Nerdguy88
2022-08-18, 08:46 AM
So my dm loves homebrewing things which usually means taking the base class, removing restrictions, and giving tons of bonuses. We are doing a one shot and I am playing a 6th level moon druid with the following changes. Let me know how crazy broken this is and how I can do shenanigans.
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The changes
Wildshape:
- Gain 1 use per Druid level
- forms consume uses equal to the forms CR rating.
- lasts 1 hour per Druid level
- you now have the shapeshifter tag with your true form being your humanoid form before you became a Druid
- no restrictions on forms with flight/swimming speeds.
Note that you dont get the consume a spell slot and heal X HP in the book, but if you have Cure Wounds prepared through your Druid class, you could cast that if your form is capable of doing so, which opens you up to being counterspelled and unable to do so in anti-magic fields.
CIRCLE SPELLS
At the 2nd level, the rites of this circle grants you spells to bolster your melee prowess. Any that are not normally a Druid spell are considered a Druid spell through this feature. These spells are permanently prepared and do not count against your daily maximum number of prepared spells. Your circle has taught you how to cast Druid spells while Wildshaped, but follow the spellcasting rules within your 18th level class feature Beast Spells.
Druid 1 - Ensnaring Strike*, Longstrider (8 hour duration)
Druid 3 - Barkskin*, Misty Step
Druid 5 - Haste*, Thunder Step
Druid 7 - Polymorph*, Freedom of Movement
Druid 9 - Skill Empowerment*, Hold Monster*
* concentration spell
COMBAT WILDSHAPE
At the 2nd level, your circle better trains you in the practice of fighting with your Wildshape forms as well as being able to remain Wildshaped longer than any other Circle.
Wildshape can now be used as a bonus action, and it may also be used as a reaction when your form is reduced to 0 HP or you need the physical ability of another form (I.e.: you are pushed off a cliff as a wolf and use your reaction to wildshape into a raven to avoid falling, or assuming a Fire Elemental form at the 10th level when falling into a lava bed to avoid fire damage). You cannot use this reaction to change forms simply to use a more damaging attack.
You may also use a bonus action on your turn to take the Dash action. Or, you may instead use it to make a special melee attack against a creature no larger than 1 size category above your current form where you and the targeted creature contest Strength (Athletics) checks. If you win the contest, you shove the targeted creature back 5ft, knock it prone, or grapple it. This can be done as part of the same bonus action when entering a Wildshape form.
Wildshape now lasts indefinitely unless you die or choose to revert to your true form, meaning you may sleep, be knocked unconscious, and complete long or short rests while wildshaped without reverting to your true form.
Wildshape forms of CR 0 no longer cost a Wildshape use. They may freely be used at will.
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The changes
Wildshape:
- Gain 1 use per Druid level
- forms consume uses equal to the forms CR rating.
- lasts 1 hour per Druid level
- you now have the shapeshifter tag with your true form being your humanoid form before you became a Druid
- no restrictions on forms with flight/swimming speeds.
Note that you dont get the consume a spell slot and heal X HP in the book, but if you have Cure Wounds prepared through your Druid class, you could cast that if your form is capable of doing so, which opens you up to being counterspelled and unable to do so in anti-magic fields.
CIRCLE SPELLS
At the 2nd level, the rites of this circle grants you spells to bolster your melee prowess. Any that are not normally a Druid spell are considered a Druid spell through this feature. These spells are permanently prepared and do not count against your daily maximum number of prepared spells. Your circle has taught you how to cast Druid spells while Wildshaped, but follow the spellcasting rules within your 18th level class feature Beast Spells.
Druid 1 - Ensnaring Strike*, Longstrider (8 hour duration)
Druid 3 - Barkskin*, Misty Step
Druid 5 - Haste*, Thunder Step
Druid 7 - Polymorph*, Freedom of Movement
Druid 9 - Skill Empowerment*, Hold Monster*
* concentration spell
COMBAT WILDSHAPE
At the 2nd level, your circle better trains you in the practice of fighting with your Wildshape forms as well as being able to remain Wildshaped longer than any other Circle.
Wildshape can now be used as a bonus action, and it may also be used as a reaction when your form is reduced to 0 HP or you need the physical ability of another form (I.e.: you are pushed off a cliff as a wolf and use your reaction to wildshape into a raven to avoid falling, or assuming a Fire Elemental form at the 10th level when falling into a lava bed to avoid fire damage). You cannot use this reaction to change forms simply to use a more damaging attack.
You may also use a bonus action on your turn to take the Dash action. Or, you may instead use it to make a special melee attack against a creature no larger than 1 size category above your current form where you and the targeted creature contest Strength (Athletics) checks. If you win the contest, you shove the targeted creature back 5ft, knock it prone, or grapple it. This can be done as part of the same bonus action when entering a Wildshape form.
Wildshape now lasts indefinitely unless you die or choose to revert to your true form, meaning you may sleep, be knocked unconscious, and complete long or short rests while wildshaped without reverting to your true form.
Wildshape forms of CR 0 no longer cost a Wildshape use. They may freely be used at will.