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General Tabletop Discussion
*Dungeons & Dragons
Brainstorming New Wildshape/Polymorph
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<blockquote data-quote="Xeviat" data-source="post: 7131630" data-attributes="member: 57494"><p>Here's what I'm fiddling with right now.</p><p></p><p>Wild Shape allows a druid to take on the form of an animal. It costs an action and lasts as long as they want, and is a bonus action to exit. It requires concentration. The base Druid gets the following forms:</p><p></p><p>Wild Shape Forms</p><p>[table="width: 500"]</p><p>[tr]</p><p> [td]Level[/td]</p><p> [td]Form[/td]</p><p>[/tr]</p><p>[tr]</p><p> [td]2nd[/td]</p><p> [td]Scout form[/td]</p><p>[/tr]</p><p>[tr]</p><p> [td]4th[/td]</p><p> [td]Swimming form[/td]</p><p>[/tr]</p><p>[tr]</p><p> [td]8th[/td]</p><p> [td]Flying form[/td]</p><p>[/tr]</p><p>[/table]</p><p></p><p>There will be base stats for each form. You will retain your HP but take on all the other stats of the form. Their attacks will be melee spell attacks (so you can use your Wisdom) and will be based on cantrip scaling. The specific nature of the form is up to the player/character. There may be a secondary table of features which you can choose to add to help mimic the animal you are turning into (like keen senses or fly-by), but I may just bake those into these because these forms shouldn't need to be too complicated.</p><p></p><p>Arch Druid will need to be completely reworked. I'm really willing to steal from the Wizard's Spell Mastery or Signature spell abilities. Arch Druid doesn't really seem to help Land Druids anyway (unless you want to hide as a mouse and blast people, trusting that no one will knock you out of the form).</p><p></p><p>Then there's the moon druid.</p><p></p><p><strong>Combat Wild Shape</strong></p><p>This will be the same, except it will remove the concentration requirement.</p><p></p><p><strong>Circle Forms</strong></p><p>This will add the following forms:</p><p></p><p>[table="width: 500"]</p><p>[tr]</p><p> [td]Level[/td]</p><p> [td]Form[/td]</p><p>[/tr]</p><p>[tr]</p><p> [td]2nd[/td]</p><p> [td]Predator form[/td]</p><p>[/tr]</p><p>[tr]</p><p> [td]6th[/td]</p><p> [td]Dire form[/td]</p><p>[/tr]</p><p>[tr]</p><p> [td]10th[/td]</p><p> [td]Elemental form[/td]</p><p>[/tr]</p><p>[tr]</p><p> [td]14th[/td]</p><p> [td]Behemoth form[/td]</p><p>[/tr]</p><p>[/table]</p><p></p><p>Predator form is for things like wolves, panthers, and others. It's fast and mobile. It's AC will be like a light armor wielder, and use the druid's Wisdom (12+Wis), making it comparable to a rogue. To mimic specific animals, there will be choices for each form's special attack, such as pounce, trample/charge, or a wolf's trip. This form attacks once. It's damage will scale like a cantrip, and be a melee spell attack with Wis to hit and damage. This damage starts off comparable to a rogue's, but it doesn't scale as well (lacking multiple attacks). The "Primal Strike" ability will help make up for that. At 4th and 8th, "aquatic" and "flying" respectively will be added to the table of ability choices (meaning choosing one of them limits the other choices, helping to balance them). Since it's damage scales not as good as a Rogue, once Dire Form is gained Predator form becomes more for when mobility is needed (it could gain bonus action dash or disengage to help with that).</p><p></p><p>Dire form is for large beasts like dire wolves, tigers, and large bears. It's less mobile, but more defensive. I'm thinking of either having it's AC set like a medium armor wearing shield user (18-19 at those levels), but I might just have the AC be 10+Wis and give it resistance to bludgeoning, piercing, and slashing damage; it's big, and thus easy to hit, but it's made of a bunch of meat and thus it doesn't take damage as easily. Same as before, it will have some ability options. It will have multi-attack, making it's damage comparable to getting Extra Attack (same time the Valor Bard, Blade Warlock, and the Bladesinger get it). The damage will continue to scale, gaining additional dice at 11th and 17th. This scaling is a bit behind a Sword & Board + Duelist Fighter, but again "Primal Strike" will help. And like before, at 8th level "flying" is added to the table of ability choices.</p><p></p><p>Elemental form will have the, well, elemental forms, and a plant form because I like that (like a tree or shambling mound). It'll be really comparable to the offensive power of the dire form, but offer variety.</p><p></p><p>Behemoth form is for huge beasts like mammoths, t-rexes, rocs, whales, and the like.</p><p></p><p><strong>Primal Strike</strong></p><p>This will have added to it: "Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to add 1d8 damage, plus 1d8 per level of the spell slot expended (max 5d8) to your next attack that hits, and requires concentration to hold." This is effectively the paladin's smite, altered a bit. This allows the Moon Druid to keep using their spells for damage. It's functionally similar to a valor bard, blade warlock, or bladesinger wizard dipping Paladin to get smite, but also slightly weaker. The main reason for adding this was to help the damage scaling but also add an option for moon druids who want to stay in animal form a lot.</p><p></p><p><strong>Elemental Wild Shape</strong></p><p>This will be altered to have spell slot activated powers for the elemental forms, like firebursts, whirlwinds, tremors, waves, or entangling vines.</p><p></p><p><strong>Thousand Forms</strong></p><p>This feature can remain the same.</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Xeviat, post: 7131630, member: 57494"] Here's what I'm fiddling with right now. Wild Shape allows a druid to take on the form of an animal. It costs an action and lasts as long as they want, and is a bonus action to exit. It requires concentration. The base Druid gets the following forms: Wild Shape Forms [table="width: 500"] [tr] [td]Level[/td] [td]Form[/td] [/tr] [tr] [td]2nd[/td] [td]Scout form[/td] [/tr] [tr] [td]4th[/td] [td]Swimming form[/td] [/tr] [tr] [td]8th[/td] [td]Flying form[/td] [/tr] [/table] There will be base stats for each form. You will retain your HP but take on all the other stats of the form. Their attacks will be melee spell attacks (so you can use your Wisdom) and will be based on cantrip scaling. The specific nature of the form is up to the player/character. There may be a secondary table of features which you can choose to add to help mimic the animal you are turning into (like keen senses or fly-by), but I may just bake those into these because these forms shouldn't need to be too complicated. Arch Druid will need to be completely reworked. I'm really willing to steal from the Wizard's Spell Mastery or Signature spell abilities. Arch Druid doesn't really seem to help Land Druids anyway (unless you want to hide as a mouse and blast people, trusting that no one will knock you out of the form). Then there's the moon druid. [B]Combat Wild Shape[/B] This will be the same, except it will remove the concentration requirement. [B]Circle Forms[/B] This will add the following forms: [table="width: 500"] [tr] [td]Level[/td] [td]Form[/td] [/tr] [tr] [td]2nd[/td] [td]Predator form[/td] [/tr] [tr] [td]6th[/td] [td]Dire form[/td] [/tr] [tr] [td]10th[/td] [td]Elemental form[/td] [/tr] [tr] [td]14th[/td] [td]Behemoth form[/td] [/tr] [/table] Predator form is for things like wolves, panthers, and others. It's fast and mobile. It's AC will be like a light armor wielder, and use the druid's Wisdom (12+Wis), making it comparable to a rogue. To mimic specific animals, there will be choices for each form's special attack, such as pounce, trample/charge, or a wolf's trip. This form attacks once. It's damage will scale like a cantrip, and be a melee spell attack with Wis to hit and damage. This damage starts off comparable to a rogue's, but it doesn't scale as well (lacking multiple attacks). The "Primal Strike" ability will help make up for that. At 4th and 8th, "aquatic" and "flying" respectively will be added to the table of ability choices (meaning choosing one of them limits the other choices, helping to balance them). Since it's damage scales not as good as a Rogue, once Dire Form is gained Predator form becomes more for when mobility is needed (it could gain bonus action dash or disengage to help with that). Dire form is for large beasts like dire wolves, tigers, and large bears. It's less mobile, but more defensive. I'm thinking of either having it's AC set like a medium armor wearing shield user (18-19 at those levels), but I might just have the AC be 10+Wis and give it resistance to bludgeoning, piercing, and slashing damage; it's big, and thus easy to hit, but it's made of a bunch of meat and thus it doesn't take damage as easily. Same as before, it will have some ability options. It will have multi-attack, making it's damage comparable to getting Extra Attack (same time the Valor Bard, Blade Warlock, and the Bladesinger get it). The damage will continue to scale, gaining additional dice at 11th and 17th. This scaling is a bit behind a Sword & Board + Duelist Fighter, but again "Primal Strike" will help. And like before, at 8th level "flying" is added to the table of ability choices. Elemental form will have the, well, elemental forms, and a plant form because I like that (like a tree or shambling mound). It'll be really comparable to the offensive power of the dire form, but offer variety. Behemoth form is for huge beasts like mammoths, t-rexes, rocs, whales, and the like. [B]Primal Strike[/B] This will have added to it: "Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to add 1d8 damage, plus 1d8 per level of the spell slot expended (max 5d8) to your next attack that hits, and requires concentration to hold." This is effectively the paladin's smite, altered a bit. This allows the Moon Druid to keep using their spells for damage. It's functionally similar to a valor bard, blade warlock, or bladesinger wizard dipping Paladin to get smite, but also slightly weaker. The main reason for adding this was to help the damage scaling but also add an option for moon druids who want to stay in animal form a lot. [B]Elemental Wild Shape[/B] This will be altered to have spell slot activated powers for the elemental forms, like firebursts, whirlwinds, tremors, waves, or entangling vines. [B]Thousand Forms[/B] This feature can remain the same. Thoughts? [/QUOTE]
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