Xamnam
Loves Your Favorite Game
If you wanted to make this sound unappealing, you did a terrible jobthe druid would be best to cast a summon, turn into a dog, and run around healing people. (Insert St. Bernard picture here).

If you wanted to make this sound unappealing, you did a terrible jobthe druid would be best to cast a summon, turn into a dog, and run around healing people. (Insert St. Bernard picture here).
Would it be bad of you could just cast all spells in beast form from level 1?
I was referring to the multiclassing requirement mandating 13 strength, not 13 strength OR dex. That's something Fighters get that, for some reason, Paladins don't. Real sad. Though yeah, you can ranged smite now.What?
Ranged attacks. Free chosing fighting style?
How do they ignore them?
I could get behind the template idea - I have tried...but I still fear that we are taking a ton of creativity away from players in exchange for simplicity and standardization. The problem with moon druids being OP at low levels is a separate issue that could be addressed in a number of ways.
Things I currently like and would hate to lose:
1. the freedom druid players have to be creative and come up with wild shapes to solve problems. This emphatically includes being able to become something tiny with 1HP and all the risk that entails.
2. the ability of moon druids to tank effectively.
3. wild shapes being explicitly tied to specific animal forms.
4. elemental form being a significant upgrade.
Sure. 3 options off the top of my head.
-until your THP runs out
-+Wis to the save
-automaticlly save x times
Haven't done the math, but I was thinking a turn or 2 of being attacked. More than that and you probably have too much THP.
Artificers can hand that out to anyone.
But this is getting a bit off-topic.
At level 3.
At level 6, you get something else. Like new forms.
Concentration was the only thing I could think of. But that doesn't seem to be working. So maybe just don't use wild shape in combat.
How about
1: Wild shape: Scout or Travel forms that someone else mentioned.
5: Expend a use of channel nature to turn a failed concentration save into a successful one.
And leave "combat wildshape" as a moon druid thing.
3: Bonus action transform, scaling THP, bonus action unarmed strike
6: chose a special features (web, venom, reach, fly by attack, ect...)
10: elemental resistance and damage
14: transform as a reaction
I was referring to the multiclassing requirement mandating 13 strength, not 13 strength OR dex. That's something Fighters get that, for some reason, Paladins don't. Real sad. Though yeah, you can ranged smite now.
Because wildshape + concentration is a trap in many cases. Just look how many people suggested barkskin, and consider forum goers are above average in game mechanics.I'm really not sure why you are so big on the concentration saves, it seems to be a major focus for you and I don't understand why.
This made me thinking. Wouldn't getting a scaling barkskin like effect while in wild shape solve the combat issue while not adding more complexity than wizards already have accepted with barkskin? For instance when first wild shaping, and at the start of each turn while wild shaped, you get 1 temporary hp per level. Double that if moon druid. And of course no concentration condition. (Exact number can be tweaked)Because wildshape + concentration is a trap in many cases. Just look how many people suggested barkskin, and consider forum goers are above average in game mechanics.
So I'm trying to untrap it.
What if you cast spiked growth, turn into a ram, and headbutt enemies into it?This made me thinking. Wouldn't getting a scaling barkskin like effect while in wild shape solve the combat issue while not adding more complexity than wizards already have accepted with barkskin? For instance when first wild shaping, and at the start of each turn while wild shaped, you get 1 temporary hp per level. Double that if moon druid. And of course no concentration condition. (Exact number can be tweaked)