Introduction
The Druid’s Nature Bond ability allows the selection of either an animal companion or a domain. Because you don’t get two domains like a Cleric, your choice of domain is very important. You still get bonus domain spells, but with only one domain you are stuck with whatever your domain provides at that level.
Remember that domains which are good or bad for a Cleric may not be as good or bad for a Druid. Because their base spell lists are different, some domains provide Cleric spells to Druids, and others which provide lots of Druid spell to Clerics offer few new options to Druids.
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RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks. Also note that many colored items are also links to the Paizo SRD.
- : Bad, useless options, or options which are extremely situational. Nearly never useful.
- : OK options, or useful options that only apply in rare circumstances. Useful sometimes.
- : Good options. Useful often.
- : Fantastic options, often essential to the function of your character. Useful very frequently.
Domains
Air Domain
The air domain isn’t particularly exciting. The powers are useful, but not exciting. The spells are decent with a few good options, and a few really bad ones.
(Sp): Generic ranged energy attack. Solid, reliable, and a great option at low levels when your combat options are limited.
(Ex): Permanent resistance to electricity, but it’s not a lot of resistance.
- : Occasionally useful as an escape mechanic. Already on the Druid spell list.
- : Essentially negates archers, and you get it a level earlier than other druids.
- Occasionally useful as an escape or infiltration mechanic, and it’s not on the Druid spell list.
- : The Druid’s best flight spell, but you can already prepare this as a 4th level spell.
- : Allows you to prevent enemies from flying, but it’s already on the Durid spell list.
- : Decent multi-target damage spell, and isn’t on the Druid spell list.
- : Awful spell.
- : Great crowd-control effect, but it’s not on the Druid spell list.
- : Create a bunch of elemental servants. If you can spare the 10 minutes to cast this ahead of time, the elementals are big bags of hit points to defend you in combat. However, the biggest elemental you summon is CR 9, which won’t be very scary at this level.
Cloud Subdomain
The cloud domain doesn’t improve the spell Air domains spell list, but the Thundercloud power is fantastic.
Replaced Power(s): Electricity resistance.
(Su): This is a great area control power. Because it blocks line of sight, it interferes with spellcasting and ranged attacks, and you get guranteed damage. It’s not as scary as your spells, but it’s very useful.
- : Occasionally useful as an escape mechanic or area control effect. Already on the Druid spell list.
- : This is a weird spell. It’s hard to time, it’s hard to use, and it’s hard to not do just as much damage to your party. Already on the Druid spell list.
Wind Subdomain
The Wind domain trades some mediocre options for some equally mediocre options.
Replaced Power(s): Lightning arc
(Su): Cool, but situational.
- : You get this a level before anyone else, but it’s not very good.
- : This is better than air walk for long-distance travel, and has a fantastic duration, but it’s not useful in combat.
- : A very flashy buff with a good fly speed, but it’s already on the Druid spell list.
Animal Domain
The Animal domain grants a weakened version of the animal companion, but with the Boon Companion feat you are essentially getting a spell slot of every level for the price of a feat. Unfortunately, most of the spells are garbage or are already on the Druid spell list.
(Sp): You get Speak With Animals as a spell, and you have Wild Empathy..
Practical Guide to Animal Companions. Even with the effective druid level reduction, this is still great. Your companion might not hold up as a tank, but it makes a fantastic mount and scout, and might even succeed as a striker if you and your allies can draw enough attention away from it in melee.
(Ex): See my- : Situational, affects a very small set of creatures which generally don’t have the ability to rage.
- : Situational, affects a very small set of creatures.
- : Situational, affects a very small set of creatures.
- : You have Summon Monster, which is strictly better.
- : You already get Wild Shape, which will be better and free.
- : Excellent area control ability, but it’s already on the Druid spell list at the same spell level.
- : Polymorph your animal companion into a bigger version of itself. Hilarity ensues. Already on the Druid spell list.
- : You can cast Summon Nature’s Ally spontaneously without the limitation.
- : Fantastic spell. Form of the Dragon can be a truly monstrous option for you if you built to take advantage of wild shape.
Feather Subdomain
Give up a lousy ability, and some of the least interesting spells in the Animal Domain for considerably improved flight abilities and a bonus to Perception.
Granted Power: Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Replaced Power(s): Speak with animals.
(Ex): Perception is the most rolled skill in the game, and initiative bonuses are fantastic.
- : You get this a level behind Wizards, but it’s not normally on the Druid spell list, and it’s good to have.
- : Flight is hugely important, and Fly isn’t usually available to Druids.
- : Fly for the whole party!
Fur Subdomain
The big draw here is the spells. The options your give up are pretty bad, but Magic Fang is great for your animal companion until at least level 8.
Replaced Power(s): Speak with animals.
(Su): Very situational, but better than Speak with Animals.
- : Great for buffing your companion.
- : You get Wild Shape for free.
Aquatic Domain
Really only useful underwater, and even then not very good.
(Su): Heal/dominate sharks! In an aquatic campaign you can heal/dominate basically anything underwater, but anywhere else this is too situational to be useful.
(Su): This allows you to use bludgeoning and slashing weapons underwater, which is very useful underwater.
- : Situational, and already on the Druid spell list.
- : Interesting buff, but already on the Druid spell list.
- : Situational, and already on the Druid spell list.
- : Good buff, but situational, and already on the Druid spell list.
- : One of the best area control spells in the game, and not on the Druid spell list, but you get it a level late.
- : Good AOE blast, and not on the Druid spell list.
- : The creature type limitation is very annoying, but you get it a level early.
- : Interesting buff, but already on the Druid spell list.
- : Cool damage/control spell, but already on the Druid spell list.
Arctic Domain
The arctic domain’s abilities are garbage, but the spell list has some very good options at mid and high levels. The spells add some nice area control and blasting options from the Wizard spell list. However, the druid spells on the list are mostly poor.
(Su): Heal/dominate ice elementals, white dragons, etc.
(Su): This should really be part of Coll Cold.
- : Subdual damage, and it’s already on the Druid spell list.
- : Decent buff, but it’s already on the Druid spell list.
- : Good area control, but it’s already on the Druid spell list.
- : Good area control, or you can trap enemies inside the hemisphere option. Not on the Druid spell list.
- : Not a great buff for Druids, and it’s already on the Druid spell list. You can’t combine this with wild shape, which is really the only time you would want to use this.
- : Good AOE blast, and not on the Druid spell list.
- : Great travel spell, but it’s already on the Druid spell list.
- : Excellent single-target damage, and some permanent Dexterity drain. Not on the Druid spell list.
- : This spell is fantastic. Area control, damage which isn’t reduced by a save (though not much), ability damage, and forced movement to avoid being encased in ice. Turning corpses to solid ice is hillarious, but not very important. Even though this is already on the Druid spell list, bringing this every day is not a problem.
Cave Domain
Despite the fantastic vision abilities granted by the Cave domain, the spells are very poor. Nearly every option is on the Druid spell list already, and the ones that aren’t are generally poor.
(Sp): Free Darkvision at level 1.
(Ex): Permanent Tremorsense! This is fantastic. Detect invisible/hiding enemies. 30 feet is pretty good, but scaling to 60 feet is absolutely amazing.
- : Very situational.
- : A little damage and some poor area control. Already on the Druid spell list.
- : Situational and hard to use, but not on the Druid spell list. Fortunately, your Tremorsense ability allows you to continue fighting within the area. Your allies may not be so lucky.
- : A way to see inside your deeper darkness effect. Already on the Druid spell list.
- : Useful area control, but already on the Druid spell list.
- : Black Puddings are very high CR compared to what you can usually get wiht summon spells, and it’s not on the Druid spell list.
- : Very situational, but not on the Druid spell list.
- : Situational, hard to use, and already on the Druid spell list.
- : Excelent save or suck spell, and it’s not on the Druid spell list. Use this for enemies that you don’t want coming back to haunt you ever again.
Desert Domain
Very little here is worthwhile, even in a desert campaign.
(Su): Considering it takes a Standard Action to activate this ability, the duration is garbage. Blur is a great defensive effect, though Dazzled is pointless.
(Sp): Planar ally spells are great, but very costly. Reducing the cost by half makes them much more viable.
- : Magical sunscrean. Already on the Druid spell list.
- : Interesting area control, and you get it a level early, but it’s not clear if you need to be somewhere sandy to use it.
- : Conceptually horrific, but not practical to use. Already on the Druid spell list.
- : Situational, but not on the Druid spell list.
- : Really great utility spell, but it’s already on the Druid spell list.
- : Nice area control effect. A little bit of damage, knock things prone, and make them fatigued. Already on the Druid spell list.
- sunbeam: This spell is poorly written. How long does the blindness last? Does the blindness end when you run out of rays? Or does it continue until the rounds/level duration expires? It affects “fungi, mold, oozes, and slimes” as though they were undead, but of those four only Ooze is a defined creature type. The wording regarding undead also makes it unclear if they are blinded in addition to the extra damage. The Pathfinder Rules Questions forum has several threads about the spell, all expressing similar concerns. I would interpret the spell as follows: Normal creatures take listed damage (4d6) and are permanently blinded. Undead take the bigger damage instead of the regular damage, and are blinded as normal. Oozes, and plant creatures which could be defined as “fungi, mold, or slime” (such as shambling mounds or mushroom creatures) are affected like undead. Consult your GM to be sure. Already on the Druid spell list.
- : Though it suffers many of the roles interpetation issues of sunbeam, sunburst is slightly easier to interpret. Because the duration is instantaneous, the blindness effect is permanent. The damage dealt to undead is still unclear (do they take damage twice?), and the additional list of things affected like undead is still confusing. Already on the Druid spell list.
- : Decent single-target damage, but not very flashy.
Eagle Domain
If you plan to sway out of melee combat, this can be a very good domain. The Eagle domain grants excellent flight options, but not a lot of offensive options. Be prepared to depend on your other spells or a bow to support your allies in combat.
: While not a substitute for an Animal Companion, a familiar is a powerful tool. Combined with the Druid’s respectable skill set, your Hawk can be a fantastic scout, infiltrator, and assistant.
(Su): Even with the limited uses, this should last your whole day if you save it for important rolls.
(Ex): Evasion is great, and you should be flying as much as possible.
- : Excellent if you plan to use a bow, but already on the Druid spell list.
- : Charisma is not a Druid stat.
- : Flight is key, especially at high levels.
- : Decent area control, but it’s already on the Druid spell list.
- : Slightly slower than Fly, but it lasts all day long.
- : Decent travel spell, but situational and already on the Druid spell list.
- : Bird shapes are among the worst options for polymorphing.
- : Though it suffers many of the roles interpetation issues of sunbeam, sunburst is slightly easier to interpret. Because the duration is instantaneous, the blindness effect is permanent. The damage dealt to undead is still unclear (do they take damage twice?), and the additional list of things affected like undead is still confusing. Already on the Druid spell list.
- : A very flashy buff with a good fly speed, but it’s already on the Druid spell list.
Earth Domain
All of the spells on the Earth domain list are already Druid spells, and most of them are situational. Acid Dart is a nice early game damage option, but it’s not nearly enough to carry the archetype.
(Sp): Generic ranged energy attack. Solid, reliable, and a great option at low levels when your spells are limited.
(Ex): Permanent resistance to acid, but it’s not a lot of resistance.
- : Very low damage spell, already on the Druid spell list.
- : Excellent utility, but it’s already on the Druid spell list and it’s situational.
- : Excellent utility, but it’s already on the Druid spell list.
- : Fantastic area control, but it’s already on the Druid spell list.
- : Excellent utility, and you get it a level before other Druids.
- : Very expensive buff, and it’s already on the Druid spell list..
- : Awful spell.
- Good, but already on the Druid spell list.
- : Cool spell, but it’s already on the Druid spell list.
Caves Subdomain
The Caves subdomain helps you survive fighting underground. You get an easy way to get Darkvision for brief periods, and you get a selection of cool area control spells.
Replaced Power(s): Acid resistance
(Su): The duration is decent and the bonuses are pretty good. You will likely get Darkvision from the spell, but the bonuses to Stealth and Initiative are very good.
- : Area control. Not on the Cleric spell list.
- : Better area control. Not on the Cleric spell list.
- : Even better area control. Not on the Cleric spell list.
Metal Subdomain
Metal Fist is bad, and the spell selections are bad. Iron Body is cool, but not enough to justify the rest of the subdomain.
Replaced Power(s): Acid dart
(Su): The damage is fine, but barely exceeds that of a spiked gauntlet, and if you have a scimitar it will be more effective.
- : Amusing, but bad.
- : Situationally useful.
- : Cool buff, and not on the Druid spell list.
Fire Domain
Easily the best of the elemental domains, the Fire domain has effectively the same powers as the other elemental domains, but a considerably better spell list. You get several excellent area control and damage spells off the Wizard spell list, and several excellent spells which are already on the Druid spell list.
(Sp): Generic ranged energy attack. Solid, reliable, and a great option at low levels when your spells are limited.
(Ex): It’s not a lot of resistance, but fire is the most common energy damage type.
- : Mediocre damage spell, but it’s an AOE damage spell that Druids don’t typically get.
- : Mediocre damage spell, and it’s already on the Druid spell list..
- : Good damage spell; one of the best AOE spells at early levels.
- : Good area control, you get it a level ahead of other Druids.
- : Decent buff, but you get it a level behind wizards. If you’re in melee, this can be an excellent defense.
- : The holly berries option is insane. Charge eight berries, walk into melee. Next turn, drop them in the other guy’s square, and step back out of the 5 foot blast radius. Trigger all 8 for for 8d8 plus 8 times your caster level. The acorn version is bad.
- : Awful spell.
- : The damage isn’t great, but this is till a great area control spell. Not on the Druid spell list.
- : Create a bunch of elemental servants. If you can spare the 10 minutes to cast this ahead of time, the elementals are big bags of hit points to defend you in combat. However, the biggest elemental you summon is CR 9, which won’t be very scary at this level.
Ash Subdomain
The Ash subdomain replaces the rather boring Fire Resitance power for the super exciting Wall of Ashes. On top of a much better power, it replaces two of the worst spell options on the Fire domain spell list with two excellent spells from the Wizard spell list. This is a clear improvement on the Fire domain without altering the feel or strategy of the domain.
Replaced Power(s): Fire resistance
(Su): Ansolutely fantastic. Wall of Ashes combines a counter-invisibility mechanic with a great debuff and an area control effect. If you aren’t using this regolarly, you are doing yourself a disservice.
- : Excellent damage with no DR or resistance, and ranged, but fortitude saves are generally high. Not on the Druid spell list. You get it a level later than Wizards, which stinks, but it’s still a good spell.
- : A fantastic buff, and not on the Cleric spell list.
Smoke Subdomain
You give up your offensive options for some area controll effects. Coloud of Smoke is weak, but Stinking Cloud is pretty fantastic. This isn’t a real improvement on the Fire domain, but it provides some interesting new options.
Replaced Power(s): Fire bolt
(Su): An interesting debuff, but it’s not clear if it blocks like on sight, and Druids have plenty of area cotnrol spells.
- : Interesting, but difficolt to use as it requires an existing fire. A torch might suffice, but check with your GM. The effects are decent, but you have other, better options at this level. Not on the Druid spell list.
- : Excellent area control.
Frog Domain
The Frog domain provides almost no interesting options, and the only spells added to the Druid spell list are Shout and Greater Shout, which are mediocre at best.
: While not a substitute for an Animal Companion, a familiar is a powerful tool. The Toad isn’t a particolarly good or exciting familiar, but it is very good at stealth and it can swim.
(Su): If you are close enough to your target to grab them, just walk over and grab them with your hands.
(Ex): The amphibious subtype allows you to breath water, and the swim speed lets you get around. The Climb speed is weird.
- : Very situational. Already on the Druid spell list.
- : Very situational. Already on the Druid spell list.
- : Very situational. Already on the Druid spell list.
- : Not very good, but not on the Druid spell list.
- : Nice buff, but the duration is short, and it’s already on the Druid spell list.
- : Confusion is unreliable, and you get it two levels late.
- : There are very few amphibious creatures available for wild shape, and they are generally bad.
- : Stunning creatures is fantastic, even if it is only for one round. Not on the Druid spell list.
- : The Froghemoth is decently scary, but the spell is already on the Druid spell list.
Jungle Domain
Even in the jungle, the Jungle domain doesn’t really add anything useful. The high level spells are good, but the spell list intorduces very few spells which aren’t already on the Druid spell list.
(Ex): Situational. The bonus to Acrobatics is nice for tumbling.
(Ex): Even on a Rogue this ability is situational and boring.
- : very situational, but you get it a level early.
- : Bad damage, a weak debuff, and it’s already on the Druid spell list.
- : Not on the Druid spell list, but you may have better luck just casting Poison.
- : Situational, hard to adjudicate, and already on the Druid spell list. Using this effectively requires the GM to know the rough size of every tree in the forest, which is ridiculous.
- : Nice buff, but the duration is short, and it’s already on the Druid spell list.
- : Very cool spell, but already on the Druid spell list.
- : Decent combination of area control, consistent damage, and debuff. Already on the Druid spell list.
- : Great area control, but alreayd on the Druid spell list.
- : Very powerful, but it’s already on the Cleric spell list.
Monkey Domain
The Monkey domain is fun, but not particularly powerful. The abilities give you some rogue-like options, and a Monkey is a good familiar, but the spell list is a mixed bag. Many of the options are bad and already on the Druid spell list, but several are good options from the Wizard spell list.
: A monkey familiar is basically a tiny person. They have opposable thumbs like a human, so they can do cool things like write and open doors. While it lacks the combat utility of an Animal Companion, the Monkey is an excellent familiar. Remember that Familiars share your skill bonuses, so if you invest in skills like Disable Device, your Monkey can fill in for a real Rogue.
(Su): These are interesting skills which can allow you to cover some things which a Rogue woold typically handle.
(Su): Typically reserved for Arcane Tricksters, this is a cool ability, but somewhat situational.
- : Very situational, but very good if you like to use poisons.
- : Situational, and already on the Druid spell list.
- : Excellent save or suck effect, and not on the Druid spell list.
- : Good buff, but situational, and already on the Druid spell list.
- : Druids can spontaneously cast this without the restriction.
- : Confusion is unreliable, and you get it two levels late.
- : The creature type limitation is very annoying, but you get it a level early.
- : Continually stunning a target is fantastic, and this isn’t on the Druid spell list.
- : Insight bonuses to AC and Reflex saves are very rare, but this spell is already on the Druid spell list.
Mountain Domain
The mountain domain has several awful options, but just as many excellent options to balance it out.
(Su): The climbing ability is very situaitonal, but creating difficolt terrain for an hour can be nice if you have time to set up an area for a fight.
(Su): save or take 1 point of ability damage to every ability score. One point isn’t too horrible, but it will add up very quickly in long fights, especially as the victims’ constitution scores start dropping. Activating this as a free action is fantastic.
- : Bad, and on the Druid spell list.
- : A little damage and some poor area control. Already on the Druid spell list.
- : Cool buff, but already on the Druid spell list.
- : Decent buff, though very expensive. You get it a level ahead of other Druids.
- : You get this a level later than other Druids.
- : This spell isn’t listed on the SRD, so I assume it should say “Suffocation”. If that is the case, this an excellent, reliable save or die spell, though the timed mechanic may allow the target to continue acting for a rew turns until they fail their save. Not on the Druid spell list. You do get it a level late, but that doesn’t make this any less spectacular.
- : Excellent save or suck spell, but you get it a level late. Not on the Druid spell list.
- : Situational, and already on the Druid spell list.
- : Decent damage, but already on the Druid spell list.
Plains Domain
The plains domain has a few excellent options, and introduces many fantastic spells to the Druid spell list at low levels. The high level options don’t add anything new to the Druid spell list, but contains several spells which are handy have on a daily basis.
(Su): One of the biggest issues with summon spells is their notoriously short durations. Doubling the duration can effectively double the effectiveness of your summons.
(Ex): Many Wild Shape forms that need pounce will get it already, but there are some exceptions. You generally can’t use this outside of Wild Shape unless you are a very strange Druid.
- : 4 hour duration right at first level. Not on the Druid spell list. This gives you a reliable horse all day, every day.
- chameleon stride: Good buff, right alongside Blur. Not on the Druid spell list.
- : One of the best buff spells in the game, and not on the Druid spell list.
- : Very situational, and already on the Druid spell list.
- : Allows you to prevent enemies from flying, but it’s already on the Durid spell list.
- : One of the most powerful divinations, this is effective “Find the Plot”. Already on the Druid spell list.
- : Great crowd-control effect, but it’s not on the Druid spell list.
- : Useful, but already on the Druid spell list.
- : Very situational, and already on the Druid spell list.
Plant Domain
While the domain abilities are uninteresting, the Plant Domain spell list includes several good options across most spell levels, but all of the spells are already on the Druid spell list so you get nothing new from the domain.
(Su): Just get a scimitar.
(Su): The damage is small, and it’s hard to know when to best use these rounds.
- : Excellent area control spell, but it’s already on the Druid spell list.
- : Excellent AC buff with a good duration, but it’s already on the Cleric spell list. Handy to h
- : Situational.
- : Very situational.
- : Excellent area control, but it’s already on the Druid spell list.
- : Situational.
- : Very powerful, but it’s already on the Cleric spell list.
- : Situational.
- : Very powerful, but it’s already on the Cleric spell list.
Decay Subdomain
Aura of Decay is cool, but hard to use. The spell list trades in a few spells, but the only non-druid spell that it introduces is Harm. The two other spells are improvements on the base Plant domain spell list, but not by much.
Replaced Power(s): Bramble armor.
(Su): Because this aura affects allies, it’s hard to determine when to use this. The cumolative strength penalty can be very debilitating, and doesn’t require a save.
- : Good, but already on the Druid spell list.
- : You already got this a spell level earlier.
- : Excellent damage spell, and it’s not on the Druid spell list.
Growth Subdomain
The Growth subdomain is all about making yourself bigger and hitting stuff. If you’re going to be on the front lines, this is an excellent subdomain.
Replaced Power(s): Wooden fist.
(Su): Situationally useful, though the duration is very short. Miles better than wooden fist.
- : Fantastic, and not on the Druid spell list. While this isn’t really helpfol for a Druid, it’s great for your party members.
- : Not on the Druid spell list, but it’s also not very helpfol for the Druid because you don’t typically wade into combat with a weapon in hand. You may be able to stack some of the bonuses with Wild Shape, but the size adjustments to ability scores likely don’t apply because Wild Shape also changes your size.
Serpent Domain
The Serpent domain provides only one good option, and a 9th-level spell is not enough to make a domain useful.
: Even compared to the viper Animal Companion, the viper Familiar is lackluster. It is useful for little more than stealth.
(Ex): Very situational.
(Ex): This really isn’t any better than normal Venom Immunity.
- : You have Wild Empathy.
- : You have Wild Empathy.
- : Powerful and very dangerous, but it’s already on the Druid spell list.
- : Decent buff, but you don’t have an Animal Companion to use it on, and it’s already on the Druid spell list.
- : This is hard to use well unless you bring big piles of wooden debris with you wherever you go, and even then it’s not that great. Already on the Druid spell list.
- : Situational. Not on the Druid spell list.
- : The creature type limitation is very annoying, but you get it a level early.
- : Not very good, but not on the Druid spell list.
- : Great for disabling single targets. Not on the Druid spell list.
Swamp Domain
The Swamp domain introduces no new spells, and the abilities are bad. There is nothing here that anyone needs for any purpose.
(Su): Nice for healing your Animal Companion, but really not good for anything else.
(Ex): Good if you like to use Fog Cloud and similar spells, but otherwise very situational.
- : Situational, and already on the Druid spell list.
- : Decent damage right when you get it, but it doesn’t scale. Already on the Druid spell list.
- : Very situational. Already on the Druid spell list.
- : Very bad. Already on the Druid spell list.
- : Decent area control because the swarms can’t move, but it’s already on the Druid spell list.
- : Very situational, but not on the Druid spell list.
- : Very powerful, but it’s already on the Druid spell list.
- : This spell is a great way to handle groups of enemies, but it’s already on the Druid spell list.
- : Very powerful, but it’s already on the Druid spell list.
Water Domain
The Water domain starts flat, and never improves. It has the generic
elemental domain abilities, which are nice to have, but nothing to celebrate.
The spell list has a lot of very mediocre options, and the high level options
are pretty bad.
(Sp): Generic ranged energy attack. Solid, reliable, and a great option at low levels when your spells are limited.
(Ex): Permanent resistance to cold, but it’s not a lot of resistance.
- : Occasionally useful as an escape mechanic.
- : A better, ranged version of Obscuring Mist. Not on the Cleric spell list.
- : Situational. Already on the Druid spell list.
- : Situational. Already on the Druid spell list.
- : This is a mediocre area control spell, and you get it a level late.
- : Excellent AOE damage, but you get it a level late.
- : Awful spell.
- : Decent single-target damage, but not very flashy.
- : Create a bunch of elemental servants. If you can spare the 10 minutes to cast this ahead of time, the elementals are big bags of hit points to defend you in combat. However, the biggest elemental you summon is CR 9, which won’t be very scary at this level.
Ice Subdomain
Ice replaces the very doll and easily replicated cold resistance ability, and replaces two of the worst spells on the Water spell list with two decent direct damage spells from the Wizard spell list. This is a clear improvement on the Water domain.
Replaced Power(s): cold resistance.
(Su): This is a really cool ability. Cold damage is fairly uncommon, which means you can turn this on to resist ice damage, and you won’t miss the cold resistance when you’re facing anything else. The DR is also fantastic, and exceeds the DR of Barbarians until very high level.
- : Basically fireball with a higher dice cap and cold damage. Freezes water. You get it a level late, but nearly anything is better than Elemental Body. Not on the Druid spell list.
- : A boat-load of single target cold damage, and it doesn’t allow a save. Go point it at a red dragon. Not on the Druid spell list.
Oceans Subdomain
Oceans isn’t as much of an improvement on the Water domain as Ice, but it provides some cool new utility and area control options, and replaces some of the less interesting Water spells with new spells from the Wizard list.
Replaced Power(s): icicle.
(Su): You sacrifice the benefit of easy damage at low levels for an excellent tactical option. Even without focusing on Boll Rush or Drag, the utility of moving people around the battlefiend is undeniable. The wording doesn’t mention the effects of feats, but your GM may allow you to apply feats like Greater Boll Rush to grant your allies attacks of opportunity. As always, check with your GM before making any character decisions. You can also use it on your allies to get them into position to foll attack, or to get them out of dangerous locations.
- : Interesting buff, but already on the Druid spell list.
- : Situational, and it’s already on the Druid spell list.
- : A bit of damage, and some excellent area control. Throw it at groups of enemies. Already on the Druid spell list.
Weather Domain
The Weather domain has a couple of interesting powers, though they don’t do a lot of damage. The spell list has some great area control effects, but the damage spells are among the worst options available. Overall the domain tries to find a nice space between area control and damage output, and manages to fail at both.
(Sp): Similar to the generic energy bolt attacks, but Storm Burst deals nonlethal damage. Instead of real damage, the target takes a penalty to its attacks for round. Potentially useful at low levels, despite the damage limitations.
(Sp): Replicates the effect of a decent damage spell, but the ability to hit more than one target at a time makes this miles better than Call Lightning. However, the damage is fairly small, even at 8th level, and doesn’t scale with level.
- : Occasionally useful as an escape mechanic.
- : A better, ranged version of Obscuring Mist. Not on the Cleric spell list.
- : Because the bolts are verticle, this will likely get used as a single-target damage spell. Instead of spending your standard action doing something helpfol, you can deal 3d6 damage. That’s an average of 10.5. Even at level 5, that barely exceeds your weapon damage.
- : Excellent area control, especially against clumsy foes. Already on the Druid spell list.
- : This is a mediocre area control spell, and you get it a level late.
- : Allows you to prevent enemies from flying, but it’s already on the Durid spell list.
- : Situational, and already on the Druid spell list.
- : Great crowd-control effect, but it’s not on the Druid spell list.
- : This is a weird spell. It’s hard to time, it’s hard to use, and it’s hard to not do just as much damage to your party. It’s also on the cleric spell list already at the same level.
Seasons Subdomain
The only clearly good option in Seasons is Goodberry. A first level spell hardly makes a domain. Seasons gives up the two best spells on the Weather spell list and replaces them with Blight, which is terrible, and Sunburst, which is hard enough to interpret that I woold probably never use it.
Replaced Power(s): storm burst.
(Su): Very situational, and only replaces the effect of a first level spell which is already on your spell list.
- : Often overlooked, Goodberry is an excellent healing option. Cast it repeatedly on off days, and the berries will remain potent when its time to adventure. Use them to heal those last few hit points without spending a prepared spell or potion. They also reduce the need to purchase food. However, it’s already on the Druid spell list, and preparing it daily is a waste because you can only carry a set number of charged berries.
- : Very situational.
- : Though it suffers many of the roles interpetation issues of sunbeam, sunburst is slightly easier to interpret. Because the duration is instantaneous, the blindness effect is permanent. The damage dealt to undead is still unclear (do they take damage twice?), and the additional list of things affected like undead is still confusing. Already on the Druid spell list.
Storms Subdomain
Storms doesn’t meaningfully change the feel of the Weather domain. It is still a poor mix of damage and control spells, with too little damage and too little control to be of any real interest.
Replaced Power(s): lightning lord.
(Su): Decent area control effect. Helpfol for slowing highly movile enemies. Giving up lightning lord might seem disappointing, but lightning lord barely qualifies as green due to its pitifol damage.
- : The duration is nice, but at 9th level when you get this spell, Wizards can throw fireballs for twice as much damage. Already on the Druid spell list.
- : Nice area control effect. A little bit of damage, knock things prone, and make them fatigued. Already on the Druid spell list.
Wolf Domain
The Wolf domain has a few trip mechanics, a few decent spells, and then a bunch of other weird spells that don’t really have anything to do with the domain. The domain as a whole isn’t very good, partially because Druids aren’t good at tripping, but mostly because the domain seems to lack any specific intended purpose.
: Tripping isn’t really something that Druids do a lot, but it’s nice to have, and it makes Wild Shape more fun as a Wolf.
(Ex): Even with the limited uses per day, this bonus can be really fantastic if you have another ally in melee combat with you.
- : This isn’t very good. The skill bonuses won’t help in the rounds/level duration, and +2 to attack and damage is nice, but a saving throw to negate makes this unlikely to be effective. Not on the Druid spell list.
- : Scent with an hours/level duration. This is a fantastic spell to have running every day, and it’s not on the Druid spell list.
- : Combines well with the Improved Trip feat, and you get it two levels earlier than other Druids.
- : Good buff for your Animal Companion, but you don’t have one. Already on the Durid spell list.
- : Hugely situational, but not on the Druid spell list.
- : One of the most powerful divinations, this is effective “Find the Plot”. Already on the Druid spell list.
- : The creature type limitation is very annoying, but you get it a level early.
- : Though not particularly useful in combat, this is still a fairly good spell.
- : Situational, but not on the Druid spell list, and capable of undoing some nasty effects.