D&D 5E Shapeshifting and the Druid Class

I'd approach it as simply as I could with two additions: (I know this might not be perfectly balanced or whatnot, but I really don't worry about that. Never have)

Instead of changing into 1/3 your level CR, up it to 1/2 your level in CR
Since using spell slots to heal, but if you no longer have spell slots, you need to tweak that a bit. If you convert all spells to healing, a current moon druid can heal:

2nd level :3d8 worth of healing
5th level: 16d8 worth
11th level: 47d8 worth
17th level: 71d8 worth

You also give up cantrips. Going from 1/3 CR to 1/2 CR is a big jump and almost worth the exchange just by itself. But what I'd do is give the shapeshifter the ability to use an action to heal up to 2d8 per druid level, split however you want. For example, if you're an 11th level druid, you can spend an action to heal 5d8 one turn, and 6d8 another turn if you want. I know you could probably make the class a lot more complex than that with different options if you want, but I've always preferred simple is better. YMMV of course. If I were to add one thing, it might be to allow shapeshifting equal to your WIS modifier, instead of 2x
 

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That seems weaker than Moon Druid shapeshifting, except perhaps at very high level. Moon Druid 2 can turn into a CR 1 creature twice per rest, eg 6/day in a typical 2 short & 1 long rest day.

Shrug. My suggestion is level + Wisdom modifier. So at 2nd level a "Shaper" druid (for lack of a better title), is anywhere from 2 to 7 times per day...as with all things, some people are just plain naturally better at or catch on faster than others. Others improve markedly as they gain experience (and increase their ability score through ASI). Actually could, arguably "should", make it the Con. modifier, instead, since we are talking about bodily restructuring. I did forget about the 5e terminology, so make it "per long rest" (instead of "per day").

This same druid, at 5th level, is now getting, potentially, 5-11 (per long rest/"day"). That doesn't strike me as "very high levels" to do a good amount of changing to a) have fun and b) thoroughly play out your archteype.

We're not ...or, well, my intention/design, so I suppose I should say "I'M" not... trying to create a doppleganger or at-will changer. These druids don't have spells...they are also not limited to the Moon druid's shapes. This is their limited resource. It's use needs to still reflect "Wisdom" and be used judiciously.

The query was for a druid that shapes instead of spells. But, if you're a stickler for the existing Moon druid, then make it per short rest...Honestly, leaving it at 2 per rest, for the entire extent of their adventuring "career," for a subclass that is supposed to be only about shapeshifting (the Moon druid still gets spells, remember) seems UP'd (and boring) to me.

The growth of the class should not only include "Oo, new feature" but that you do stuff you already know better/more often. You "expand" your abilities, not just get a new shiny.

Druids don't get Swim forms until 4th and no flight until 6 (?) So putting both at 3, I don't know.

I don't really think it would be a problem. I really don't think letting a Druid who is designed to be ONLY about shapeshifting get those creatures is really going to be game breaking. So they can turn into a fish or frog or raven or eagle...so what? Makes them different from the existing Moon druid...which is what they're asking for. So they can reconn a bit more effectively *shrug* Flavorful? yes. Will be useful? Yes. OP'd? I don't really think so.

By the proposal, they are limited to creatures of 1.5 CR...I mean, I don't know if any normal animals exceed that anyway (a warhorse is a 2, isn't it?) What is a druid going to do at 3rd that would be so disruptive to play or combat?

Animal Messenger (the druid now has to change and deliver a message themselves), Alter Self (breathing underwater, gliding, claws, horns, "jumping" legs, brachiating arms, AND disguise self!), and Locate spells (now the druid has to turn into a hound to follow a trail or a bat to eco-locate/search in the dark or a fish to search underwater to find stuff) are all available at 3rd level to a spellcasting druid. The Shaper druid can do much of the same...arguably less since now they have to shapeshift to deliver that message themselves, turn into a fish or bat to go searching for things in places others can't, and the "partial-shifting" of Alter Self is off the table until they are 5th.
 


Truly, such a character would be a brave star.

Alternatively, just give them armor and staves

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I would just step up the shifting a few levels to something like CR 5 at 10th type of thing. Maybe throw in a ability to up damage of your ws forms. Look up the warshaper from 3.5 if you can could be an idea there think it was complete warrior.
 

We're not ...or, well, my intention/design, so I suppose I should say "I'M" not... trying to create a doppleganger or at-will changer. These druids don't have spells...they are also not limited to the Moon druid's shapes. This is their limited resource. It's use needs to still reflect "Wisdom" and be used judiciously.
Probably looking at the Barbarian and Rage mechanics is a good spot to compare too.

I like @DEFCON 1's suggestion of getting some passive/limited spells known to cast (Jump, Longstrider, etc). This can help with the exploration/utility parts. Maybe look at the Monk's Ki Points (ala Four Elements), or even Warlock invocations, as both Ki Points and Warlock spell slots recharge on short rests.
 
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Casters get a new spell level at every odd level, so look for replacement abilities to put in those odd levels. A quick graft from the barbarian (shifting a couple of abilities by a level) gets you:

3rd: Danger Sense, Spirit Seeker
5th: Extra Attack
7th: Feral Instinct
9th: Spirit Walker
11th: Relentless Shift (as Relentless Rage, but with Wild Shape -- keeps you shifted, very handy)
13th: Brutal Critical (1 die)
15th: Totemic Attunement (bear) (again with Wild Shape instead of Rage, of course)
17th: Brutal Critical (2 dice)

I might also kick the Hit Die up to d10 or d12.

Bearbearian! I would play that!
 

I'd change it t 1/2 cr at least. The polymorph spell is full CR after all. Then I'd go more battle master fighter. Have a list of abilities you can learn that cost nature points or whatever to use that recharge on a short rest. These would be mods you can add to the new form with some kind of limit of how many mods on a single form.

Add pounce, additional movement speed or modes, additional attacks etc. basically abilities in the animal kingdom would be on a list that you can learn 2 of gaining another one every 3-4 levels. Add a Alfred self version around level 8 which you could also mod.
 

I'd change it t 1/2 cr at least. The polymorph spell is full CR after all. Then I'd go more battle master fighter. Have a list of abilities you can learn that cost nature points or whatever to use that recharge on a short rest. These would be mods you can add to the new form with some kind of limit of how many mods on a single form.

Add pounce, additional movement speed or modes, additional attacks etc. basically abilities in the animal kingdom would be on a list that you can learn 2 of gaining another one every 3-4 levels. Add a Alfred self version around level 8 which you could also mod.
For simplicity's sake I would make sure all these "mods" work like battlemaster maneuvers in that they're activated abilities: you pay the points, use it once, and then you don't have to worry about it until you use it again. You don't want them to work as passive alterations to your stats that you then have to track.
 

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