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D&D (2024) Wild shape on the core druid should be...

Wild shape on the core druid should be...

  • Utility only (scouting, movement). Not every druid wants to fight as a wolf.

    Votes: 27 39.1%
  • Combat capable. All druids can should have some melee capabilities.

    Votes: 25 36.2%
  • Not there at all. Wild shape should only be in subclasses.

    Votes: 9 13.0%
  • Other.

    Votes: 8 11.6%

MarkB

Legend
I think templates have potential, if they're improved over the current offerings. My preference would be to have only a handful of generalist templates, but then have a list of specialist traits that represent specific types of animal - an extra damage type, an unusual form of perception, a specialised mode of movement, etc. You pick a template, then get to add 1-2 traits to it, either from the full list or from a small selection you choose as you level up.
 

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Whizbang Dustyboots

Gnometown Hero
Thinking about this, maybe Druids shouldn't have the versatility with Wild Shape that they currently enjoy; each Circle should have it's own variant, tailored to what they are about. Some could be tanking, some could be melee combatants, others could focus on debuffing with poison, and pure casters could take on a form that boosts their magical ability.
World of Warcraft says hello.
 


mellored

Legend
Also...I like the elemental forms, but those feel like they belong in a different sub-class, don't they? More of a shamanistic druid, perhaps.
Agreed.
wolf -> bear -> mammoth -> fire elemental is not a great progression.

wolf -> bear -> mammoth ->
manticore -> chimera -> umber hulk -> Kaiju works better.

Having a separate elemental subclass, with elemental wild shape, would be better.

Also, a plant subclass with plant wild shapes.

So...
Moon: beast and monstrosity
Element: earth, air, fire, water
Blossom: trees and plants
Land: more spells.
 


All druids should get Wildshape, BUT with huge balancing Drawbacks. I recommend:

1.Wildshape does 1/2 your normal health HP is damage. This stops all the "maximum Hit Points per level" exploit, as it cuts down on HPs.
2.Limit the animals not only to where the druid is based, but where they are.....maybe even a nice nature point system, where each point gives a form.
3.Do mental damage, cut the mental scores down by 1/3. So, again, even the character with the exploit of all 18s, would have their Int, Wis and Chr all damaged down to 6.
 

Clint_L

Legend
One concern with those suggestions is that they are all substantial nerfs...does anyone think druids other than moon druids need a nerf?
 



Minigiant

Legend
Supporter
One concern with those suggestions is that they are all substantial nerfs...does anyone think druids other than moon druids need a nerf?
All the casters of 5e needed some sort of a nerf. The base druid needed a little one but the moon druid needed a big one.

The druid more or less was one of the most powerful classes. Its "complexity" is what made it unpopular.
 

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