Rocker26a
Adventurer
Last year I was debating how I'd improve Wild Shape. I dislike how Moon Druid has a near monopoly on it's combat application after the early levels, and I just think it could be a little better in general, make Druid a more attractive prospect compared to Cleric. So I worked some changes out with my DM, inspired by the points I had last year but actually whittled down into applicable rules. Here's what I've got as it stands!
- Maximum CR buff. Non-Moon Druids now cap out at CR 3 Beasts! I also changed the rate at which the max CR improves; You go up a tick every 2 levels. So non-Moon Druids start with CR 1/4 at level 2 and reach CR 3 at level 10, whereas Moon Druids start with CR 1 at level 2 and reach CR 6 at level 12. Some may vehemently disagree, but I much prefer having the cap be at a level you might actually see once in a while. Like always gets brought up, rare is the game that continues beyond level 15 or so, nevermind going all the way to 20. So bring 'em forward! Hardly gonna break the bank.
- Wild Shape has the "Ritual" tag. Basically, you can meditate for a period of time and activate Wild Shape for free. This is something I'm implementing for all the "Primal" classes and their signature abilities; Druids and their Wild Shape, Rangers and their Hunt
(my other homebrew thing just pretend I said Favoured Foe), Barbarians and their Rage. I really like this thematically and mechanically! Especially with some subclass features keying off of Wild Shape, you expend a use of it to do something new. Makes it a little less intensive on the value proposition. - CR 0 Wild Shapes are free. This is something I pinched from a Reddit thread on the subject, you can turn into a CR 0 Beast without expending a use. I think it's really nice for utility, and for any fun character/roleplay stuff you might wanna do but normally can't because "well what if i need to actually do stuff with it today".
- Bonus action activation for all Druids + Removal of movement limitations. Lumping these two together, might be a sticking point for some people. I think Moon Druid being the only one with Bonus action activation isn't super fair. Their value is in better creature access, self-healing and magical attacks. As for the movement limitations, they just didn't compel me very much personally! It just seems weird for, I dunno. A Cat to be fine, but a Raven isn't. Why, other than balance? And as for balance, I've just always thought that getting access to swimming or flying creatures is mostly only valuable when you can take an ally with you, not before.
- Some Monstrosities are eligible. This is a common talking point, especially after that one movie, but yeah. In the setting I play, it fits alright for some creatures that are considered Monstrosities but it's a blurred line, to be accessible Wild Shape forms. As it stands it's just Owlbears, Griffons and (reduced threat) Displacer Beasts
(I find it really weird that Displacer Beasts have nearly double the HP of Owlbears, you'd think it'd be reversed). May not fit as a baseline for every campaign/setting, but! I like it! - Addition of "Minor Wild Shape" as a spell for Rangers and Barbarians. Basically I packaged up vanilla Wild Shape with a little of Polymorph's mechanics as a 3rd level ritual transmutation spell. Rangers get it regularly, Barbarians I'm thinking maybe Totem Warriors/Wildhearts can get it as an alternative ritual spell at 10th level? Maybe alongside Commune with Nature, similar to how their first feature is two spells. I just think, turning into an animal is thematically relevant to the other Primal classes, and it's a shame that Druid has it locked down outside of Polymorph. It's a limit of CR 1, so not really crazy for combat, maybe some applications? Otherwise, all for utility and character stuff. What fun!
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