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New One D&D Playtest Shows Us The New Druid & Paladin
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<blockquote data-quote="doctorbadwolf" data-source="post: 8947560" data-attributes="member: 6704184"><p>Okay, so I finally got a chance to really dig into the document, rather than just reading the druid. </p><p></p><p>The Druid still angers me, because as someone said upthread it just...fails to be any better than a wizard with all the right spells prepared. Polymorph gives more versatility and an HP boost, fly comes in at 5th level, etc. It's just totally bunk. </p><p>Not being able to be tiny until level 11 means that the familiar is a better scout than the druid in many situations. Um...what. </p><p></p><p>Why is large size available at level 1 but tiny isn't until <strong><em>level 11?!</em></strong></p><p></p><p>Why is the beast form not any more durable than the druid normally, but can't cast spells? Why should I ever use wildshape? I could just use alter self and the primal savagery cantrip. </p><p></p><p>The beast form should get THP equal to wisdom mod plus druid level, and you should be able to cast spells with a range of self or touch, with some level limits (maybe spell level equal to 1/3 your druid level, rounded down, minimum 1st level). </p><p></p><p>anyway</p><p></p><p>Other base class things. </p><p></p><p>Why does the Druid only have as many channel nature uses as the paladin? </p><p></p><p>Why not just give the Druid the find familiar spell? </p><p></p><p>I like healing blossoms. IDK why they're flowers, but whatever that's fine.</p><p></p><p>Moon Druid...ugh. </p><p></p><p>Moon Druid should get bonus spells like absorb elements, a smite or two, etc, always prepared, and cast free 1/LR, in addition to being to cast any abjuration spell. </p><p></p><p>The elemental wildshape idea is decent, but it just...introduce an elemental spirit statblock that gains different traits based on element. </p><p></p><p>WHile we are at it...why are fey still not options, here? Is there any reason for the druid to not be able to turn into a dryad or treant? </p><p></p><p></p><p>In summary, this is what wildshape should be: </p><p></p><p>[spoiler]</p><p>While in wildshape, you can cast spells with a range of self or touch, that have a spell level equal to 1/3 your druid level, rounded down. You gain THP equal to wis mod plus druid level. </p><p></p><p>The stat blocks are mostly as is, with some changes. You choose from land, fey, or sea at level 1, and you also choose hunter, protector, or scout. These determine your damage, speed, and each has some unique passive ability.</p><p>Land chooses a 40ft speed or to have a climb speed of 30ft.</p><p>Sea is pretty obvious.</p><p>Fey you're a tree creature, choose between 10ft reach or a misty step.</p><p>You can be tiny, small, or medium. </p><p></p><p>At level 1 you can choose 1 special trait that isn't tied to your environment or spirit type, with a short list of things like "web crawler. You can create webs as an action, you do not stick to the webs, and you can sense movvement in any web you are touching." or pack tactics, pounce, etc. </p><p></p><p></p><p> At level 5, you can use the beast's multiattack feature, and you can now use the beast of the air form, and if you take on the fey form your spellcasting is less inhibited? maybe. You also unlock the ability to be large, with huge coming at level 11, and collossal at level 15 or something. </p><p></p><p>Then, moon druid gets bonus always prepared spells that make it a better brawler at level 3, an elemental form at level 6. the different elements have different special movement, ranged attack option, and something like earth elementals could have tremorsense, while air can give flight to X allies for 1 hour. Later levels can stay the same. [/spoiler]</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8947560, member: 6704184"] Okay, so I finally got a chance to really dig into the document, rather than just reading the druid. The Druid still angers me, because as someone said upthread it just...fails to be any better than a wizard with all the right spells prepared. Polymorph gives more versatility and an HP boost, fly comes in at 5th level, etc. It's just totally bunk. Not being able to be tiny until level 11 means that the familiar is a better scout than the druid in many situations. Um...what. Why is large size available at level 1 but tiny isn't until [B][I]level 11?![/I][/B] Why is the beast form not any more durable than the druid normally, but can't cast spells? Why should I ever use wildshape? I could just use alter self and the primal savagery cantrip. The beast form should get THP equal to wisdom mod plus druid level, and you should be able to cast spells with a range of self or touch, with some level limits (maybe spell level equal to 1/3 your druid level, rounded down, minimum 1st level). anyway Other base class things. Why does the Druid only have as many channel nature uses as the paladin? Why not just give the Druid the find familiar spell? I like healing blossoms. IDK why they're flowers, but whatever that's fine. Moon Druid...ugh. Moon Druid should get bonus spells like absorb elements, a smite or two, etc, always prepared, and cast free 1/LR, in addition to being to cast any abjuration spell. The elemental wildshape idea is decent, but it just...introduce an elemental spirit statblock that gains different traits based on element. WHile we are at it...why are fey still not options, here? Is there any reason for the druid to not be able to turn into a dryad or treant? In summary, this is what wildshape should be: [spoiler] While in wildshape, you can cast spells with a range of self or touch, that have a spell level equal to 1/3 your druid level, rounded down. You gain THP equal to wis mod plus druid level. The stat blocks are mostly as is, with some changes. You choose from land, fey, or sea at level 1, and you also choose hunter, protector, or scout. These determine your damage, speed, and each has some unique passive ability. Land chooses a 40ft speed or to have a climb speed of 30ft. Sea is pretty obvious. Fey you're a tree creature, choose between 10ft reach or a misty step. You can be tiny, small, or medium. At level 1 you can choose 1 special trait that isn't tied to your environment or spirit type, with a short list of things like "web crawler. You can create webs as an action, you do not stick to the webs, and you can sense movvement in any web you are touching." or pack tactics, pounce, etc. At level 5, you can use the beast's multiattack feature, and you can now use the beast of the air form, and if you take on the fey form your spellcasting is less inhibited? maybe. You also unlock the ability to be large, with huge coming at level 11, and collossal at level 15 or something. Then, moon druid gets bonus always prepared spells that make it a better brawler at level 3, an elemental form at level 6. the different elements have different special movement, ranged attack option, and something like earth elementals could have tremorsense, while air can give flight to X allies for 1 hour. Later levels can stay the same. [/spoiler] [/QUOTE]
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