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Simplifying Wildshape using Summon Spells/Ranger's Beasts as templates
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<blockquote data-quote="Tales and Chronicles" data-source="post: 8498781" data-attributes="member: 6871653"><p><span style="font-size: 12px">Hey folks,</span></p><p></p><p><span style="font-size: 15px">So in my games, my players absolutely love the idea of druids but cant seem to manage playing one because of all the book/card/memos juggling required by Wildshapes.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">So I had in mind to use the new templates provided by Tasha's for the ranger's beast of the land/sea/air.</span></p><p><span style="font-size: 15px">Example:</span></p><table style='width: 100%'><tr><th> <h3><span style="font-size: 12px">Beast of the Sea</span></h3> </th></tr><tr><td><span style="font-size: 12px"><em>Medium beast</em></span></td></tr><tr><td><table style='width: 100%'><tr><th><span style="font-size: 12px">Armor Class</span></th><th><span style="font-size: 12px">Hit Points</span></th><th><span style="font-size: 12px">Speed</span></th><th></th><th><span style="font-size: 12px">PB</span></th></tr><tr><td><span style="font-size: 12px">13 + your spellcasting ability modifier (natural armor)</span></td><td><span style="font-size: 12px">5 + five times your druid level</span></td><td><span style="font-size: 12px">5 ft., swim 60 ft.</span></td><td></td><td><span style="font-size: 12px">equals your bonus</span></td></tr></table></td></tr><tr><td><table style='width: 100%'><tr><th><span style="font-size: 12px">STR</span></th><th><span style="font-size: 12px">DEX</span></th><th><span style="font-size: 12px">CON</span></th><th><span style="font-size: 12px">INT</span></th><th><span style="font-size: 12px">WIS</span></th><th><span style="font-size: 12px">CHA</span></th></tr><tr><td><span style="font-size: 12px">14 (+2)</span></td><td><span style="font-size: 12px">14 (+2)</span></td><td><span style="font-size: 12px">15 (+2)</span></td><td><span style="font-size: 12px">8 (-1)</span></td><td><span style="font-size: 12px">14 (+2)</span></td><td><span style="font-size: 12px">11 (+0)</span></td></tr></table></td></tr><tr><td></td></tr><tr><td><span style="font-size: 12px"><strong>Senses</strong> darkvision 60 ft.</span></td></tr><tr><td></td></tr><tr><td><span style="font-size: 12px">Amphibious.<br /> The beast can breathe both air and water.</span></td></tr><tr><td><span style="font-size: 12px">Actions</span></td></tr><tr><td><span style="font-size: 12px">Binding Strike. <em>Melee Weapon Attack:</em> your spell attack modifier to hit, reach 5 ft., one target. <em>Hit:</em> 1d6 + 2 + your spellcasting ability modifier piercing or bludgeoning damage (your choice), and the target is grappled (escape DC equal to your spellcasting save DC)</span></td></tr></table><p></p><table style='width: 100%'><tr><th> <h3><span style="font-size: 12px">Elemental Form</span></h3> </th></tr><tr><td><span style="font-size: 12px"><em>Medium elemental</em></span></td></tr><tr><td><table style='width: 100%'><tr><th><span style="font-size: 10px">Armor Class</span></th><th><span style="font-size: 10px">Hit Points</span></th><th><span style="font-size: 10px">Speed</span></th><th><span style="font-size: 10px">PB</span></th></tr><tr><td><span style="font-size: 10px">14 + your spellcasting ability modifier (natural armor)</span></td><td><span style="font-size: 10px">20 + 5 five times your druid level</span></td><td><span style="font-size: 12px">40 ft., burrow 40 ft. (earth only), fly 40 ft. (air only hover), swim 40 ft. (water only)</span></td><td><span style="font-size: 12px">equals to your bonus</span></td></tr></table></td></tr><tr><td></td></tr><tr><td><table style='width: 100%'><tr><th><span style="font-size: 12px">STR</span></th><th><span style="font-size: 12px">DEX</span></th><th><span style="font-size: 12px">CON</span></th><th><span style="font-size: 12px">INT</span></th><th><span style="font-size: 12px">WIS</span></th><th><span style="font-size: 12px">CHA</span></th></tr><tr><td><span style="font-size: 12px">18 (+4)</span></td><td><span style="font-size: 12px">15 (+2)</span></td><td><span style="font-size: 12px">17 (+3)</span></td><td><span style="font-size: 12px">4 (-3)</span></td><td><span style="font-size: 12px">10 (+0)</span></td><td><span style="font-size: 12px">16 (+3)</span></td></tr></table></td></tr><tr><td><strong><span style="font-size: 12px">Damage Res.</span></strong><span style="font-size: 12px"> lightning and thunder (Air only); piercing and slashing (Earth only); acid (Water only)<br /> <strong>Damage Imm.</strong> poison; fire (Fire only)<br /> <strong>Condition Imm.</strong> exhaustion, paralyzed, petrified, poisoned, unconscious<br /> <strong>Senses</strong> darkvision 60 ft. </span></td></tr><tr><td><span style="font-size: 12px">Amorphous Form (Air, Fire, and Water Only). <br /> The elemental can move through a space as narrow as 1 inch wide without squeezing.</span></td></tr><tr><td>Actions</td></tr><tr><td><span style="font-size: 12px">Slam. <em>Melee Weapon Attack:</em> your spell attack modifier to hit, reach 5 ft., one target. <em>Hit:</em> 1d10 + 4 + your spellcasting ability modifier bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).</span></td></tr></table><p></p><p><span style="font-size: 15px">The general druid would follow the basic progression of the class: Beast of the land at 2nd level, sea at 4th, air at 8th. The Moon druid would benefit from a faster progression: Land and sea at 2nd, air at 4th, elemental at 10th. Furthermore, the Moon druid's Primal Strike would give them Extra attack when wildshaped at 6th in addition to the usual ''magic natural attacks''.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">Also, Wildshape would allow a druid to create a tiny version of a wildshape (for scouting/utility purpose) gaining advantage on stealth check, but losing the ability to use any other action than dodge, dash, disengage. </span></p><p></p><p>So, in short, my druid players would only need 3 (4 for moon druids) stat block instead of asking for the MM every.damn.time.</p><p></p><p>What do you think of this solution? Thoughts and comments?</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 8498781, member: 6871653"] [SIZE=3]Hey folks,[/SIZE] [SIZE=4]So in my games, my players absolutely love the idea of druids but cant seem to manage playing one because of all the book/card/memos juggling required by Wildshapes. So I had in mind to use the new templates provided by Tasha's for the ranger's beast of the land/sea/air. Example:[/SIZE] [TABLE] [TR] [TH][HEADING=2][SIZE=3]Beast of the Sea[/SIZE][/HEADING][/TH] [/TR] [TR] [TD][SIZE=3][I]Medium beast[/I][/SIZE][/TD] [/TR] [TR] [TD][TABLE] [TR] [TH][SIZE=3]Armor Class[/SIZE][/TH] [TH][SIZE=3]Hit Points[/SIZE][/TH] [TH][SIZE=3]Speed[/SIZE][/TH] [TH][/TH] [TH][SIZE=3]PB[/SIZE][/TH] [/TR] [TR] [TD][SIZE=3]13 + your spellcasting ability modifier (natural armor)[/SIZE][/TD] [TD][SIZE=3]5 + five times your druid level[/SIZE][/TD] [TD][SIZE=3]5 ft., swim 60 ft.[/SIZE][/TD] [TD][/TD] [TD][SIZE=3]equals your bonus[/SIZE][/TD] [/TR] [/TABLE][/TD] [/TR] [TR] [TD][TABLE] [TR] [TH][SIZE=3]STR[/SIZE][/TH] [TH][SIZE=3]DEX[/SIZE][/TH] [TH][SIZE=3]CON[/SIZE][/TH] [TH][SIZE=3]INT[/SIZE][/TH] [TH][SIZE=3]WIS[/SIZE][/TH] [TH][SIZE=3]CHA[/SIZE][/TH] [/TR] [TR] [TD][SIZE=3]14 (+2)[/SIZE][/TD] [TD][SIZE=3]14 (+2)[/SIZE][/TD] [TD][SIZE=3]15 (+2)[/SIZE][/TD] [TD][SIZE=3]8 (-1)[/SIZE][/TD] [TD][SIZE=3]14 (+2)[/SIZE][/TD] [TD][SIZE=3]11 (+0)[/SIZE][/TD] [/TR] [/TABLE][/TD] [/TR] [TR] [TD][/TD] [/TR] [TR] [TD][SIZE=3][B]Senses[/B] darkvision 60 ft.[/SIZE][/TD] [/TR] [TR] [TD][/TD] [/TR] [TR] [TD][SIZE=3]Amphibious. The beast can breathe both air and water.[/SIZE][/TD] [/TR] [TR] [TD][SIZE=3]Actions[/SIZE][/TD] [/TR] [TR] [TD][SIZE=3]Binding Strike. [I]Melee Weapon Attack:[/I] your spell attack modifier to hit, reach 5 ft., one target. [I]Hit:[/I] 1d6 + 2 + your spellcasting ability modifier piercing or bludgeoning damage (your choice), and the target is grappled (escape DC equal to your spellcasting save DC)[/SIZE][/TD] [/TR] [/TABLE] [TABLE] [TR] [TH][HEADING=2][SIZE=3]Elemental Form[/SIZE][/HEADING][/TH] [/TR] [TR] [TD][SIZE=3][I]Medium elemental[/I][/SIZE][/TD] [/TR] [TR] [TD][TABLE] [TR] [TH][SIZE=2]Armor Class[/SIZE][/TH] [TH][SIZE=2]Hit Points[/SIZE][/TH] [TH][SIZE=2]Speed[/SIZE][/TH] [TH][SIZE=2]PB[/SIZE][/TH] [/TR] [TR] [TD][SIZE=2]14 + your spellcasting ability modifier (natural armor)[/SIZE][/TD] [TD][SIZE=2]20 + 5 five times your druid level[/SIZE][/TD] [TD][SIZE=3]40 ft., burrow 40 ft. (earth only), fly 40 ft. (air only hover), swim 40 ft. (water only)[/SIZE][/TD] [TD][SIZE=3]equals to your bonus[/SIZE][/TD] [/TR] [/TABLE][/TD] [/TR] [TR] [TD][/TD] [/TR] [TR] [TD][TABLE] [TR] [TH][SIZE=3]STR[/SIZE][/TH] [TH][SIZE=3]DEX[/SIZE][/TH] [TH][SIZE=3]CON[/SIZE][/TH] [TH][SIZE=3]INT[/SIZE][/TH] [TH][SIZE=3]WIS[/SIZE][/TH] [TH][SIZE=3]CHA[/SIZE][/TH] [/TR] [TR] [TD][SIZE=3]18 (+4)[/SIZE][/TD] [TD][SIZE=3]15 (+2)[/SIZE][/TD] [TD][SIZE=3]17 (+3)[/SIZE][/TD] [TD][SIZE=3]4 (-3)[/SIZE][/TD] [TD][SIZE=3]10 (+0)[/SIZE][/TD] [TD][SIZE=3]16 (+3)[/SIZE][/TD] [/TR] [/TABLE][/TD] [/TR] [TR] [TD][B][SIZE=3]Damage Res.[/SIZE][/B][SIZE=3] lightning and thunder (Air only); piercing and slashing (Earth only); acid (Water only) [B]Damage Imm.[/B] poison; fire (Fire only) [B]Condition Imm.[/B] exhaustion, paralyzed, petrified, poisoned, unconscious [B]Senses[/B] darkvision 60 ft. [/SIZE][/TD] [/TR] [TR] [TD][SIZE=3]Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.[/SIZE][/TD] [/TR] [TR] [TD]Actions[/TD] [/TR] [TR] [TD][SIZE=3]Slam. [I]Melee Weapon Attack:[/I] your spell attack modifier to hit, reach 5 ft., one target. [I]Hit:[/I] 1d10 + 4 + your spellcasting ability modifier bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).[/SIZE][/TD] [/TR] [/TABLE] [SIZE=4]The general druid would follow the basic progression of the class: Beast of the land at 2nd level, sea at 4th, air at 8th. The Moon druid would benefit from a faster progression: Land and sea at 2nd, air at 4th, elemental at 10th. Furthermore, the Moon druid's Primal Strike would give them Extra attack when wildshaped at 6th in addition to the usual ''magic natural attacks''. Also, Wildshape would allow a druid to create a tiny version of a wildshape (for scouting/utility purpose) gaining advantage on stealth check, but losing the ability to use any other action than dodge, dash, disengage. [/SIZE] So, in short, my druid players would only need 3 (4 for moon druids) stat block instead of asking for the MM every.damn.time. What do you think of this solution? Thoughts and comments? [/QUOTE]
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