D&D (2024) The Build a Beast Workshop.

Leatherhead

Possibly a Idiot.
There has been much discussion about the D&D playtest Druid as of late. Mostly regarding the new Wildshape.

To explain why it's being changed, Wildshape, in its current 5e form, has some big problems.

Firstly, it’s a lot of bookkeeping. There are over 200 stat blocks that Druid players and their DMs have to sort through when looking at potential wild shape options.

Secondly, Beasts are Monsters. Meaning they aren’t really balanced against each other and especially aren’t balanced against other PCs. Leading to wild spikes in performance. The infamous level two Moon Druid being a prime example of this.

These two factors alone are enough to make the ability a headache, but when combined they also create a knock-on effect that hampers the design space for any new monsters. Despite monsters not being designed for player use in general, any new beast made has to go through a “What if a Druid turns into it?” check. This design element wasn’t really that much of a consideration early in 5e’s life cycle, but later it was hammered in to the point where late-edition-cycle books have reprinted several previously beast monsters with new non-beast creature typings.

The 1D&D dev team’s initial response to this problem was to use templates, similar to the new templates used by Beast Master Rangers post Tasha’s: Three templates, based upon their primary movement type. This, as evidenced by the plethora of posts and videos you have doubtlessly seen by now, was not well received. Some people prefer the old way (a minority, as evidenced by WoTC’s own polls indicating Druid as the least popular class), and others just don’t like the templates as provided. Unfortunately, WoTC has a tendency of throwing the baby out with the bathwater when it comes to playtest feedback, leading me to make this post.

I personally believe that templates are the best way forward for Wildshape, but I have to admit that WoTC picked the wrong templates for their bases. The most logical alternative I have seen to templates is a tightly curated list of animals to select. Something I consider to be the “worst of both worlds” solution. Lacking both the endless variety of the current open-ended approach, and the tighter balance or page-count of a templated option. So here I will provide an outline for how templates can be better used.

To begin with, the core templates have to be re-picked. The Air/Aquatic/Land division is just not a useful categorization. Instead, I would issue templates based upon their roles:

The non-combat roles (which should be stock for all druids) The combat roles having a list of mutually exclusive special abilities or attacks that lets them fulfill their purpose.

  • A tiny scout (the mouse for spying) This would ideally have a 1-hp buffer, meaning any damage would break the form, potentially causing the druid to be shunted to a proper space for their form (suffering extra damage in the process.)
  • A burly beast of burden (for hauling/riding) While I would categorize this as a non-combat option, there would be no reason why it couldn’t be used in combat, which will come into play later.

The combat roles (for the moon druid specifically)

  • A higher damage option. (for contrast with the others)
  • A higher defense option. (commonly known as a tank)
  • A higher speed option. (a skirmisher)

From these skeletons, the series of beast abilities can be attached. From their movement type, to interesting passives, to senses. They would mimic the wolves, and eagles and sharks. Which is the biggest complaint about the templates, their lack of resemblance to the beasts in game. There could even be campaign specific abilities presented in various setting books, allowing the Druids to be even more in-tune to the lands they are supposed to be from.

What wouldn’t be attached are special attacks. Now, there are a lot of people who are going to say “Wait, how can I turn into an octopus if I can’t shoot ink?” And there will also be people who ask “But why play a Fighter if you can just turn into a Bear, be a tank for a bit, then swap back into a full casting Druid?”

For the answer to those questions, we need to take a look at the other change to Wildshape from the playtest packet: The ability to cast Abjuration spells (which includes a lot of healing spells now) while Wildshaped. Personally, I consider this change dubious at best. If you have turned into a bear, you didn’t do it to heal the wounded, you did so to maul someone in the face. To that end I believe we side grade this mechanic into a workable solution: Beast Spells. Giving the Beast tag to a spell will enable the spell to be cast while in Wildshape (and also possibly while Polymorphed, for possible future rebalances to that spell).

As some examples, consider the Primal Savagery cantrip, as a cantrip, it is used to perform a Melee Spell attack which deals Acid Damage. as a Beast Spell, you could do the same; you wouldn’t even need to tweak the damage numbers because it’s designed for such things. Pass without Trace could be used to give your tiger form superior stealth capabilities. New beast spells could even be poached from other lists. Blindness/Deafness, for instance, would be great for mimicking several kinds of animal attacks, like the aforementioned octopus ink. Furthermore, new beast-only spells could be made, allowing for really cool and thematic additions, like an intimidating roar, frenzied mauling (damage scaling with spell level!), or poisonous sting. And despite what I said earlier, something like a self heal that works while in Wildshape, allowing some extra survivability at an appreciable cost, would be good too.

In recap:

Wildshape should let you pick a template based on your role first. Fixing the problems of diving through every book ever as a menu, and allowing the players who only want to play a single type of animal (the “just a wolf” players) a suitable level of variance.

After you pick a role, you pick abilities that mimic real beasts, mitigating the ludonarrative dissonance of being a bat who can’t echolocate (among other things).

While in Wildshape, you should be able to use spells to mimic the special abilities and attacks of animals (and also maybe some other appropriately druidish things). Allowing you to do cool things, but also attach them to a tangible cost so that Wildshape doesn’t totally outshine classes with only a secondary resource.

From these three principles, we can rework Wildshape into something better balanced for all players. Reducing the overall bookkeeping needed to play a Druid. Reducing the number of core class features necessary for the mechanic to work (which can then be reworked for other druidish things, like talking to plants). And future proofing.

So please, when you fill out the survey later this week, consider that templates could be made to work better before you trash the current offerings and convince WoTC to abandon templates altogether.
 
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mellored

Legend
Here's a very rough draft of what I would like to see.

Channel Nature: Wild shape
-You can use a bonus action to transform into an animal.
-you know a number of augments equipment to your Wisdom modifier. You can chose new ones when you level up.
-Your form can have a number of augment according to the Druid chart (2 scaling to 6), some augments use more than one point.
-small or medium
-Attacks use your wisdom modifier and deal 1+your proficiency bonus damage.

1 point Augments:
-Beastal Hide: reduce all bludgeon, piercing, and slashing damage by your proficiency bonus. (Or THP, or THP per turn)
-Claws: deal 1d6+wis+your proficiency bonus.
-tiny or large
-Mount: +10 move speed, can be ridden.
-gain advantage on concentration checks.

2 points
-Climb speed
-Amphibious
-you can use Wis in place of Str, Con, or Dex. Can be taken more than once.
-blind sight

3 points
-Spider climb
-Huge size
-Multi-attack
-gain advantage on str, dex, or con checks. Can be taken more than once.
-tremmor sense

4 points
-Flying
-truesight: by combining several different senses, you can see though any illusion.

Moon Druid
3: you learn additional augments. And can use 1 more when you wild shape.
6: 2 extra augments
10: 3 extra augments
13: 4 extra augments

1 point
-pounce: when you dash, you can also make an attack action at the end of your movement. Deal an extra 1d8 damage
-grapple: you can use a bonus action to grab them
-trip: you can use a bonus action to prone them

2 points
-Venomous: immediately after you hit a target, use a bonus action to make the target makes a fortitude save or gains the poisoned condition
-Bite: 1d6+wis as a bonus action
-pact tactics
-Web

3 points
-Elemental resistance
-Elemental damage

4 points
-kaiju
 

dave2008

Legend
Here's a very rough draft of what I would like to see.

Channel Nature: Wild shape
-You can use a bonus action to transform into an animal.
-you know a number of augments equipment to your Wisdom modifier. You can chose new ones when you level up.
-Your form can have a number of augment according to the Druid chart (2 scaling to 6), some augments use more than one point.
-small or medium
-Attacks use your wisdom modifier and deal 1+your proficiency bonus damage.

1 point Augments:
-Beastal Hide: reduce all bludgeon, piercing, and slashing damage by your proficiency bonus. (Or THP, or THP per turn)
-Claws: deal 1d6+wis+your proficiency bonus.
-tiny or large
-Mount: +10 move speed, can be ridden.
-gain advantage on concentration checks.

2 points
-Climb speed
-Amphibious
-you can use Wis in place of Str, Con, or Dex. Can be taken more than once.
-blind sight

3 points
-Spider climb
-Huge size
-Multi-attack
-gain advantage on str, dex, or con checks. Can be taken more than once.
-tremmor sense

4 points
-Flying
-truesight: by combining several different senses, you can see though any illusion.

Moon Druid
3: you learn additional augments. And can use 1 more when you wild shape.
6: 2 extra augments
10: 3 extra augments
13: 4 extra augments

1 point
-pounce: when you dash, you can also make an attack action at the end of your movement. Deal an extra 1d8 damage
-grapple: you can use a bonus action to grab them
-trip: you can use a bonus action to prone them

2 points
-Venomous: immediately after you hit a target, use a bonus action to make the target makes a fortitude save or gains the poisoned condition
-Bite: 1d6+wis as a bonus action
-pact tactics
-Web

3 points
-Elemental resistance
-Elemental damage

4 points
-kaiju
That is a good start, but might feel to complex for what they are trying to do.
 


The ability to spend spell slots to improve Wild shape is a good one, and helps allow the (Moon) Druid to be a fully functional melee monster character in wildshape without the issue of having this and full casting. I think it is fine for a druid to be able to keep up with the barbarian in melee if they are spending all their spell slots to do so.

I'd suggest rather than allowing the spell to be cast while in form, allow the spell slot to be spent to activate the ability that will last as long as the form is maintained, with no concentration. This will allow the druid to have this ability longer than most spell durations, allow them to have multiple different capabilities up at once, and prevent the form no longer able to have that ability if they take a hit.
 

5e loves its conditions. Start with a base 'shapeshifted template' that does 1d4 or 1d6 claw damage with flat hp hit points and AC based on druid level and starts at medium and adjust it based on conditions. (which, admittedly, was kind of what mellord has done)

Small: +4 stealth(or advantage stealth), 1hp/level max, 1hp claw damage
Large: Double carrying capacity, +increase all damage dice by one step, increase size to large, add +?HP
Deadly: Multi-attack: add bite 2d6
Extraordinary movement: Add 1 extra movement type: burrow, swim, flight, climb
Perceptive: Darkvision 120, advantage to perception

etc...

You either unlock a 'condition' at specific levels or you have points to spend each time you shapeshift where some conditions cost more or use spell slots to activate those conditions for as long as you are shapeshifted. Maybe some conditions require higher level slots which builds in the levelling. Flight might require a 3rd level slot.

So a mouse is small and perceptive, extraordinary movement (climb)
A bear is large deadly and extraordinary movement(climb)
an eagle is small and perceptive and extraordinary movement (flight.)
 

mamba

Legend
our form can have a number of augment according to the Druid chart (2 scaling to 6), some augments use more than one point.
yes, a few templates and a few addons, with the number of addons you can choose increasing with char level is what I would try
 

The Old Crow

Explorer
Spending spells or spell slots to improve Wild Shape falls apart with multiclassing. If the druid multiclasses with a spellcaster then they can still augment their wild spapes in more or better ways as they level than if they multiclass with a non-spellcasting class, despite not actually being any better at being a druid. Having class features be fueled by spells or especially spell slots is bad design, in my opinion.
 

Gorck

Prince of Dorkness
Here are my recent posts from the New Wild Shape thread:
As far as the new Wild Shape predetermined stat blocks go, I’m okay with the Animal of the Sea and the Animal of the Sky. But I think the Animal of the Land should be like the Summon spells from TCoE, where each spell gives you a suboption that slightly alters the stat block. They could keep the existing Animal of the Land stat block, but give the choice between Tank, Striker, or Stalker. The Tank option could give higher AC and HP, the Striker could do more damage, and the Stalker could be small and have a bonus to stealth checks (and maybe be faster, but have a lower AC and HP).

Additionally, I mentioned this:
There are a bunch of beasts in the back of the 2014 PHB. They could do the same thing with the 2024 PHB and limit Druids to just those ones.
 

doctorbadwolf

Heretic of The Seventh Circle
Kinda lost me at the idea of gating combat forms behind moon Druid. Nope. All Druids should be able to be a wolf and attack someone.

Also Land/Sea/Air is perfectly cromulent.

However, each form should be treated like the Summon X spells, where the statblock has choices within it. All forms would have a scout option, and a Hunter (offense focused) option, and then the land and sea would have protectors, while the flyer would have something that is good at helping allies in a fight.

For instance the land hunter gets a knockdown with extra damage, and either a grapple bonus action or something like pact tactics.

The scout forms would have less defense but more mobility.

The defender would have the steel defender’s ability to defend allies, and more hp.

Maybe have a second trio of forms, for 6 total, that are different base forms, so you can be a spider or whatever and actually get webbing and web sense and then choose your role (scout, hunter, controller?)

I’d stay under 10 for number of base forms, and keep choices within each form down to 2 (role and one other minor choice like special sense or movement type)), so you’re just choosing the base Spirit of X, Hunter, Swift. Etc.
 

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