There are many sub-classes in D&D 5E. They span several core books. These brief summaries will provide a quick overview of each subclass and give you an idea of the game mechanics and theme. This is not the way you should play the subclass. It is our interpretation of the subclass archetype. You may have a different interpretation. Please share yours!
Circle of the Land (PHB).
Theme: The land druid draws magic from nature and acts as an agent for the wild, connecting to it.
Game mechanics: This involves a cantrip, and then choosing an environment for your spell themes. You’ll be able focus more on spells if you have the ability to regain your spell slots. The land druid can be difficult to entangle at higher levels and can ignore terrain that is difficult. They become immune to poison, can’t be charmed or elementals and have an innate sanctuary ability. This makes attackers more likely to redirect their attacks elsewhere.
Play-style: You would rather concentrate on the utility spellcasting and not the wild-shape. It’s like playing the ranger but with more emphasis on spellcasting.
Circle of the Moon (PHB).
Theme: The moon druid harnesses the power of nature’s wild beasts to create a new world. He uses the skills and talents of nature’s inhabitants.
Game mechanics: Able and faster to use wild-shape as a bonus action. Also, with greater limitations than normal. Later, you will be able to perform magical strikes in wild shape. The moon druid can transform into elemental forms at 10th level. They can also use the alter self spell at their highest level to shape-change any way they like.
Play-style: If you love the idea and feel the need to shape-change, this is the right style for you.
Circle of Dreams (XGE).
Theme: Nature’s nurture agent, the dreamdruid is focused on the mysterious and mystical elements.
Game mechanics: You start off with the ability to heal. Later, you will be able to summon a soothing and relaxing hearth for short or long rests. You’ll become invisible while in the hearth and receive additional skill bonuses. As a bonus, you can teleport. The highest level dream druids can cast spells while resting, such as scrying or teleportation. However, they can also teleport for free to the last place where you rested.
Play-style: You enjoy the druid but would like to have more healing options and some awe inspiring abilities that you can use outside of combat.
Circle of the Shepherd (XGE).
Theme: Accept that you, as a person, are an animal in the natural world, and work with the wild animals.
Game mechanics: This game allows you to communicate with nature and speak in new ways. You can also summon a totem that will give you different bonuses, such as hit points and strength, attack advantage, perception, healing abilities, etc. Focus on summoning stronger allies and granting your totem extra healing abilities. If the shepherd druid becomes unconscious, it can summon animals to help them until help arrives.
Play-style: The druid should focus on summoning abilities. It can be difficult to decide between wild-shape and spells. You’d prefer to have abilities that allow you to focus on both.
Circle of Spores (GGR).
Theme: While most people have a passion about the environment and its inhabitants, the sporedruid is more interested in the life that is hidden: the fungal and bacterial.
Game mechanics: You can summon spores to deal damage and protect you, as well as to do additional melee damage to anyone who attacks you. As an ally, you can animate a previously dead creature and give it new life. You can use the spores ability to create a greater area of effect at higher levels and you gain many protection abilities like immunity to blindness, deafness and poison.
Play-style: This is how you show the power of nature. You can persist through death and still see nature magic.