That's good. I also really like the proposition of using archdruid as a 1-minute or 10-minute ritual. Shuts down most of the in-combat hp-sponging.oh, and, for the whole wildshape thing, I'd let the druid shapeshift at-will, but modify the moon druid ''elemental shapes'' and ''thousands forms'' to be like this:
Elemental wildshape
- You can shapeshift into Elemental creatures. The max CR is the same as your Circle Form. (so we're looking at CR 3 elementals at best at 10 level, CR 6 at 20th).
Thousands forms
- You can shapeshift into Monstrosity creatures. The max CR is the same as your Circle Form.
LOL, thanks, but unless I put a TON of work into this--it'll be free.Once playtesting is done, I'd buy that, should you want to publish.
Quick note: we had a Sorcerer feature once called "Magic In All Things" where you could choose your learned spell from any class spell list (up to 5th level), but it was too close to Magical Secrets so we ditched it.This would 1) fit the theme of the warlock as the ''cheating'' spellcaster 2) help with the few known spells of the warlock (this could be a good feature for the Sorcerer, if you go with the idea of ''spell absorption''.
That's is sad, I would rather take it from the bard or make magical secrets be cantrips or rituals, which fit the dabbler theme of the bard, and give the sorcerer the ability to pick from any list at specific levels!Quick note: we had a Sorcerer feature once called "Magic In All Things" where you could choose your learned spell from any class spell list (up to 5th level), but it was too close to Magical Secrets so we ditched it.
That plus a longer casting time for wild shape when out of uses fixes any shenanigans.oh, and, for the whole wildshape thing, I'd let the druid shapeshift at-will, but modify the moon druid ''elemental shapes'' and ''thousands forms'' to be like this:
Elemental wildshape
- You can shapeshift into Elemental creatures. The max CR is the same as your Circle Form. (so we're looking at CR 3 elementals at best at 10 level, CR 6 at 20th).

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.