So, how much THP do they get? In the table, it says equal to your Druid level, in the expanded summary, it's 3x your Druid level? I'm hoping it's the latter, or it's pretty meh.
its got to be 3x otherwise the older druids are better for wild shaping
The standard Druid gets THP = Druid level when they Wildshape; the Moon Druid gets THP = 3x Druid Level.
So, how much THP do they get? In the table, it says equal to your Druid level, in the expanded summary, it's 3x your Druid level? I'm hoping it's the latter, or it's pretty meh.
So, how much THP do they get? In the table, it says equal to your Druid level, in the expanded summary, it's 3x your Druid level? I'm hoping it's the latter, or it's pretty meh.
its got to be 3x otherwise the older druids are better for wild shaping
So, how much THP do they get? In the table, it says equal to your Druid level, in the expanded summary, it's 3x your Druid level? I'm hoping it's the latter, or it's pretty meh.
I think it's equal to your level for most druids but 3x your level for Moon druids.
Looks like it's mostly the same as UA8 with a few small bumps, which is good. I'm glad they added Conjure Animals to the Moon Druid spell list. I thought it was a rather glaring thematic oversight not to be able to turn into a pack animal and run in with beasts of the same type.
I am still concerned Magician isn't as mechanically powerful as Warden. I'll still probably take it for a few specific druids just for the flavor of actually knowing about Nature for once.
Weirdly, it wasn't mentioned in the actual Druid video but Crawford said in the Player's Handbook overview video that Moon Druids will still need the Monster Manual at higher levels, so I'm guessing being restricted to just the animals in the Player's Handbook was dropped, which I feel is good. From what was said, most druids won't need the Monster Manual as the handbook has plenty of low CR beast options, so if you don't want to mess with the Monster Manual you won't have to unless you're specifically a high-level Moon Druid. Seems fair to me.
I also still feel like Circle of the Sea could've done with a couple more ribbon features for more of an aquatic feel. It feels more like a storm druid than a sea druid. Still, it looks like it'll be fun to play. I'll definitely need to try it out some time.
im not to sure about the WS hp just giving you a little bit of temp HP but then again iv never played a druid so maybe its a good change or a bad one idk
Looks like it's mostly the same as UA8 with a few small bumps, which is good. I'm glad they added Conjure Animals to the Moon Druid spell list. I thought it was a rather glaring thematic oversight not to be able to turn into a pack animal and run in with beasts of the same type.
I am still concerned Magician isn't as mechanically powerful as Warden. I'll still probably take it for a few specific druids just for the flavor of actually knowing about Nature for once.
Weirdly, it wasn't mentioned in the actual Druid video but Crawford said in the Player's Handbook overview video that Moon Druids will still need the Monster Manual at higher levels, so I'm guessing being restricted to just the animals in the Player's Handbook was dropped, which I feel is good. From what was said, most druids won't need the Monster Manual as the handbook has plenty of low CR beast options, so if you don't want to mess with the Monster Manual you won't have to unless you're specifically a high-level Moon Druid. Seems fair to me.
I also still feel like Circle of the Sea could've done with a couple more ribbon features for more of an aquatic feel. It feels more like a storm druid than a sea druid. Still, it looks like it'll be fun to play. I'll definitely need to try it out some time.
Remember that Conjure Animals will be changing, possibly similar to the UA version.
And beasts will still be in the PHB but moon Druids will need the MM for higher CR beasts. CR’s up to 1 (cap for all non-moon Druids) should be in the PHB.
They do get a swim speed, for Sea Druid, not sure about water breathing, which would be nice, but they did mention avoiding the Aquaman problem. So I think they did a pretty good job there.
Overall, it looks like they stuck fairly close to the last Druid UA and I’m good with that. I’m playing a 2014 land Druid now and would love to be able to use the 2024 version.
Are they still going to have elemental wildshapes?
The Temp HP gained from wildshape is just tied to your Druid level and doesn't vary according to the wildshape animal you choose? There isn't some kind of an exception that allows the Temp HP gained from wildshape to stack with other Temp HP?
No elemental Wildshapes for Moon Druids. It's ben replaced by Misty Step, effectively.
THP doesn't vary with animal.
Nothing says anything about special stacking rules for THP, so I'd assume not.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Looks like it's mostly the same as UA8 with a few small bumps, which is good. I'm glad they added Conjure Animals to the Moon Druid spell list. I thought it was a rather glaring thematic oversight not to be able to turn into a pack animal and run in with beasts of the same type.
I am still concerned Magician isn't as mechanically powerful as Warden. I'll still probably take it for a few specific druids just for the flavor of actually knowing about Nature for once.
Weirdly, it wasn't mentioned in the actual Druid video but Crawford said in the Player's Handbook overview video that Moon Druids will still need the Monster Manual at higher levels, so I'm guessing being restricted to just the animals in the Player's Handbook was dropped, which I feel is good. From what was said, most druids won't need the Monster Manual as the handbook has plenty of low CR beast options, so if you don't want to mess with the Monster Manual you won't have to unless you're specifically a high-level Moon Druid. Seems fair to me.
I also still feel like Circle of the Sea could've done with a couple more ribbon features for more of an aquatic feel. It feels more like a storm druid than a sea druid. Still, it looks like it'll be fun to play. I'll definitely need to try it out some time.
Remember that Conjure Animals will be changing, possibly similar to the UA version.
And beasts will still be in the PHB but moon Druids will need the MM for higher CR beasts. CR’s up to 1 (cap for all non-moon Druids) should be in the PHB.
They do get a swim speed, for Sea Druid, not sure about water breathing, which would be nice, but they did mention avoiding the Aquaman problem. So I think they did a pretty good job there.
Overall, it looks like they stuck fairly close to the last Druid UA and I’m good with that. I’m playing a 2014 land Druid now and would love to be able to use the 2024 version.
I missed whether they get water breathing too, seems a real oversight thematically if they don't but probably the easiest thing in the world to home brew if they don't
I think the THP works out pretty well. You may not have the big buffer you once had when in a combat form but you also have a much larger pool of HP when scouting as a 1 HP beast. Having a higher AC also helps survivability a lot as well. Overall the Moon Druid will also be able to dish out more damage with Primal Strikes. I am no expert, but to me Moon Druid is a much better subclass than it was.
I feel like losing the variability in HP is a bad thing. Running around as an elephant feels like your thing is that you can take a lot of punishment.
I get that the sheer amount of HP available to the 2014 Druid was overkill and something needed to be done to bring it down. I'm not sure what would have been better. The first thought was maintain damage dealt (so if you took 10 damage, then when you transform, you remove 10HP from the health pool, but that causes problems with small creatures...dunno.
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If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Are they still going to have elemental wildshapes?
The Temp HP gained from wildshape is just tied to your Druid level and doesn't vary according to the wildshape animal you choose? There isn't some kind of an exception that allows the Temp HP gained from wildshape to stack with other Temp HP?
No elemental Wildshapes for Moon Druids. It's ben replaced by Misty Step, effectively.
THP doesn't vary with animal.
Nothing says anything about special stacking rules for THP, so I'd assume not.
Adding to this - technically every druid is elemental now because of Elemental Fury / IEF. So while you can't be a fire elemental anymore, your bear can swipe with fiery claws etc.
And the standard rules for THP apply (you only get the highest) though I would imagine Moon Druid's 3x level whenever they shapeshift is going to beat pretty much any other source except maybe that Power Word Fortify spell the Bard is going to get.
I feel like losing the variability in HP is a bad thing. Running around as an elephant feels like your thing is that you can take a lot of punishment.
I get that the sheer amount of HP available to the 2014 Druid was overkill and something needed to be done to bring it down. I'm not sure what would have been better. The first thought was maintain damage dealt (so if you took 10 damage, then when you transform, you remove 10HP from the health pool, but that causes problems with small creatures...dunno.
As a DM the old school "35 thp at level 2" Moon Druid wild shape was the most broken thing in the game levels 2-4 and needed to die. I'm not sure anything's got wild shape quite right - but this is more right than it used to be.
I was listening for it. I might have missed what a good pairing was for the Warden option. Land? Stars? I never really saw any real synergy in there if I want to take advantage of being a druid that likes mixing it up in melee, or better yet, a ranger/druid hybrid fantasy. What did I miss?
Spores would be a good pairing for it.
On a related note any one know idea what happens to the old sub-classes now?
So, how much THP do they get? In the table, it says equal to your Druid level, in the expanded summary, it's 3x your Druid level? I'm hoping it's the latter, or it's pretty meh.
3x for Moon, 1x for everyone else.
Ngl I really don’t like the metal armor prohibition thing from a flavor and lore standpoint
it would have been better to instead offer more medium armor choices, ones that aren’t metal. Or at the very least, have rules that let us wear “half plate” or other types of armor that isnt made of metal. Let Druids buy “half plate” for the same price but let us have it be made out of bone or made out of bark from a special tree. the problem wasn’t the prohibition itself, it was the lack of options for medium armor. If Druids were allowed to have a wooden shield, I see no reason why they couldn’t have added a chitin half plate or osseous half plate, or scale mail made from tree bark or scales of a large animal.
Meh, every time they try that it just ends up being a chore. "My bonemail broke again." "Does this town sell chitin?" "What do you mean ironwood is flammable??" Either it just ends up being reskinned metal which breaks verisimilitude and makes you wonder why the restriction even exists, or it's mechanically/logistically different in some way which ends up being a huge pain in the ass. I'd just rather it be gone. Tables that want to keep it can do so, and they can even recreate the oh-so-exciting internet arguments about it on their private discord if they want.
Remember that Conjure Animals will be changing, possibly similar to the UA version.
And beasts will still be in the PHB but moon Druids will need the MM for higher CR beasts. CR’s up to 1 (cap for all non-moon Druids) should be in the PHB.
They do get a swim speed, for Sea Druid, not sure about water breathing, which would be nice, but they did mention avoiding the Aquaman problem. So I think they did a pretty good job there.
Overall, it looks like they stuck fairly close to the last Druid UA and I’m good with that. I’m playing a 2014 land Druid now and would love to be able to use the 2024 version.
Yah, it'll be the new Conjure Animals. I wasn't super thrilled with how they changed it but it's still nice flavor for Moon Druid. Turning into a dire wolf and having a bunch of spectral wolves nipping at your enemy's heels is a really good mental image, even if mechanically it's just an AoE damage spell.
For Sea Druid I just wish they got more features related to ocean wildlife. Swim Speed is nice, but if you're running with an aquatic race (which would be thematic for the subclass) you already have it.
I think the THP works out pretty well. You may not have the big buffer you once had when in a combat form but you also have a much larger pool of HP when scouting as a 1 HP beast. Having a higher AC also helps survivability a lot as well. Overall the Moon Druid will also be able to dish out more damage with Primal Strikes. I am no expert, but to me Moon Druid is a much better subclass than it was.
I was just thinking about this last night. If you're a 15th-level druid you could turn into a bunny with 108HP and 45 temp HP that deals 1+2D8+1D10 damage on hit, averaging around 14 damage a round.
You could literally become the Killer Rabbit from Monty Python if you're just going up against low-level NPCs.
A Moon Druid serial-killer/eco-terrorist could be terrifying.
"The only wound we found on the duke's corpse was a mouse bite on their toe, but they seem to have been electrocuted. And irradiated. Their personal guard outside the bedchamber door saw no one go in or out."
Do we know what the Polymoph spell is going to look like for the 2024 PHB and how it compares to the new Wildshape?
I think the HP situation isn't as advantageous to Druids (but maybe it is more balanced). It seems like the way AC works is likely more advantageous and might offset some of the loss re: HP, but in a way that solves some problems. I'm kind of glad to see the elemental Wiildshapes gone, I didn't think those seemed as fun thematically, as turning into an animal, but then it seemed like when you reached that level, using the elemental would be pretty much obligatory.
The standard Druid gets THP = Druid level when they Wildshape; the Moon Druid gets THP = 3x Druid Level.
Druids get Light Armor, Primal Order Warden bumps them up to Medium, the prohibition against metal armor is gone.
3x for Moon, 1x for everyone else.
I think it's equal to your level for most druids but 3x your level for Moon druids.
Looks like it's mostly the same as UA8 with a few small bumps, which is good. I'm glad they added Conjure Animals to the Moon Druid spell list. I thought it was a rather glaring thematic oversight not to be able to turn into a pack animal and run in with beasts of the same type.
I am still concerned Magician isn't as mechanically powerful as Warden. I'll still probably take it for a few specific druids just for the flavor of actually knowing about Nature for once.
Weirdly, it wasn't mentioned in the actual Druid video but Crawford said in the Player's Handbook overview video that Moon Druids will still need the Monster Manual at higher levels, so I'm guessing being restricted to just the animals in the Player's Handbook was dropped, which I feel is good. From what was said, most druids won't need the Monster Manual as the handbook has plenty of low CR beast options, so if you don't want to mess with the Monster Manual you won't have to unless you're specifically a high-level Moon Druid. Seems fair to me.
I also still feel like Circle of the Sea could've done with a couple more ribbon features for more of an aquatic feel. It feels more like a storm druid than a sea druid. Still, it looks like it'll be fun to play. I'll definitely need to try it out some time.
All these 5.5 reboots sound really great
im not to sure about the WS hp just giving you a little bit of temp HP but then again iv never played a druid so maybe its a good change or a bad one idk
That particular aspect was hotly debated in the UA forums as the packets were released. IMNSHO, it's a very good and needed change but YMMV.
Remember that Conjure Animals will be changing, possibly similar to the UA version.
And beasts will still be in the PHB but moon Druids will need the MM for higher CR beasts. CR’s up to 1 (cap for all non-moon Druids) should be in the PHB.
They do get a swim speed, for Sea Druid, not sure about water breathing, which would be nice, but they did mention avoiding the Aquaman problem. So I think they did a pretty good job there.
Overall, it looks like they stuck fairly close to the last Druid UA and I’m good with that. I’m playing a 2014 land Druid now and would love to be able to use the 2024 version.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
No elemental Wildshapes for Moon Druids. It's ben replaced by Misty Step, effectively.
THP doesn't vary with animal.
Nothing says anything about special stacking rules for THP, so I'd assume not.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I missed whether they get water breathing too, seems a real oversight thematically if they don't but probably the easiest thing in the world to home brew if they don't
I think the THP works out pretty well. You may not have the big buffer you once had when in a combat form but you also have a much larger pool of HP when scouting as a 1 HP beast. Having a higher AC also helps survivability a lot as well. Overall the Moon Druid will also be able to dish out more damage with Primal Strikes. I am no expert, but to me Moon Druid is a much better subclass than it was.
She/Her Player and Dungeon Master
I feel like losing the variability in HP is a bad thing. Running around as an elephant feels like your thing is that you can take a lot of punishment.
I get that the sheer amount of HP available to the 2014 Druid was overkill and something needed to be done to bring it down. I'm not sure what would have been better. The first thought was maintain damage dealt (so if you took 10 damage, then when you transform, you remove 10HP from the health pool, but that causes problems with small creatures...dunno.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Adding to this - technically every druid is elemental now because of Elemental Fury / IEF. So while you can't be a fire elemental anymore, your bear can swipe with fiery claws etc.
And the standard rules for THP apply (you only get the highest) though I would imagine Moon Druid's 3x level whenever they shapeshift is going to beat pretty much any other source except maybe that Power Word Fortify spell the Bard is going to get.
As a DM the old school "35 thp at level 2" Moon Druid wild shape was the most broken thing in the game levels 2-4 and needed to die. I'm not sure anything's got wild shape quite right - but this is more right than it used to be.
Spores would be a good pairing for it.
On a related note any one know idea what happens to the old sub-classes now?
For example: Circle of Spores druids.
I'm sad they didn't make a scaling template for moon druids as a option.
Meh, every time they try that it just ends up being a chore. "My bonemail broke again." "Does this town sell chitin?" "What do you mean ironwood is flammable??" Either it just ends up being reskinned metal which breaks verisimilitude and makes you wonder why the restriction even exists, or it's mechanically/logistically different in some way which ends up being a huge pain in the ass. I'd just rather it be gone. Tables that want to keep it can do so, and they can even recreate the oh-so-exciting internet arguments about it on their private discord if they want.
Who knows, we might actually get this in a future Tasha-style book, much like we got scaling template Beastmaster companions (which still exist!)
Yah, it'll be the new Conjure Animals. I wasn't super thrilled with how they changed it but it's still nice flavor for Moon Druid. Turning into a dire wolf and having a bunch of spectral wolves nipping at your enemy's heels is a really good mental image, even if mechanically it's just an AoE damage spell.
For Sea Druid I just wish they got more features related to ocean wildlife. Swim Speed is nice, but if you're running with an aquatic race (which would be thematic for the subclass) you already have it.
I was just thinking about this last night. If you're a 15th-level druid you could turn into a bunny with 108HP and 45 temp HP that deals 1+2D8+1D10 damage on hit, averaging around 14 damage a round.
You could literally become the Killer Rabbit from Monty Python if you're just going up against low-level NPCs.
A Moon Druid serial-killer/eco-terrorist could be terrifying.
"The only wound we found on the duke's corpse was a mouse bite on their toe, but they seem to have been electrocuted. And irradiated. Their personal guard outside the bedchamber door saw no one go in or out."
Do we know what the Polymoph spell is going to look like for the 2024 PHB and how it compares to the new Wildshape?
I think the HP situation isn't as advantageous to Druids (but maybe it is more balanced). It seems like the way AC works is likely more advantageous and might offset some of the loss re: HP, but in a way that solves some problems. I'm kind of glad to see the elemental Wiildshapes gone, I didn't think those seemed as fun thematically, as turning into an animal, but then it seemed like when you reached that level, using the elemental would be pretty much obligatory.