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Plane Shift: Druid
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<blockquote data-quote="Lackhand" data-source="post: 6918326" data-attributes="member: 36160"><p>I'm not a fan of wildshape on my druids-of-the-land.</p><p></p><p>I don't think you could safely pick wildshape out of the druid-of-the-moon; it's their whole reason for being, so it's not going to sub out easily. Ignore them; focus on the druid of the land.</p><p></p><p>You could replace wildshape with 1-for-1 uses of the Cleric-domain-of-nature's Charm Plants and Animals (both are around-2-uses-per-short-rest, both are plant and animal related). If you did this, Beast Spell would be replaced with the Cleric's Master of Nature, and Archdruid would continue to allow an infinite number of uses of this ability.</p><p></p><p>Alternately, you could figure out exactly what a druid hopes to get out of wildshape at levels 2, 4 and 8, and give them those abilities without needing to shapeshift. For instance, at level 2, the available forms can walk faster, burrow, or occasionally do small amounts of poison damage. The druid can already do poison damage with their cantrips, burrow is just wierd in context; the druid could just have always-on <em>longstrider</em> without ruining too much. Druids of the land get sorta-kinda always-on <em>pas without trace</em> at 6th, so we don't want to undercut that.</p><p>At level 4, the forms permit waterbreathing, swimming, leaping and grappling. Again, we have better ways to do some of these, but you could absolutely grant a standing leap and a swim speed here; maybe a Hold Breath for 30 minutes.</p><p>At level 8, the forms permit flight, echolocation, better poisons, ink clouds, webwalking. This is getting harder to say "I know, I'll just grant improved exploration abilities" since, flight, wings. At 10th level we're going to be immune to poison, so that won't be fruitful to explore now. Our best bet here might be Divine Strike, 1d8 extra poison damage on attacks (at 14th, 2d8) per cleric, or Potent Spellcasting (Wisdom modifier to cantrips), same. This doesn't help with flight at all, but the druid can always cast Polymorph on themselves at this point in order to turn into a bird and fly away.</p><p>We still need a substitute for Beast Spells; at 18th level, I guess you can actually fly permanently.</p><p></p><p>/me shrugs <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lackhand, post: 6918326, member: 36160"] I'm not a fan of wildshape on my druids-of-the-land. I don't think you could safely pick wildshape out of the druid-of-the-moon; it's their whole reason for being, so it's not going to sub out easily. Ignore them; focus on the druid of the land. You could replace wildshape with 1-for-1 uses of the Cleric-domain-of-nature's Charm Plants and Animals (both are around-2-uses-per-short-rest, both are plant and animal related). If you did this, Beast Spell would be replaced with the Cleric's Master of Nature, and Archdruid would continue to allow an infinite number of uses of this ability. Alternately, you could figure out exactly what a druid hopes to get out of wildshape at levels 2, 4 and 8, and give them those abilities without needing to shapeshift. For instance, at level 2, the available forms can walk faster, burrow, or occasionally do small amounts of poison damage. The druid can already do poison damage with their cantrips, burrow is just wierd in context; the druid could just have always-on [i]longstrider[/i] without ruining too much. Druids of the land get sorta-kinda always-on [i]pas without trace[/i] at 6th, so we don't want to undercut that. At level 4, the forms permit waterbreathing, swimming, leaping and grappling. Again, we have better ways to do some of these, but you could absolutely grant a standing leap and a swim speed here; maybe a Hold Breath for 30 minutes. At level 8, the forms permit flight, echolocation, better poisons, ink clouds, webwalking. This is getting harder to say "I know, I'll just grant improved exploration abilities" since, flight, wings. At 10th level we're going to be immune to poison, so that won't be fruitful to explore now. Our best bet here might be Divine Strike, 1d8 extra poison damage on attacks (at 14th, 2d8) per cleric, or Potent Spellcasting (Wisdom modifier to cantrips), same. This doesn't help with flight at all, but the druid can always cast Polymorph on themselves at this point in order to turn into a bird and fly away. We still need a substitute for Beast Spells; at 18th level, I guess you can actually fly permanently. /me shrugs :) [/QUOTE]
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