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Sindeloke
2015-09-09, 08:42 PM
Exactly what it says on the tin, this is an adjustment to Wild Shape and the Circle of the Moon subclass to make the system function in a more clean, effective, and balanced way.

It's based on three simple premises.

Premise 1: Moon Druid is a gish subclass

Premise 2: Wild Shape should be, like all 5e concepts, as simple as possible

Premise 3: Wild Shape should, to the degree that it does not interfere with satisfying the first two premises, make intuitive in-game sense

Well, premise 1 defines our balance point. If the Moon Druid is a gish, it should be comparable to the game's most functional gishes, like paladin, EK and bladelock. The theme of wild shape has always been the druid who goes so native he spends years as a bear and almost forgets what it is to be human, as he prowls his forests and protects them from orcs with nothing but his claws and teeth, so we need a wild shape that the druid can stay in for months and years and can effectively wrestle a paladin or barbarian while doing so. However, as a functional gish, that physical prowess must come at the cost of magical potency; like other classes spending spells to smite, Hex, or self-Haste, the Moon Druid should spend spells to make his Wild Shape competitive. And, like other gishes, magic weapons and armor should have a meaningful effect on the Moon Druid, so he's neither too powerful in a game without them nor too weak in a game where they're present.

Combining this with Premise 2 tells us that we need to go back to Pathfinder and 3.p Unearthed Arcana, and make Wild Shape a simple buff, with one or two simple, easily understood and implemented effects. 5e shied violently away from changing a character's core attributes (observe the Enhance Attribute spell), and for good reason - doing so means recalculating skill and attack values on the fly. If we simply replace a stat block with another one, we invalidate magic weapons and armor, screw up health tracking, and create a situation where players and DMs have to individually adjudicate every time just how much you add to your d20 when you attempt an Athletics check to climb (am I proficient? Is the animal? Do I add its strength to my proficiency? What if its proficiency is lower? What even *is* its proficiency, since it's not actually listed in the block). Not to mention the issue of digging through three different chapters of three different books to figure out what the most current version of an animal is, which ones live wherever you come from, which one is best, and what it does for you. Or the issue of new creatures being added in future splats with no real consideration for how any new abilities work for PCs.

As for Premise 3, that means hippogriffs need to be as valid as flying snakes, and gamist stuff like "well you can't fly until high level, because, um... balance" needs to be somehow justified in the fluff and dealt with in an organic way. Not really a big deal holistically, but it helped a lot to inspire a coherent system.

So! WILD SHAPE.

This feature lets you use your action to assume the physical form of natural creatures that you're familiar with. When you use this ability, you morph into the shape of a natural creature of your choice; this can be a normal animal, a plant creature, or any other non-sentient, natural member of a normal ecology (such as a rust monster or gryphon, but not a blink dog or beholder). Your attributes, class features, hit points, and other statistics do not change, except that you lose any special senses, movement types, or natural attacks your race grants you that your new form doesn't have. Your equipment shifts form with you, and with the exception of shields, remains active as normal; you retain the effect of any magical items or armor you are wearing, and any magical traits your weapon might have now apply to your natural attacks (if any). Any tools, wallets or similar are obviously inaccessible, but if such an item conveys an advantage for simply having it on your body, you retain that advantage. Essentially, you are exactly yourself, but wearing a very good disguise.
While in wild shape, you physically *are* the creature you have chosen. Your new shape is completely accurate, and possesses any intrinsic abilities or environmental adaptations that creature has (such as a giant spider's webbing, a wolf's warm fur, or a shark's ability to breathe water). Without generations of instinct or a lifetime of experience, however, it is difficult to properly use muscles you've never had before, interpret sensory information your brain has never tried to process, or even compensate for a vastly different leg length and center of gravity. The natural magic of wild shape can only overcome a few of these differences, allowing you to gain only a few specific benefits from any single use of wild shape, no matter how many exotic capabilities the animal you're copying has; see Wild Shape Options, below.
You may remain in a wild shape indefinitely, and freely shift from one shape to another without returning to your native form in between, but you cannot speak, cast spells or recover expended spell slots while not in your native form (though you may continue to concentrate on spells you've already cast). You may revert freely whenever you could take an action or automatically upon your death. You cannot be forced to revert, however, even by antimagic or unconsciousness, and only your behavior or a true seeing effect can reveal your true nature to even the most knowledgeable observer.

Wild Shape Options
When you first gain this ability, you have two wild shape options:

Scout Shape. In order to explore or infiltrate an area, you sacrifice physical precision for a better mastery of a creature's special senses and broad mobility; when all you need to do is get from A to B, it doesn't matter if your flying is clumsy. When you take scout shape, you assume the form of a Tiny natural creature, such as a sparrow, hare or carp. In Scout shape:

You lose the ability to take actions other than Dash, as you do not have the fine motor control over your new form required to use objects or engage in combat
You have disadvantage on any Strength or Dexterity saves or checks, for the same reason
You gain one special movement speed: 20 ft burrow, 40 ft climb, 40 ft swim, 40 ft fly, or 40 ft walk
You gain one special sense: 60 ft blindsight, 120 ft darkvision, 30 ft tremorsense, or advantage on ability checks made with one sense of your choice

Beyond this, you gain no other new abilities. The features you gain must be consistent with the shape you take; blindsight is found on owls and bats, not squirrels, for example, and burrow is common to skunks, but unreasonable for trout or doves.

Hunter Shape. In order to make yourself more effective in combat, you focus yourself on gaining every lethal edge a powerful animal's strength and agility can provide; it doesn't matter if you can't properly interpret the vibrations in your tremorsense organs when you're mostly worried about capably dodging a fireball. When you take hunter shape, you assume the form of a Small or Medium natural creature, such as a lynx, crocodile or giant scorpion. In Hunter Shape:

You have one Strength-based natural weapon that deals 1d6 damage (if Small) or 1d8 damage (if Medium), and has a +1 bonus to attack. Its damage type is determined by the weapon (piercing for a bite or sting, slashing for a claw, etc)
Choose one of Acrobatics, Athletics or Stealth; you add your Wisdom modifier as a bonus on checks with that skill
You either gain a climb or swim speed equal to half your walk speed, or increase one speed you already have by 5 ft
You gain temporary hit points equal to your druid level upon first shifting into this form

Beyond this, you gain no other new abilities. The features you gain must be consistent with the shape you take; a bear does not have a sting attack, and a giant ant cannot swim.

We then make some adjustments at higher levels.
9th: You learn to mimic the most basic of magical gestures and utterances while in animal form. You can freely cast cantrips while in wild shape, provided those cantrips require no material focus.
18th: You increase your ability to make sophisticated sounds and gestures while in animal form, allowing you to cast spells of up to 6th level while in wild shape. You still cannot provide material components while wild shaped, or therefore cast spells that require them.

So have we satisfied our premises? Well, we've got premise 2. No more looking up stat blocks or comparing animals. You just pick a purely cosmetic shape, look at your own character sheet, and add a movement speed. If you're in hunter form often, you can add a 1d8 natural attack entry in your weapons section and its the only one you'll ever need. Your skills and ability checks are unchanged. This also helps with premise 1, since now we scale properly - no more bottoming out at level 8 when your own attack bonus and AC is higher than any animal's ever will be - and take proper advantage of magic weapons and armor. As for premise 3, there's now no irrational lock-out on flight; you can become a giant owl from day 1, it's just that you don't know how to fly and fight at the same time in an unfamiliar body. (Unless you already know how to fly; note there's essentially a built-in provision for aaracokra druids to choose a flying hunter form in the "add 5 feet to a current speed" bit).

Also important is a new nerf: we've limited spellcasting to the level 6 breakpoint, so the increased power of the wild shape doesn't permit barbarian-strength Meteor Storm Bears. There's still no way to compete with a real martial character, though, so let's make some adjustments to Moon Druid.

Circle of the Moon

Swift Wild Shape
When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, or as a reaction whenever you take damage.
Additionally, you have the ability to customize your wild shape forms to create distinctive and unique features; an orc druid could preserve her tattoos and ritual scars in the form of scale patterns, for example, or a tiefling could become a bear with curling ram's horns. You may impersonate a specific existing creature as well, such as an enemy general's loyal hound, although a successful Disguise or Deception check would still be required to fool an attentive mark.

Strength of the Moon
The rites of your circle allow you to empower your wild shape forms by drawing upon your primal magic. When you use your wild shape ability to take hunter shape, you may expend a number of spell slots at the same time to grant that form extra abilities. You cannot spend a spell slot of a higher level than your highest level druid spell, and you cannot spend more total spell slots on one transformation than your druid level. Whatever features you add must also be compatible with the creature you become; a dire hawk does not use poison, nor does a giant scorpion cast a web. See the sidebar for a list of abilities and their spell slot cost (or speak with your DM about new features you want, to work out a balanced cost).
Additionally, while you are transformed, you may use a bonus action to expend one spell slot, regaining 1d8+your Wisdom modifier hit points per level of the spell expended.


Burn a first level spell to gain any one of the following.
Augmented Weapon: Your natural weapon deals 2 bonus damage.
Burrow: You gain a burrow speed equal to half your walk speed.
Charge: If you move at least 20 feet before attacking, you may 1d6 to the damage roll for that attack.
Darkvision: You gain darkvision out to 60 feet.
Keen Sense: Select one sense (such as vision or scent). You have advantage on ability checks that rely on that sense.
Quills: You have quills, spines or thorns that you can fire at an enemy as a ranged attack. These deal 1d6 damage, have a range of 30/60, and are otherwise a normal natural attack for you.
Surefooted: You are not slowed or unbalanced by snow, ice, sand, or loose scree.

Burn a second level spell to gain any one of the following.
Blindsight: You gain blindsight out to 30 feet.
Constrict: When you successfully grapple a creature, you may deal 1d8 bludgeoning damage to it as part of the grapple. You may use a grapple attempt to restrain a creature, and are not considered restrained yourself when you do so.
Knockdown: When you make a successful natural attack, you may spend a bonus action to attempt to shove your target.
Lightning Speed: You do not provoke opportunity attacks on your turn from any creature you make an attack against on that turn.
Spider Climb: You gain the spider climb ability. Your form must already have a climb speed.
Tremorsense: You gain tremorsense out to 30 feet.
Web: As an action, you may shoot a sticky web, forcing a single creature to make a Dexterity save or be immobilized as though in the area of a web spell. This ability recharges on a 5 or 6.

Burn a third level spell to gain any one of the following.
Grab: When you make a successful natural attack, you may spend a bonus action to attempt to grapple your target.
Increase Size: You may take the form of a Large creature. This increases your natural weapon damage by one die size.
Multiattack I: Instead of one natural weapon, you have two natural weapons, which deal either 1d8 and 1d8, or 1d6 and 1d10 damage (if Medium; adjust up or down for Large or Small forms). When you take the Attack action, you may attack once with each weapon (or substitute a Shove or Grapple attempt for either, as normal).
Poison: When you make a successful natural attack, you may spend a bonus action to deal an additional 1d4 poison damage. The target must make a Constitution save or suffer the poisoned condition until the beginning of your next turn.
Trample: You may move freely through the space of a prone enemy, and provoke no opportunity attacks from that enemy for doing so. You may make a single natural attack against such an enemy as a bonus action.

Burn a fourth level spell to gain any one of the following.
Earthmover: You gain a burrow speed equal to your walk speed, and can even carve through rock and wood while digging.
Flight: You gain a fly speed equal to your walk speed.

Burn a fifth level spell to gain any one of the following.
Multiattack II: Instead of one natural weapon, you have three natural weapons, which deal 1d6, 1d6, and 1d10 damage (if Medium; adjust up or down for Large or Small forms). When you take the Attack action, you may attack once with each weapon.


Primal Strike
Starting at 6th level, your attacks while in wild shape become magical. Additionally, while you are transformed, when you hit a creature with a natural attack, you may expend one spell slot to deal cold, fire, or lightning damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each two spell levels higher than 1st (so 3rd, 5th, 7th, 9th), to a maximum of 5d6.

Elemental Forms
By 10th level, you have learned to take the forms of the most powerful and primal of nature's creatures. You gain a new use of Wild Shape, called Primal Shape. A primal shape can be that of a medium or large dragon, draconic creature, or elemental. In this shape, you gain immunity (if an elemental) or resistance (if a dragon) to one damage type. You gain a bite or slam attack that deals 2d6 damage (either piercing if you are a dragon, or of the same element as your immunity, if you are an elemental), and you gain either a 15-foot cone, 30-foot line, or 10-foot radius burst that you may use as an action, which deals 5d6 damage of the same damage type as your immunity/resistance and recharges on a 5 or 6. Creatures in the area of your attack may attempt a Dexterity save to take half damage.
You may also spend spell slots to add features to your primal shape just as you would your hunter shape, using the same table and the same conditions (it would be a rare fire elemental that could swim). You may also spend a 4th level spell slot to add a second immunity/resistance (such as becoming an air elemental that is immune to both cold and lightning damage); if you do so, your area attack may deal damage of either type.

And level 14 is fine as is, it doesn't really interact with Wild Shape at all, so there's the properly-gish Moon Druid.

And how are we doing with our premises? Looks good to me. This is a beast who can't anywhere near keep up with pallies and fighters for at-will damage without resources, but can stay competitive by giving up spellcasting to add multiattacks and poison, and spending its high number of spell slots on Primal Strike if burst is really needed. It has a lot of versatility with both in and out of combat utility, but can't have all of it at once because of the slot cap restriction and the requirement to match a specific animal. It can't pull an onion druid despite infinite shape uses, because it's only useful in combat if it burns spell slots on augmenting itself, and it doesn't get those spell slots back without dropping shape and taking a long rest. It makes intuitive sense that you'd have to spend more magic to better inhabit and take advantage of an animal the more alien it is, and you don't have to keep track of anything or have any resources on hand beyond a single sheet of paper with all possible buffs on it. Laminate it and mark it with dry erase check marks to remember what abilities you have at any given moment, if you need. The balance can't be broken by new animals, because you don't automatically get any new abilities just by becoming a new animal, you have to pay for them.

And it's still less complicated than spellcasting or zeusdamned warlocks. :smallcool:

Sindeloke
2015-09-13, 08:03 PM
No thoughts? I'm not necessarily convinced all the augmentation costs are balanced, myself. And I'm undecided on Primal Strike; I deliberately made it less powerful than Smite because the druid has better spells (hence more utility) than the paladin, so letting it have equal damage didn't seem fair... but Smiting is already inefficient for a paladin compared to spellcasting most of the time, and druid spells are on the whole better than what paladins get, making the tradeoff even worse and thus even less likely to use.

Kryx
2015-09-14, 09:45 AM
Premises

However, as a functional gish, that physical prowess must come at the cost of magical potency; like other classes spending spells to smite, Hex, or self-Haste, the Moon Druid should spend spells to make his Wild Shape competitive. And, like other gishes, magic weapons and armor should have a meaningful effect on the Moon Druid, so he's neither too powerful in a game without them nor too weak in a game where they're present.
100% agreed that there needs to be a cost. 2/day really forces people to always use their best form possible.


Combining this with Premise 2 tells us that we need to go back to Pathfinder and 3.p Unearthed Arcana, and make Wild Shape a simple buff, with one or two simple, easily understood and implemented effects. 5e shied violently away from changing a character's core attributes (observe the Enhance Attribute spell), and for good reason - doing so means recalculating skill and attack values on the fly
This is where you lose me a bit. Polymorph does the same thing as Wild Shape in replacing attributes. But lets go with it as I think that's the more balanced approach.


If we simply replace a stat block with another one, we invalidate magic weapons and armor, screw up health tracking, and create a situation where players and DMs have to individually adjudicate every time just how much you add to your d20 when you attempt an Athletics check to climb (am I proficient? Is the animal? Do I add its strength to my proficiency? What if its proficiency is lower? What even *is* its proficiency, since it's not actually listed in the block).
Agreed that these issues are annoying, though not too bad.


Wild Shape

this can be a normal animal, a plant creature, or any other non-sentient, natural member of a normal ecology (such as a rust monster or gryphon, but not a blink dog or beholder)
The anatomy of a plant is entirely different, but maybe it should be allowed from a balance and poison-ivy perspective, but something like a rust monster makes no sense imo. The damage such a creature could do to a city would be ridiculous - it could just walk around rusting everything in the kingdom's defenses.
I would probably go for Plants OR Beasts and a limited set of monstrosities (of which rust monster should not be included). Plant shaping seems an entirely different style. No mythological person can do both

How long does wildshape last? I can't see any duration. Couldn't I just use wildshape and then long rest to regain all the spell slots?

Wild Shape Options

You have one Strength-based natural weapon that deals 1d6 damage (if Small) or 1d8 damage (if Medium), and has a +1 bonus to attack. Its damage type is determined by the weapon (piercing for a bite or sting, slashing for a claw, etc)
No Dex? What about a cat form? It should allow either to allow for Dex or Strength Druids. This is how monsters in 5e work as well.
There is no size difference elsewhere in 5e. It shouldn't exist here. Why +1 bonus to attack?


Choose one of Acrobatics, Athletics or Stealth; you add your Wisdom modifier as a bonus on checks with that skill
Druids don't inherently have any of these on their list. They should, and then the wisdom modifier would act as a psuedo-expertise.


You either gain a climb or swim speed equal to half your walk speed, or increase one speed you already have by 5 ft
No level limits? They should at least exist as optional things that a DM can ignore like in the PHB.
No movement speed increases instead of climb/swim? What about stuff like cheeta?


You gain temporary hit points equal to your druid level upon first shifting into this form
So, a druid with caster HP, bad AC (12+dex), and a few inconsequential temp hp is supposed to wade into melee? I never understood this about Easy Lee's Wild Shape Homebrew. Either he has to have much higher AC or much higher HP.


9th: You learn to mimic the most basic of magical gestures and utterances while in animal form. You can freely cast cantrips while in Hunter or Elemental shape, provided those cantrips require no material focus.
18th: You increase your ability to make sophisticated sounds and gestures while in animal form, allowing you to cast spells of up to 6th level while in Hunter or Elemental shape. You still cannot provide material components while wild shaped, or therefore cast spells that require them.
Nice touch to allow cantrips earlier. Why not scout form though? Shouldn't be an issue.


Swift Wildshape

or as a reaction whenever you take damage.
Additionally, you have the ability to customize your wild shape forms to create distinctive and unique features; an orc druid could preserve her tattoos and ritual scars in the form of scale patterns, for example, or a tiefling could become a bear with curling ram's horns. You may impersonate a specific existing creature as well, such as an enemy general's loyal hound, although a successful Disguise or Deception check would still be required to fool an attentive mark.
Nice fluff. Allowing it on a reaction is great as well.


Strength of the Moon
I'll leave out ones I think are fine.
1st level spells:
Augment weapon: This damage is the same as Enlarge's d4 damage. Enlarge is a 2nd level spell which requires concentration. I would definitely move this up a level.
Darkvision: 2nd level spell. Though I guess this counts against the number you can use on a wild shape. It feels a bit like a trap, but ehhh
Spider Climb: Again a 2nd level spell. And this one is concentration normally.. I would move this to the 2nd level part. Getting it without concentration is already nice.


2nd level spells:
Blindsight/Tremorsense: No other class can get Blindsight or Tremorsense. That's not necessarily bad, but something to be wary of - it could be druid's unique thing. But it would never be used until it's needed and then it's amazing and trivializes a purposefully difficult encounter.
Grab: a bit troublesome with multiattack. Imagine a druid with expertise on Athletics (from rogue or bard) who has this. Attack + Grab = decent damage and disable.


3rd level spells:
Increase size: This helps simulare the higher damage die of monsters - it's good
Multiattack: is good and at the right level (5)
Poison: is good if you move increase
Trample: is already in the DMG - stick with those rules imo
Web: I would move this to 2nd level. It's nice, but not amazing. No need to reference the web spell. Use the text of creature. Giant Spider for example: Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).


I don't see anything about AC or HP. As I discussed above it's a problem.


Primal Strike

Starting at 6th level, your attacks while in wild shape become magical. Additionally, while you are transformed, when you make a successful natural attack, you may spend a spell slot to deal 1d6 additional cold, fire, or lightning damage per level of the spell slot expended (to a maximum of 5d6).
As you mentioned this is a mini smite with much less damage. It does apply on all attacks so it does scale in damage fairly well. The wording for scaling should match Smite.

Quick damage estimate: at level 9 assuming a 65% chance to hit, increase size, augmented weapon, and a 5th level spell burnt:
2d6 + 2 + 5d6 = 7 + 2 + 17.5 = 26.5 damage
2d6 + 2 + 5d6 = 7 + 2 + 17.5 = 26.5 damage
2d10 + 2 + 5d6 = 11 + 2 + 17.5 = 30.5 damage
=83.5 * .65 = 54.275 DPR per round. That is by far the highest at 9 (compare with my DPR of Classes (https://docs.google.com/spreadsheets/d/1d-9xDdath8kX_v7Rpts9JFIJwIG3X0-dDUtfax14NT0/edit#gid=1473051734))
One way to fix this is to scale the damage by 1d6 every 2nd level. That would require a 9th level spell to do this type of damage, or 7th for slightly less. Much better.

Elemental Forms

In this shape, you gain immunity to one damage type
Uh... damage immunity to a chosen damage type at will at 10th level? Incredibly too strong. DM: "Today you're fighting a red dragon" Druid: "No problem". And the same is true every day with any foreknowledge.

The rest of this is basically mini dragon form. You'll have to balance the breath vs the normal DPR. It should be about 60% of the normal DPR I'd estimate.




I'm a bit exhausted after heavily reviewing this. I think I could say this in a lot more detail, but I tried to keep it brief. Overall I think this is very promising. I am however concerned about spider pig (Pig walking on the ceiling shooting webs out of his butt).
http://img.ifcdn.com/images/71b543233f342169d61bf447b3bc48f682204611f0efd21deb c83f3acc01a3db_1.gif

I'm a bit concerned about the complexity and the ability to burn spell slots to bypass things that are intended to be difficult (flying with no concentration, swimming with no concentration, burrowing, blindsight, tremorsense). Being able to take a form and it's strengths and weakness as they stand in the MM helps balance a lot of this. Allowing cherry picking makes some options much better.

Sindeloke
2015-09-18, 06:14 AM
Thanks for the exhaustive review!


The anatomy of a plant is entirely different, but maybe it should be allowed from a balance and poison-ivy perspective, but something like a rust monster makes no sense imo. The damage such a creature could do to a city would be ridiculous - it could just walk around rusting everything in the kingdom's defenses.

Only if you could pay for its rust ability. You don't get it by default, and I didn't put it on the table. But the whole "monstrosity" category in 5e is nonsense. Rust monster has always had "kept as a pet/living trap by dungeon dwellers" in its flavor, it's a perfectly normal part of the D&D ecology and no more bizarre or out of place than the square-cube-law violating giant ant, and it has never made sense to me that they're not available as ranger companions or druid shapes. Owlbears, hippogriffs et al likewise. If it can be tamed by some random kobold NPC shmuck, a PC should absolutely have access to it. Personally I solve that by removing the category altogether, but that's beyond the scope of this fix.

I don't necessarily disagree that plants and animals both are a bit weird thematically, but the 3.path druid could do plants at 12th level, so I thought I'd bring that forward for legacy purposes. I'd almost rather do it as an ACF but 5e doesn't have those... one could go the WoW route and make it a special option for a third, heal-focused subclass, I suppose.


How long does wildshape last? I can't see any duration. Couldn't I just use wildshape and then long rest to regain all the spell slots?


You may remain in a wild shape indefinitely, and freely shift from one shape to another without returning to your native form in between, but you cannot speak, cast spells or recover expended spell slots while not in your native form

You can long rest as a bear and get all your hit points back. If you want your spells back, on the other hand, you're going to have to turn back into a gnome, at which point you lose any fancy modifications you made to your bear form and have to spend more spell slots to get them back next time you shift.


No Dex? What about a cat form? It should allow either to allow for Dex or Strength Druids.

Just mechanical consistency. The multiattack and primal forms give them 1d10+ weapons, which are never finesse in the base game.


There is no size difference elsewhere in 5e.

Yeah, it's dumb. And not universal, either, large monsters absolutely do more damage with their weapons in 5e and the Enlarge spell adds to your weapon damage as well. We houseruled a consistent difference back in, along with various other tweaks to the size mechanics. I'll put a note to explain that so folks can ignore it if they're not using something similar.

The +1 to attack is because this base form is meant to be a relatively effective fallback for a primary caster druid, who probably has 13 Str at best, and because the moon druid is pretty MAD compared to his SAD or DAD fighter/barbarian counterparts and will therefore also have a lower Strength than said fighter/barbs.


No level limits? They should at least exist as optional things that a DM can ignore like in the PHB.

They're not needed, the spell slots are a natural level limit. Rare is the player who's going to try to turn into a gryphon at level 2, despite having to be a juvenile (Medium) version of one and not being able to access flight, and then sit there like "well, I guess I just fold my wings along my torso and ignore them?". The animal the druid turns into is cosmetic, its CR has no bearing on what the druid herself is able to do damagewise or utilitywise in that form, so why worry about tracking that one extra detail? In fact, one of the cool things about this system is that the animal doesn't even need to have existing stats. Adding a CR cap removes that convenience, and blocks out creative things like "well, I can't be a full-fledged combat-ready CR 5 fleshraker dinosaur, but can I wild shape to at least look like one to try and infiltrate the Yuan-Ti kennels?" which is exactly the sort of thinking I like to encourage in my players.


No movement speed increases instead of climb/swim? What about stuff like cheeta?

Hunter can get +5 feet, and scout can get +5-10 depending on what speed you start with. I suppose I could add more speed boosts beyond that at spell slot cost, but the idea is that just because you can take the shape of a cheetah doesn't mean you can automatically use its legs as well as a natural-born cheetah, especially when you're distracted by trying to use its claws too. Less bookkeeping and more balance this way.


So, a druid with caster HP, bad AC (12+dex), and a few inconsequential temp hp is supposed to wade into melee? I never understood this about Easy Lee's Wild Shape Homebrew. Either he has to have much higher AC or much higher HP.

The temp HP effectively gives them the same d10 hit die as a ranger or fighter, and Druids can wear any medium armor that isn't metal, which takes them up to 15+Dex with exotic materials (18 total after Medium Armor Mastery, if that's your thing). If your DM isn't letting you have, like, bulette-hide scale or some kind of leather lamellar or ironwood breastplate, they're probably not letting you use some random internet jerk's wild shape fix either. And don't forget the self-healing is a lot more efficient in this version of wild shape.

That said, it's a fair point that temp HP are dissatisfyingly weak, even if they're much superior in terms of tracking and simplicity than extra hit dice. They should at the very least be regainable with a short or long rest, to keep more consistency with the ability of actual d10 classes to heal themselves. I'll add that.


Nice touch to allow cantrips earlier. Why not scout form though? Shouldn't be an issue.

Good point. I'll change it.


Augment weapon: This damage is the same as Enlarge's d4 damage. Enlarge is a 2nd level spell which requires concentration. I would definitely move this up a level.

Ah, but Enlarge can be cast on a fighter with Great Weapon Style, who's already doing 8.3+Str and who turns that d4 into a 3 after rerolling 1s and 2s. The +2 is applied to a druid doing 4.5 per turn; the same as a sword-and-board fighter, without the +2 AC from a shield. It's basically dueling style, applied to a character who can't duel as effectively as an actual duelist.

As for the rest, I'll move up Spider Climb and Grab, and push Web down. (And put the mechanics in the description, you're right, the whole point is to not have to look things up.)


Primal Strike

Thanks for the math; I think in that case I'll change it to 2d6+1d6 per 2, mirroring the paladin. The druid has more spell slots to burn but the opportunity cost is higher, too, you're probably not going to see anyone waste a level 7-9 slot on single-target 5d6 damage. At best, you're burning your single daily level 7 slot for 35 single-target damage after a crit, where you could instead switch back to your natural form and drop a 38.5 damage Fire Storm on every creature in 100 square feet of your choosing.


Uh... damage immunity to a chosen damage type at will at 10th level? Incredibly too strong. DM: "Today you're fighting a red dragon" Druid: "No problem". And the same is true every day with any foreknowledge.

PHB druids can already turn into fire elementals at level 10, which have complete immunity to fire, as well as resistance to all the dragon's other attacks and a whole bunch of conditions which this druid doesn't share. Sure, they can only stay like that for 5 hours, but if you know you're fighting a red dragon you probably know when you'll get there to +/- five hours.

Of course I suppose the fire elemental can't hurt the dragon either, and the dragon form still can. Immunity in elemental form, resistance in dragon form then, perhaps?


I'm a bit exhausted after heavily reviewing this. I think I could say this in a lot more detail, but I tried to keep it brief. Overall I think this is very promising. I am however concerned about spider pig (Pig walking on the ceiling shooting webs out of his butt).

True, cherry-picking makes this strong, but there's still the built-in clause - emphasized in both the main wild shape description and repeated in all three forms - that you can't have an ability that doesn't make sense for your form. You can ignore a lot of weaknesses this way but there are still a lot of benefits you can't access (pack tactics, those elemental condition immunities) and things you simply can't combine (there aren't any charging hawks, web-using dragons, or burrowing bears so far). I'd definitely want to see it exhaustively playtested before I said it was balanced with total confidence, though, yeah. Lots of unexpected combinations to worry about.