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<blockquote data-quote="Flamestrike" data-source="post: 6496289" data-attributes="member: 6788736"><p>See how obscene that is, even for a capstone? Effectively 100 bonus hit points per round. 200 if your enemies lack magic weapons. </p><p></p><p>Under my house rule its only 40 extra hit points each round at that level, allowing creatures of that CR to actually have a chance of defeating the Druid. </p><p></p><p>Even at level. A GWF fighter in chain mail and a str and con of 16 has an AC of 16, 22 hit points, attacks at +5 doing 2d6+3 re rolling 1s and 2s. He has second wind (an extra 7-8 hp) and action surge once per short rest. </p><p></p><p>A moon Druid in bear fon at second level (per core) has 68+19 hit points, can burn spells as bonus actions to regenerate on top of that, gets 2 attacks at +6 dealing 2d6+4 damage and 1d8+4 damage, has an AC of 11 and is large size. He also has spells to fall back on. </p><p></p><p>Making Druids retain HD and HP (while granting temp HP on shifting = to Druid level x2) is a simple fix that balances the Druid against its martial counterparts nicely. </p><p></p><p>At higher levels the fighter outshines the Druid in melee. When you factor the fact that the Druid is a full casting class underneath, and also factor the versatility and utility of wild shape, it balances the classes perfectly IMO</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6496289, member: 6788736"] See how obscene that is, even for a capstone? Effectively 100 bonus hit points per round. 200 if your enemies lack magic weapons. Under my house rule its only 40 extra hit points each round at that level, allowing creatures of that CR to actually have a chance of defeating the Druid. Even at level. A GWF fighter in chain mail and a str and con of 16 has an AC of 16, 22 hit points, attacks at +5 doing 2d6+3 re rolling 1s and 2s. He has second wind (an extra 7-8 hp) and action surge once per short rest. A moon Druid in bear fon at second level (per core) has 68+19 hit points, can burn spells as bonus actions to regenerate on top of that, gets 2 attacks at +6 dealing 2d6+4 damage and 1d8+4 damage, has an AC of 11 and is large size. He also has spells to fall back on. Making Druids retain HD and HP (while granting temp HP on shifting = to Druid level x2) is a simple fix that balances the Druid against its martial counterparts nicely. At higher levels the fighter outshines the Druid in melee. When you factor the fact that the Druid is a full casting class underneath, and also factor the versatility and utility of wild shape, it balances the classes perfectly IMO [/QUOTE]
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