkvision, Fey Ancestry, and short-range teleportation. Autumn and Winter can both be very effective options, but they do require you to jump into melee. It looks like Fey Step works in Wild Shape, so a moon druid teleporting into melee can be a powerful combination, but other druids may need to be cautious.

ElfPHB

For the updated versions of the Eladrin, the Sea Elf, and the Shadar-Kai, see their separate race entries on this page.

Customized Origin: +2/+1 increases (each subrace provides an additional +1), Darkvision, one skill (which you should leave as Perception).

  • DrowPHB: The weapon proficiencies are useless, and the innate spellcasting is Charisma-based and not especially useful (with the possible exception of Darkness). Sunlight Sensitivitiy goes away while using Wild Shape, but you can’t use the innate spellcasting in Wild Shape. This can work, but it may be frustrating.
  • EladrinMToF: The Druid has few teleportation options, so Fey Step is a great addition. However, the rider effects have Charisma-based DCs which may be a hard choice. It’s also unclear if you can use Fey Step while in Wild Shape.
  • Eladrin (Variant)DMG: Functionally similar to the Eladrin, but you give up the rider effect for weapon proficiencies which you’ll trade for tool proficiencies since you can’t make good use of the weapons.
  • High ElfPHB: Booming Blade is absolutely spectacular for Circle of Spores, providing a powerful melee damage boost and crowd control effect. However, since the cantrip is Intelligence-based I wouldn’t consider other offensive options. Booming Blade uniquely doesn’t care about your spellcasting ability modifier.
  • Pallid ElfEGtW: The skill bonuses are decent, but the innate spellcasting doesn’t do enough. Light isn’t particularly helpful for the Druid, and Sleep will be obsolete as soon as you can cast it, so it’s really just Invisibility once per day.
  • Sea ElfEGtW / MToF: Druids have abundant magical options to handle moving and breathing underwater. You need more from your racial traits, even in an aquatic campaign.
  • Shadar-KaiMToF: Basically the same as the Eladrin, but only one option for the rider effect on your teleportation and you get resistance to necrotic damage. The teleportation is great, but it’s not clear if it works while using Wild Shape. Even so, it can be a great way for moon druids and spores druids to jump into combat.
  • Wood ElfPHB: Mask of the Wild is the only really unique trait from the Wood Elf, and it’s not impactful enough to make a big difference.

Default Rules: Bonus Dexterity helps a bit with AC, and proficiency in Perception is great since the Druid is built around wisdom.

  • DrowPHB: Bad ability spread.
  • EladrinMToF: Bad ability spread.
  • Eladrin (Variant)DMG: Bad ability spread.
  • High ElfPHB: Bad ability spread.
  • Pallid ElfEGtW: Similar to the Wood Elf. A Wisdom bonus, some bonuses with skills, and some spellcasting not normally available to the Druid.
  • Sea ElfEGtW / MToF: Bad ability spread.
  • Shadar-KaiMToF: Bad ability spread.
  • Wood ElfPHB: Wisdom bonus, and Mask of the Wild works while in Wild Shape.

FairyWBtW / MMoM

For a spellcasting-focused druid (anything except Circle of Spores or Circle of the Moon), the fairy’s flight is excellent, especially since staying out of reach can do so much to compensate for the Druid’s poor durability. Druids can already cast Faerie Fire and Enlarge/Reduce isn’t always useful, but it’s still a little bit of extra spellcasting to pad your spell slots. Medium armor also isn’t a benefit for the Druid since you can’t wear metal armor, so the limitation to light armor isn’t a problem.

Firbolg

UpdatedMMoM: Speech of Beast and Leaf might save you a spell if you need Speak with Animals, Hidden Step appears to work while using Wild Shape, and while Disguise Self isn’t always useful it’s also not a spell that druids can cast.

Classic (Customized Origin)VGtM: +2/+1 increases, and some innate spellcasting. Thematically an excellent druid, and Speech of Beast and Leaf may save you some spells on Speak With Animals. Of course, the Druid can already do all of this stuff, so the Firbolg doesn’t actually expand the Druid’s capabilities.

Classic (Default Rules)VGtM: A wisdom increase and a bunch of nature-themed innate spellcasting.

Fire GenasiMMoM

Darkvision and fire resistance are consistently useful, and Produce Flame is the Druid’s go-to attack cantrip. Burning Hands is decent AOE damage at low levels but becomes obsolete quickly, and Flame Blade is hot garbage. A tiefling is like a better choice.

GenasiEEPC

For the updated versions of the Air Genasi, the Earth Genasi, the Fire Genasi, and the the Water Genasi, see their separate race entries on this page.

Customized Origin: +2/+1 increases (each subrace provides an additional +1), but the vast majority of the Genasi’s traits come from the subraces.

  • Air: You have an abundance of options to solve both breathing underwater and flight.
  • Earth: The Druid is one of very few classes which can cast Pass Without Trace, so the Earth Genasi’s best gimick is largely wasted. Earth Walk may have some unique synergy with the Druid. The Druid’s reliance on area control and easy access to spells like Erupting Earth allow the Druid to create difficult terrain made of earth and stone, and Earth Walk allows you to move through that difficult terrain unimpeded. This will matter less if flight becomes easily accessible, but in area like dungeons and caves it could be a tactical advantage.
  • Fire: Damage resistance and Darkvision, and the innate spellcasting complements the Druid’s spellcasting nicely. However, the innate spellcasting is Constitution-based, which may be a hard prospect. You’ll likely find that the innate spellcasting becomes gradually less useful as you gain levels and your regular spells outpace your innate spellcasting.
  • Water: Druids have abundant magical options to handle moving and breathing underwater, so acid resistance is the only notable benefit here.

Default Rules: Bonus Constitution never hurts.

  • Air: Nothing useful for the Druid.
  • Earth: Nothing useful for the Druid.
  • Fire: It’s not clear if fire resistance applies during Wild Shape since it’s a property of your physical body. The innate spellcasting is nice at first glance, but remember that it’s Constitution-based so your class spellcasting will be considerably more effective.
  • Water: Bonus Wisdom is crucial, but Acid Resistance likely doesn’t apply during Wild Shape since it’s a physical trait of your body. The innate spellcasting includes Shape Water, which is excellent, but if all you want is a cantrip consider High Half-Elf.

GiffSAIS

Weapons are a poor choice for most druid, and the ones that use weapons don’t use firearms. Without Extra attack there is rarely a good reason to use Strength (Athletics), so advantage on Strength checks is rarely useful.

GithMToF

For the updated versions of the Githyanki, the Githzerai, see their separate race entries on this page.

Customized Origin: +2/+1 increases (each subrace provides an additional +2), but the bulk of your notable racial traits come from your subrace.

  • Githyanki: One skill, and trade the armor and weapon proficiencies for five tools. The innate spellcasting offers some useful options from the Wizard’s spell list. Access to Misty Step makes the Githyanki functionally similar to the Eladrin or the Shadar-Kai. If you just want a once-per-day teleport, the Githyank is great, making it a great choice for caster druids. But if you need teleportation more frequently, the Eladrin and the Shadar-Kai are a better choice.
  • Githzerai: Resistance to charm and feat conditions is great since they’re common, but the innate spellcasting will be more consistently impactful. Shield is especially appealing due to the Druid’s notoriously poor AC. A great choice if you want to add some durability to your druid.

Default Rules: The Intelligence increase is wasted, so you’re basically just looking at the Gith’s subraces.

  • GithyankiMToF: Nothing useful for the Druid.
  • GithzeraiMToF: Wisdom, some spells which aren’t on the Druid spell list, and Mental Discipline likely works while in Wild Shape.

GithyankiMMoM

Astral Knowledge gets you a bonus skill, psionics gets you Mage Hand and Misty Step, neither of which the Druid can cast, and resistance to psychic damage is hard to find. The Eladrin and the Shadar-Kai are better options if you just want teleportation, but this is a good mix of different traits.

GithzeraiMMoM

Mage Hand, Shield, Advantage on saves against charm/fear, and resistance to psychic damage. All together, this is a great way to make a more durable druid, especially if you’re facing enemy spellcasters or enemies like mind flayers. Shield is very tempting for Circle of Spores since AC is such a big problem, but remember that Halo of Spores also consumes your Reaction.

GnomePHB

For the updated version of the Deep Gnome, see their separate race entry on this page.

Customized Origin: +2/+1 increase and Darkvision. Gnome Cunning is great on any character, and it appears to apply while using Wild Shape. It’s obviously wonderful on any character, but it’s especially noteworthy for moon druids because they often lose racial defenses when they use Wild Shape.

  • Deep (Svirfneblin)EEPC / SCAG: Superior Darkvision is great, especially if you’re not negating it with Wild Shape. Stone Camouflage also goes away while using Wild Shape, so the Svirfneblin is a poor choice for Circle of the Moon. For other druids, it’s an excellent option, especially in subterranean campaigns, and unlike most races with Superior Darkvision you don’t also face Sunlight Sensitivity.
  • ForestPHB: Minor illusion is an excellent spell, but Speak With Small Beats isn’t noteworthy for a class that can cast Speak With Animals.
  • RockPHB: Tinker is neat but not especially helpful.

Default Rules: Nothing useful for the Druid.

  • Deep (Svirfneblin)EEPC / SCAG: Bad ability spread.
  • ForestPHB: Nothing useful for the Druid except Speak With Small Beasts, but you can cast Speak with Animals instead.
  • RockPHB: Bad ability spread.

Goblin

UpdatedMMoM: The updated version of the goblin doesn’t meaningfully change things compared to the custom origin version for the Druid.

Classic (Customized Origin)VGtM: +2/+1 increases and Darkvision. Fury of the Small works with spells and attacks, and will even work while using Wild Shape, which creates a curious interaction where you can Wild Shape into something tiny like a flying snake, then use it on enemies down to Small size. Nimble Escape also appears to work in Wild Shape, allowing it to replace the Mobile feat for forms which support hit-and-run tactics with abilities like Charge (Elk, Rhinoceros, etc.) or Pounce (lion, tiger, etc.). Caster druids may enjoy Nimble Escape as a way to get out of melee as-needed without options like Misty Step which you can get from other races, but which only work once before you need to rest. Caster druids might even use Nimble Escape to run into melee, cast short-range spells like Thunderclap, then use Disengage to move out of reach. However, that’s a risky tactic which is only occasionally worth the risks, so I don’t recommend that for most builds.

Classic (Default Rules)VGtM: Nimble Escape and Fury of the Small both work in Wild Shape, so this is an option for Circle of the Moon. However, without a Wisdom increase other druids will struggle.

Goliath

UpdatedMMoM: The advice for the custom origin version still applies.

Classic (Customized Origin)EEPC: +2/+1 increases, a skill, and damage resistance. Stone’s Endurance can be very helpful for the Druid since they’re relatively frail compared to the Cleric. Unfortunately, it’s not clear if Stone’s Endurance works while using Wild Shape. Regardless, this is a good option for the majority of druids. I would strongly consider this for Circle of Spores since Stone’s Endurance can reduce your reliance on Constitution and it can reduce damage before it cuts into your temporary hit points from Symbiotic Entity.

Classic (Default Rules)EEPC: Bad ability spread.

HadozeeSAIS

You’re basically only here for Hadozee Dodge and Dexterous Feet. Unless you can find a way to make Dexterous Feet matter, just play a goliath.

You could use Wild Shape combined with Glide to fly high into the air before reverting to your natural form to use Glide, but why go to the trouble? Wild Shape lasts for an hour. Turn into a fast bird if you need to travel long distances.

Half-ElfPHB

Customized Origin: Three ability score increases is a huge benefit for the Druid. Though you get medium armor, 16 Dexterity and light armor will exceed the best AC you can get, and starting with 16 Dex/Con/Wis puts you in an excellent position, especially with Circle of Spores which is extremely MAD compared to every other druid subclass. You also get Darkvision and Fey Ancestry.

  • Aquatic Half-ElfSCAG: Druids have abundant magical options to handle moving and breathing underwater. You need more from your racial traits, even in an aquatic campaign.
  • Drow Half-ElfSCAG: Charisma-based innate spellcasting, and Darkness is the only significant addition to your capabilities.
  • High Half-ElfSCAG: Among the best racial options for Circle of Spores, Booming Blade is a massively important tactical option. Other subclasses won’t find much use here since the cantrip is Intelligence-based.
  • Standard Half-ElfPHB: Two skills goes a long way, but you’ll likely need to spread your ability scores beyond the Druid’s typical Wisdom-only spread in order to find more skills that work with your ability scores.
  • Wood Half-ElfSCAG: Despite the excellent theming, there’s very little to be gained here. Druids aren’t dependent on stealth enough to make Mask of the Wild significant, and four weapon proficiencies isn’t appealing even if you trade them for tool proficiencies.

Default Rules:

  • Aquatic Half-ElfSCAG: Only if you’re in an aquatic campaign, and even then you have numerous magical options to handle breathing and moving underwater.
  • Drow Half-ElfSCAG: Faerie Fire is great for handling invisible creatures, but druids have enough area control options that Darkness isn’t a huge draw and the fact that Faerie Fire’s save DC is Charisma-based makes it a difficult option for the Druid.
  • High Half-ElfSCAG: Druids have plenty of great cantrip options, so a single wizard cantrip won’t do much for you. Booming Blade is tempting for Circle of Spores druids, especially since the it doesn’t care about your Intelligence bonus like other offensive wizard spells will. For other subclasses there is little reason to consider wizard cantrips.
  • Standard Half-ElfPHB: Two skill proficiencies are good on any character, but you’ll need to look beyond the Druid’s normal skill set to find worthwhile skills beyond the four that you get from the Druid and from your background.
  • Wood Half-ElfSCAG: Mask of the Wild works very well for a Druid, especially if you have Stealth proficiency. The Wood Elf and the Wood Half-Elf are roughly equivalent in effectiveness.

Half-OrcPHB

Customized Origin: +2/+1 increases, one skill, Darkvision, and Relentless endurance. Save Attacks will be useless for any druid except spores druids, but Relentless Endurance is always great on a class that’s frequently the party’s primary healer.

Default Rules: Savage Attacks and Relentless Endurance both work in wild shape, which makes you slightly more lethal and more durable. The Orcish Fury racial feat is tempting because Relentless Endurance will trigger reliably while you’re in Wild Shape, but remember that natural weapons used by animals are neither Simple nor Martial weapons, so the feat’s second bullet doesn’t apply while your using Wild Shape. Unfortunately, those are the only useful things that the Half-Orc brings to the Druid, so they only work for Circle of the Moon, and you’ll always lag behind on spellcasting.

HalflingPHB

Customized Origin: +2/+1 increases (each subrace provides an additional +1), Brave, and Lucky. Brave and Lucky are great on any character, but much like the Cleric the druid may not be rolling attacks as much as other characters, so Lucky may not be quite as effective.

  • GhostwiseSCAG: Silent Speech solves the problem of communication while using Wild Shape, but with the ability to rearrange your ability score increases there are several other races with similar telepathy in addition to other useful traits.
  • LightfootPHB: Naturally stealthy is barely usable unless you take a class dip into rogue so that you can Hide as a bonus action.
  • LotusdenEGtW: An easy and simple choice for the Druid, the innate spellcasting is all druid spells and it’s Wisdom-based so it’s basically just additional class spellcasting. Timberwalk makes sense thematically, but remember that it ony applies to nonmagical plants so you still can’t walk through Entangle.
  • StoutPHB: Poison resilience is great since poison is so common, but it won’t apply while using Wild Shape so moon druids should look elsewhere.

Default Rules: The Dexterity increase provides a helpful AC boost, and Brave and Lucky are good on any character.

  • GhostwiseSCAG: A small wisdom bump is great on any druid, but Silent Speech is especially interesting. It doesn’t rely on your physical shape, and wild shape doesn’t change the languages you know, so you can still use Silent Speech to communicate with your allies while in wild shape, though it appears to be one-way since the ability specifically says “speak telepathically to” rather than “with”.
  • LightfootPHB: Bad ability spread.
  • LotusdenEGtW: A Wisdom increase and some extra spells to help get you through low levels. Remember that Timberwalk only works on nonmagical plants, however, so it won’t work on the area of your Entangle spell.
  • StoutPHB: Bad ability spread.

HarengonWBtW / MMoM

An extra skill, Hare Trigger helps you go early and get area control and crowd control spells in place, and Rabbit Hop lets you escape melee safely without eating your action. A good option for anything except Circle of the Moon.

Hobgoblin

UpdatedMMoM: Many varieties of druids have few uses for their Bonus Action, so it’s often left open, leaving room for Fey Gift. The biggest challenge is that you need to be within 5 feet of a creature in order to Help your ally attack it, and that’s a terrible place for most druids to be. Circle of the Moon is probably your best option since you generally won’t use your Bonus Action once you;re in Wild Shape, but caster-focus druids like Circle of the Land might get more use out of Fey Gift outside of combat.

Classic (Customized Origin)VGtM: +2/+1 increases, Darkvision, and some armor and weapon proficiencies which you’ll turn into tool proficiencies. The Hobgoblin’s distinguishing trait is Saving Face, which provides a great backup option if you fail a saving throw. It’s easy for the Druid to have numerous allies nearby thank to access to Summon Animals, which makes it easy to get the maximum +5 bonus from Saving Face.

Classic (Default Rules)VGtM: Bad ability spread.

Human

Customized Origin:

  • Standard: With perfect ability scores on the table for every race, there is no reason to play the Standard Human.
  • Variant: The Customizing Your Origin rules make no change to the Variant Human.

Default Rules:

  • Vanilla: Most of the ability increases are completely wasted on the Druid.
  • Variant: Put the bonuses into Constitution and Wisdom. Feats aren’t crucial for most druids, but many caster druids might like Elemental Adept, moon druids can make good use of Mobility in some forms, and spores druids can get a lot out of feats like Polearm Master or Magic Initiate.

KalashtarERLW

Customized Origin: +2/+1 increases. Dual Mind and Mental Discipline make the Kalashtar very resilient to mental attacks. Mind Link is neat, allowing you to perform two-way communication while using Wild Shape. If you want to play Circle of the Moon without giving up the ability to communicate, I think this is your best bet.

Default Rules: A good Wisdom increase, and you may be able to speak telepathically while you use Wild Shape.

KenkuVGtM

UpdatedMMoM: The Kenku’s skills give you enough options to be a decent Scout if you have the Dexterity to back it up. Wild Shape will still be a consistently useful scouting option, but you won’t be forced to constantly turn into an animal just to sneak around corners safely.

Classic (Customized Origin)VGtM: +2/+1 increases and two skills. Expert Forgery and Mimicry do nothing to help the Druid, and you can get the increases and skills from numerous other races.

Classic (Default Rules)VGtM: You get the critical Wisdom increase, and a Dexterity increase helps with the Druid’s notoriously terrible AC. The extra skill proficiencies don’t play especially well to the Druid’s capabilities, but like the Cleric you can easily fill in for a rogue with the right skills and background.

Kobold

UpdatedMMoM: Draconic Cry typically drags you into melee, which is a hard prospect for the Druid due to their persistent durability issues. You could go for Circle of Spores and use Kobold Legacy (Draconic Sorcery) to get Booming Blade or Green-Flame Blade and stack it with your bonus damage from Symbiotic Entity. You could also go for Circle of the Moon. I think Draconic Cry works while using Wild Shape, but check with your DM.

Classic (Customized Origin)VGtM: +2 increase and Darkvision. Pack Tactics is the primary reason why people want to play a kobold (Well, the primary mechanical reason. The flavor is fun, too.), but for most druids it’s not useful since the Druid relies so little on attack rolls. However, moon druids may be an exception, and it appears that Pack Tactics works while using Wild Shape, which conveniently also removes Sunlight Sensitivity, making the Kobold an interesting choice for Circle of the Moon. Grovel, Cower, and Beg may also be useful, especially if you summon numerous other creatures and have them focus their attacks on affected enemies.

Classic (Default Rules)VGtM: Nothing useful for the Druid except Pack Tactics, which may be enough to make the kobold an interesting moon druid, but you’ll always lag behind on spellcasting.

LeoninMOoT

Customized Origin: +2/+1 increases, Darkvision, and one skill. Daunting Roar is a nice crowd control option, but it works best when you’re in melee and surrounded by enemies, and the only druid that thrives in that scenario is Circle of Spores.

Default Rules: Bad ability spread.

Lizardfolk

UpdatedMMoM: The Lizarfolk’s natural armor is a great solution to the Druid’s AC problems, you get two skills, and Hungry Jaws gives you a way to get easy temporary hit points. I think Hungry Jaws also works while using Wild Shape, so turn into a bear or something with a bite attack and you can keep yourself in Wild Shape longer than usual.

Classic (Customized Origin)VGtM: The Lizardfolk is already a good druid option, and the Customizing Your Origin rules do little to change it. Reverse the ability score increases and ignore the limited skill options, but otherwise my advice for the default rules applies.

Classic (Default Rules)VGtM: Durable and wise. The lizardfolk’s traits make it durable enough to survive falling out of wild shape a few times as a moon druid, and the Lizardfolk’s natural armor outpaces any of the Druid’s normal AC options. Bite is Strength-based so it won’t help you much, but Hungry Jaws might work while using Wild Shape.

LocathahLR

Customized Origin: +2/+1 increases, two skills, and leviathan will. The natural armor is nice but no better than studded leather so it’s not impactful. Leviathan Will looks like it works while using Wild Shape, which is really nice for moon druids. In general a good option if you’re worried about status conditions, and one of the better aquatic options for the Druid.

Default Rules: The only useful parts are the Dexterity increase and the free skills.

LoxodonGGTR

Customized Origin: +2/+1 increases. Loxodon Serenity and Natural Armor do a lot to help the Druid’s poor durability. The Loxodon’s Natural Armor is Constitution-based, so you can dump Dexterity and focus on Constitution and Wisdom without sacrificing AC. This makes the Loxodon an exciting option for Circle of Spores similar to the Tortle, but you trade the easy 17 AC of the Tortle for Loxodon Serenity. Without a need for Dexterity, you can invest in other ability scores and explore skill-based roles which are normally difficult for the Druid.

Default Rules: Excellent ability cores for the Druid, and a handful of useful passive benefits. The Loxodon’s Natural Armor is Constitution-based, so you can safely dump Dexterity and be incredibly durable.

Minotaur

UpdatedMMoM: Too dependent on Strength-based melee combat.

Classic (Customized Origin)GGTR: +2/+1 increases and one skill. Strength-based melee attacks are a poor choice for the Druid, and without the attacks there is little reason to play a minotaur.

Classic (Default Rules)GGTR: Nothing useful for the Druid.

Orc

UpdatedMMoM: Adrenaline Rush is a great way to rush to an allies aid or to get out of a dangerous spot, and Relentless Endurance can keep your party’s primary healer conscious. I think both Adrenaline Rush and Relentless Endurance work while in Wild Shape, too, so Circle of the Moon is a great combination.

Classic (Customized Origin)VGtM: +2/+1 increases, two skills, and Darkvision. Aggressive is the Orc’s unique trait, and it’s not useful for the Druid. Even if you’re going for Circle of the Moon, you can just turn into something fast or that has Charge or something.

Classic (Default Rules)VGtM: Aggressive works in wild shape, but that’s not enough.

OwlinSCoC

Flight, Darkvision, and bonus skill. Druids can typically rely on Wild Shape when they need flight and Darkvision for scouting, but flight in combat and a bonus skill are both still very helpful. Medium armor also isn’t a benefit for the Druid since you can’t wear metal armor, so the limitation to light armor isn’t a problem.

PlasmoidSAIS

If you need to squeeze through a 1-inch hole, turn into an octopus. You can do that without dropping your equipment.

Satyr

UpdatedMMoM: The Satyr’s skill and tool proficiencies are Charisma-based, which is a bad fit for the Druid. Magic Resistance is still great, but the Yuan-Ti is a much better fit.

Classic (Customized Origin)MOoT: +2/+1 increases, two skills, and Magic Resistance. Mirthful Leaps is fun but rarely impactful, so Magic Resistance and skills are the big appeal here. The best comparison is to the Yuan-Ti Pureblood, which trades the skills for poison resistance and some bad innate spellcasting. They’re roughly equivalent, but I would lean toward the Satyr in a small party where you may need to cover more skills than you would otherwise.

Classic (Default Rules)MOoT: Bad ability spread.

Sea ElfMMoM

Druids make everything interesting about the Sea Elf redundant by level 2. Unless you’re in a fully aquatic campaign, there’s little mechanical reason to play a sea elf druid.

Shadar-KaiMMoM

Darkvision, Fey Ancestry, and short-range teleportation. The Shadar-Kai’s rider effect is less risky than the Eladrin’s, so it’s often a better choice if you’re not planning to leap into melee.

Shifter

UpdatedMMoM: Beasthide’s additional durability is welcome on druids, who typically have worse AC than comparable clerics. This is especially appealing on Circles of Spores, but their action economy is also very strenuous so it may be difficult to fit Shifting into a turn. Since Shifting is a physical transformation based on your character’s physical body, I don’t think Shifting works while using wild shape. The skill options aren’t fantastic.

Customized OriginERLW: +2/+1 increases (each subrace provides an additional +1), Darkvision, and one skill. Shifting is the Shifter’s signature feature, and the benefits from your subrace affect Shifting’s usefulness significantly. Since shifting is a physical thing, I assume that it doesn’t work while using Wild Shape. You’ll also have trouble overlapping it with Circle of Spore’s Symbiotic Entity since Symbiotic Entity goes away when the temporary hit points do, so if you shift you’ll need to give up the temporary hp from Shifting.

  • Beasthide: More temporary hp and an AC boost. Probably the Druid’s best option among the Shifter’s subraces since it helps with the Druid’s poor durability.
  • Longtooth: An extra attack as a Bonus Action, but it’s Strength-based and there is very little reason to invest in Strength.
  • Swiftstride: Nice to get out of melee if you don’t want to be there, but the Goblin can handle tha tproblem more easily.
  • Wildhunt: Too situational.

Default RulesERLW: It’s unclear if you can use Shifting while using Wild Shape, which negates most of the reason why you would want to play a shifter. If you’re not going to use Wild Shape, you’re probably fine. If you’re considering Circle of the Moon, talk to your DM first.

  • Beasthide: Bad ability spread.
  • Longtooth: Bad ability spread.
  • Swiftstride: Bad ability spread.
  • Wildhunt: The ability scores line up well, and the Wildhunt Shifting Feature gives you Advantage on ability checks which include the ability check made with Dispel Magic.

Simic HybridGGTR

Customized Origin: The Customizing Your Origin rules make no meaningful changes to the Simic Hybrid. You can move the Constitution increase around, but increasing Constitution is still the best way to use that increase.

Default Rules: Fantastic and versatile, but probably not a great choice for a Moon Druid because Animal Enhancement goes away in Wild Shape.

Tabaxi

UpdatedMMoM: You’re basically only here for Darkvision and skill proficiencies, and at that point just play a half-elf. Feline Agility is neat, but if you need speed you can turn into a bird.

Classic (Customized Origin)VGtM: +2/+1 increases, Darkvision, and two skills. Feline Agility and Cat’s Claws are the Tabaxi’s signature traits, but the claws are useless. Feline Agility is a great speed boost, and it’s pretty common in combat to need to rush into position then stand still for several turns, especially if you need to deliver short-range healing spells. Feline Agility might work with Wild Shape, but I’m not certain

Classic (Default Rules)VGtM: Feline Agility works in wild shape, but that’s not enough.

Thri-KreenSAIS

Much like the Cleric, the Druid benefits very little from the Thri-Kreen’s additional hands. Chameleon Carapace is a helpful boost to the Druid’s AC issues, but 13+Dex still isn’t amazing unless you invest heavily in Dexterity. Chameleon Carapace’s benefits to Stealth are similarly helpful, but not amazing, and you’ll likely be better served by turning into an animal when you need to be sneaky.

TieflingPHB

Customized Origin: +2/+1 increases, Darkvision, and fire resistance. Most subraces/variants offer innate spellcasting of some kind. The innate spellcasting is Charisma-based, so anything which requires an attack or a save is largely worthless.

  • AsmodeusPHB/MToF: The innate spellcasting is fine, but Hellish Rebuke is the only part that you’ll be able to use consistently.
  • BaalzebulMToF: The leveled spells are both offensive and require saving throws.
  • DispaterMToF: Very situational spells.
  • FiernaMToF: All three spells require saves.
  • GlasyaMToF: All three spells are unavailable to the Druid, and none of them allow saving throws, so they’re all great options.
  • LevistusMToF: Armor of Agathys is tempting, but it’ll only last for one hit because the spell ends when the temporary hit points go away.
  • MammonMToF: Mostly situational utility options.
  • MephistophelesMToF: Tries to split the difference between Asmodeus’s fire stuff and Mammons utility stuff, but the offensive stuff ends up just being worse.
  • ZarielMToF: The leveled spells are both offensive and require saving throws.
  • Variant: FeralSCAG: The Customizing Your Origin optional rules make the Feral variant obsolete. All it does is rearrange your ability score increases.
  • Variant: Devil’s TongueSCAG: All three spells require saves.
  • Variant: HellfireSCAG: Hellish Rebuke is better for you since it doesn’t cut into your turns, though not by much.
  • Variant: WingedSCAG: Permanent non-magical flight. The Aarakocra is faster, but the Tiefling gets Darkvision and fire resistance. The Tiefling can also fly in medium armor, but that doesn’t really matter for the Druid.

Default Rules:

  • AsmodeusPHB / MToF: Bad ability spread.
  • BaalzebulMToF: Bad ability spread.
  • DispaterMToF: Bad ability spread.
  • FiernaMToF: A bit of Wisdom, but the spells are better-suited to a Face, and druids don’t make great faces.
  • GlasyaMToF: Bad ability spread.
  • LevistusMToF: Bad ability spread.
  • MammonMToF: Bad ability spread.
  • MephistophelesMToF: Bad ability spread.
  • ZarielMToF:
  • Variant: FeralSCAG: Unfortunately, the Feral Tiefling’s ability score increases aren’t any better for the Druid than the base Tiefling’s ability score increases.

    According to the Sword Coast Adventurer’s Guide, the Feral Variant is compatible with other variants.

  • Variant: Devil’s TongueSCAG: Bad ability spread.
  • Variant: HellfireSCAG: Bad ability spread.
  • Variant: WingedSCAG: Bad ability spread.

TortleTP / MMoM

Customized Origin: +2/+1 increases, one skill, and fixed 17 AC from natural armor. The fixed AC goes a long way to address the Druid’s AC issues. A typical druid will sit at 14 or 15 AC (depending on your Dexterity, and before considering shields) for a big chunk of their career because you can’t afford to increase Dexterity until you hit 20 Wisdom. Starting at 17 AC addresses that issue and mostly removes the need to invest in Dexterity. That’s great for any druid, but the Circle of Spores is the most MAD druid by far, and dropping the need for Dexterity makes the subclass much easier to play.

Default Rules: Wisdom is already great, but the Tortle’s Strength is largely wasted. The Tortle’s Natural Armor matches the best AC that the Druid can achieve without magic, and since you don’t need to invest in Dexterity to boost your AC that’s a huge benefit. Circle of the Moon should look elsewhere, but for every other druid if you’re worried about your survival and about splitting ability score increases between Dexterity, Constitution, and Wisdom, this is a great choice.

Triton

UpdatedMMoM: Cold resistance, Darkvision, and innate spellcasting are all great, but it’s all druid spells. As soon as you can cast Water Breathing, the Goliath is a better choice unless you’re in a fully aquatic campaign.

Classic (Customized Origin)VGtM: Three +1 increases, Amphibious, Darkvision, cold resistance, and some innate spellcasting. The innate spellcasting is neat, but not especially impactful, and the Druid has abundant options for moving and breathing underwater.

Classic (Default Rules)VGtM: Bad ability spread.

VedalkenGGTR

Customized Origin: +2/+1 increases, one skill, and one tool. Vedalken Dispassion is an excellent defensive option, and it applies while using Wild Shape. It’s not clear how Tireless Precision works if you go outside the normal skill limitations, but it’s still a good way to expand your capabilities outside of combat.

Default Rules: A Wisdom increase and Tireless Dispassion are the only interesting parts of the Vedalken.

VerdanAcInc

Customized Origin: +2/+1 increases and one skill. Black Blood healing might help you stretch your healing resources, but it’s not going to do a lot. Limited Telepathy appears to work while using Wild Shape, which is neat. This could be a good option for Circle of the Moon since you’ll be on the front lines taking damage part of the time (remember that if you fall to 0 while in wild shape the extra damage goes to your regular hit points).

Default Rules: Bad ability spread.

WarforgedERLW

Customized Origin: The Customizing Your Origin rules make no meaningful changes to the Warforged. You can move the Constitution increase around, but increasing Constitution is still the best way to use that increase.

Default Rules: The flexible ability increase goes into Wisdom, and with a pile of resistances and immunities and a bonus to AC, you may have a solution to the Druid’s notoriously poor durability. None of it works in Wild Shape, though, so avoid Circle of the Moon.

Water GenasiMMoM

With the exception of Acid Splash, everything that the Water Genasi offers can be easily replaced by druid spells and class features. Unless you’re in a fully aquatic campaign and need to be able to breath water naturally, there’s nothing new here.

Yuan-Ti

UpdatedMMoM: While the updated Yuan-Ti is weaker than the custom origin version, it’s still very durable. Resistance to poison and Advantage on saves against spells is excellent protection. If you can find a way to fix your AC, you’re a very durable druid. If you’re in a setting where snakes are abundant (tropical jungles, deserts, etc.) you may even accumulate a magical collection of snake friends.

Classic (Customized Origin)VGtM: +2/+1 increases, darkvision, immunity to poison, magic resistance, and some innate spellcasting. The innate spellcasting is borderline useless (though you might acquire a legion of friendly snakes), but magic resistance and immunity to poison are extremely helpful for front-line builds which will attract a lot of attacks. And excellent choice if you need durability and expect to encounter spellcasters, but you’ll still need to deal with the Druid’s dismal AC.

Classic (Default Rules)VGtM: Bad ability spread.

Dragonmarks

Dragonmarked DwarfERLW

Dragonmark traits replace your subrace.

Customized Origin:

  • Mark of Warding: The skill and tool bonuses may not be particularly useful, but the spellcasting does a lot to address the Druid’s notoriously poor durability. Mage Armor exceeds all of the Druid’s armor options, and with 8-hour duration it lasts all day. Armor of Agathys provides an easy source of temporary hit points (not to mention the damage when you’re hit), and it works while you’re in Wild Shape so you can cast it ahead of time to pad your Wild Shape hit points and get some bonus damage out of your poor AC while also making it easier to stay in Wild Shape for long periods of time. I would consider this for Circle of the Moon, but I don’t know if it’s good enough for other circles when options like the Tortle exist.

Default Rules:

  • Mark of Warding: Bad ability spread.
Dragonmarked ElfERLW

Dragonmark traits replace your subrace.

Customized Origin:

  • Mark of Shadow: This adds a lot to the Druid’s capabilities, adding numerous illusions to a spell list which has almost none, including staple options like Invisibility. The skill bonus to Stealth will help compensate for mediocre Dexterity compared to a rogue, so you can easily serve your party as a Scout in addition to your other capabilities.

Default Rules:

  • Mark of Shadow: Bad ability spread.
Dragonmarked GnomeERLW

Dragonmark traits replace your subrace.

Customized Origin:

  • Mark of Scribing: The spells are too situational and too focused on communication. The Druid is not a Face.

Default Rules:

  • Mark of Scribing: Bad ability spread.
Dragonmarked Half-ElfERLW

Dragonmark traits replace some of your normal racial traits, as described in the entry for each Dragonmark.

Customized Origin:

  • Mark of Detection: The skill bonuses are nice, and the dragonmark spells add several great divination options to the Druid’s spell list.
  • Mark of Storm: The innate spellcasting is bad, and the dragonmark spells are almost all on the Druid’s spell list already.

Default Rules:

  • Mark of Detection: The ability increases are fantastic, and nearly every one of the dragonmark spells is a new addition to the Druid’s spell list.
  • Mark of Storm: Bad abiity spread.
Dragonmarked Half-OrcERLW

Dragonmark traits replace ALL of your racial traits.

Customized Origin:

  • Mark of Finding: The innate spellcasting isn’t helpful, and the dragonmark spells are almost all on the Druid’s spell list already.

Default Rules:

  • Mark of Finding: The ability scores are great, but most of the spells are already on the Druid’s spell list.
Dragonmarked HalflingERLW

Dragonmark traits replace your subrace.

Customized Origin:

  • Mark of Healing: The spellcasting does very little to help you. The Druid can already cast nearly every interesting spell on the dragonmark spell list, especially if you’re using the Additional Druid Spells Optional Class Feature.
  • Mark of Hospitality: The skill/tool bonuses are mostly useless for the Druid, but the spells are almost entirely new to the Druid’s spell list, and add some helpful utility options from the cleric and wizard spell lists.

Default Rules:

  • Mark of Healing: While the ability score increases are good, the spellcasting does very little to help you. The Druid can already cast nearly every interesting spell on the dragonmark spell list.
  • Mark of Hospitality: Bad ability spread.
Dragonmarked HumanERLW

Dragonmark traits replace ALL of your normal racial traits.

Customized Origin:

  • Mark of Finding: See Mark of Finding under Dragonmarked Half-Orc, above. Mechanically, the final racial traits are identical.
  • Mark of Handling: Thematically this makes a lot of sense, and the skill bonuses add to some core druid skills. The Bigger They Are gives you a nonviolent way to handle low-Intelligence Monstrosities, but that won’t be helpful consistently. The Tarrasque only has 3 Intelligence, so the effect works across the full CR scale, but most of the spellcasting is centered around Beasts and already on the Druid’s spell list, so while Mark of Handling complements the Druid’s existing capabilities nicely, it doesn’t expand them much or fix any problems that the Druid faces.
  • Mark of Making: The skill bonuses and proficiencies may not be especially useful, but the spellcasting is excellent for a druid looking to take a supporting role in the party. Nearly every one of the spells is new to the Druid’s spell list. However, the better options require Concentration, which is already a big problem for the Druid so you may not be able to enjoy your dragonmark spells and your best druid spells at the same time.
  • Mark of Passage: Druids have few few teleportation options, and Mark of Passage introduces several than can be very useful for druids looking to get in and out of melee in a hurry. Many of the dragonmark spells are new to the Druid’s spell list.
  • Mark of Sentinel: Skill bonuses to two Wisdom-based skills, and Shield as an innate spell. Most of the dragonmark spells are new to the Druid’s spell list, and they add some excellent defensive options like Shield of Faith and Death Ward. Considering the Druid’s notoriously poor durability, those are significant additions to your capabilities.

Default Rules:

  • Mark of Finding: See Mark of Finding under Dragonmarked Half-Orc, above. Mechanically, the final racial traits are identical.
  • Mark of Handling: The ability scores are great, but most of the spells are already on the Druid’s spell list.
  • Mark of Making: The Intelligence increase is largely wasted, but the flexible increase can go into Wisdom, and the dragonmarks spellcasting adds a lot of new options. Only one of the dragonmark spells is already on the Druid’s spell list.
  • Mark of Passage: Good ability score increases, and all but two of the dragonmarks spells are new to the Druid’s spell list. Druids lack options to teleport any distance, and while that capability can often be replaced by Wild Shape, turning into an owl won’t always get you of a bad situation.
  • Mark of Sentinel: Good ability score increases, and access to both shield and Shield of Faith provide ways to address the Druid’s notoriously poor AC. A circle of spores druid could do very well with Mark of Sentinel’s additional defensive options.

Lineages

Published in Tasha’s Cauldron of Everything and beyond, no Lineage exists prior to the introduction of the Customizing Your Origin rules, and as such each lineage has flexible ability score increases. Every Lineage has the choice of +2/+1 increases or three +1 increases except for the Custom Lineage which only receives a single +2 increase.

Lineages are applied on top of a base race. While the Custom Lineage isn’t affected by your base race, the three lineages published in Van Richten’s Guide to Ravenloft (Dhampir, Hexblade, and Reborn) borrow from your base race thanks to the Ancestral Legacy trait. Despite selecting a base race, you do not count as a member of your race for the purposes of any other effect, such as qualifying for feats or using magic items.

Custom LineageTCoE

Wisdom is the only ability score that most druids absolutely need, and there is a lot to be gained from a feat. Strongly consider Resilient (Constitution) due to the Druid’s heavy reliance on Concentration spells.

DhampirVGTR

The Druid has no business using Vampiric Bite in combat for the same reason that they have no business using weapons, and if you just want the ability to empower your skills, the Reborn’s Knowledge from a Past Life will be easier to use and likely more effective. The Dhampir’s Spider Climb and Ancestral Legacy are great, but if you need to climb or fly you have Wild Shape, and if you just want two skills there are numerous other race options which will be more effective.

HexbloodVGTR

Ancestral Legacy, Darkvision, and some magic options that the Druid typically can’t replicate. Hex isn’t especially useful for most druids, but Circle of Spores and Circle of the Moon might find it helpful. The damage bonus on weapon attacks is great, but if you use Wild Shape forms that grapple targets, you can also choose to give the target of hex Disadvantage on ability checks of one type, which can make it harder for enemies to get out of your grapple. If you use Ancestral Legacy to get flight, the Hexblood is roughly on par with the Fairy or the Owlin, but if you’re going for Circle of the Moon it may be just as effective to take the skills instead.

RebornVGTR

The Druid is notoriously frail, so the resistances are reasonably useful at low levels, but resistance to poison will be redundant at high levels and the resistances don’t solve your AC troubles. Using Ancestral Legacy to get flight could do the trick, but at that point you would be better served by almost any other flying race.