Hello and greetings fellow Dungeoneers ... or dragons no judging.
So I was thinking about the Druid class and how its such a high jump Suddenly from level 19 to only be limited to 2 wild shapes and then level 20 when they can wildshape unlimited and becomes the most OP and unkillable class in the game just like that.
Here is what I need your help brainstorming this rule and your feedback would be appreciated.
Making the wild shape connected to how much time a druid can stay in the form. in the increments of hours. from the PHB it says that a druid can wild shape for half of their level rounded down in hours.
Introducing Wildshape points. a Druid would have Wildshape point equal to half their level. Wildshape point make the druid able to transform into a beast of CR 1/4 for an Hour. the Druid can use them separately giving them more times to transform and longer time in each form or Merge them to use Higher CR beasts. Drudis of the Moon each point equal to 1 CR.
Original Design here:
example :
a level 8 druid can stay in the form for 4 hours .
a druid of the land can use 4 Points of CR 1/4 to wildshape . can use them separately or combine them AKA use a 4 to turn into a CR 1 beast for 1 hour . it fits the PHB because for: level 2 they can turn into 1/4 CR beast. level 4 a CR of 1/2. level 8 a CR of 1. but give the option for grows after level 8, level 16 can turn into a CR 2 for one hour by using all 8 points.
a level 8 druid of the moon can use 4 points of CR 1 to wildshape . also can use them separately or combine them for a CR 4 Beast for one hour . does this one feels like a health sponge or an HP buffer ? well at level 16 they can turn into 8 CR 1 beasts YES, but at level 16 CR 1 beasts would die fast without making any real damage most of the time. and give them the option to use some Giant apes and T-Rex in battle :D .
more in depth example and explanation for the Old rules:
How does it work:
As the rules says the druid can change into a beast amount of hours equal to Half their level rounded down. So a level 8 druid can stay in one animal form for 4 hours or expend another use to stay another 4. Circle of the Land can be use whildshape to change into Beast who their CR is as following. Level 2 : CR 1/4 No swimming of flying speed. Level 4 : CR 1/2 No flying speed Level 8 : CR 1 . Circle of the Moon can be CR (thier level)/3 rounded down ex: 8/3 = CR 2.
The change: change the time into Points. a Druid have Points equal to half their level rounded down. Each point can make them Use the Wildshape ability for one hour. Circle of the Land (we will call them CoL) have each slot equal to 1/4 CR Circle of the Moon (we will call them CoM) have each slot equal to 1 CR A druid can use the slot to change into that form. OR combine them to change into Higher CR for one hour.
ex:
level 16 CoL has 8 slots can: - Use 1 point to change into a Wolf (CR 1/4) for an hour and each hour can expend 1 point to continue being a wolf for a total maximum of 8 hours. or keep 7 points to use later. - Use 2 point to change into an Ape (CR 1/2) for an hour and each hour can expend 2 points to continue being an Ape for a total maximum of 4 hours. or keep 6 points to use later. - Use 4 points to change into a Tiger (CR 1) for one hour and can use another 4 points to stay an extra hour. or keep 4 points to use later. - Use all 8 points to change into Polar Bear (CR 2) for one hour only.
level 16 CoM has 8 slots can: - Use 1 point to change into a Tiger (CR 1) for one hour and each hour can expend 1 point to continue being a Tiger for a total maximum of 8 hours. or keep 7 points to use later. - Use 2 points to change into a Polar Bear (CR 2) for an hour and each hour can expend 2 points to continue being a Polar Bear for a total maximum of 4 hours. or keep 6 points to use later. - Use 3 points to change into a CR 3 beast max 2 hours and 2 points to spare. - Use 4 points to change into a CR 4 beast max 2 hours. - Use 5 points to change into a CR 5 beast max 1 hour and 3 points to spare. - Use 5 points to change into a CR 5 Air, Earth, Fire or Water elemental for 1 hour and 2 points to spare. - Use 6 points to change into a CR 6 beast max 1 hour 2 points to spare. - Use 7 points to change into a CR 7 beast max 1 hour 1 points to spare. - Use all 8 points to change into a CR 8 beast for one hour.
This will allow the following: Maintaining the normal Druid restrains for non CoM transformations. Level 2-3 Max CR 1/4 Level 4-7 Max CR 1/2 Level 8-15 Max CR 1 And allow non CoM druids to again progress the wild shape at level 16 Level 16-20 Max CR 2
Allow the CoM to achieve higher powerful CR monsters with the cost of less uses.
This also give the option for High risk High reward choices for the player. do they use all the points of wildshape to turn into Higher CR beasts. or keeping points to use it later and longer. and this is the balancing act.
get more uses of wild shape that the player need to traverse different challenges.
All rules for wild shape remain the same except what will be stated and changed in this article.
Wild Shape
Starting at 2nd level, you can use your action and to magically assume the shape of a beast or plant that you have seen before that doesn't have flying or swimming speed. You can use this feature by spending your wild shape points. At level 4 the form can have swimming speed and at level 8 the form can have flying speed.
Wild Shape Points. You gain Wild Shape points equal to half to their druid level rounded down. You regain expended points when you finish a short or long rest. Each point is equal challenge rating of 1/4 (CR 1/4).
Converting a spell slot to Wild Shape Points. As an action a druid can expend one spell slot to gain wild shape points equal to the expended spell slot level. You can never have more wild shape points than half of your druid level rounded down at anytime.
You can stay in wild shape form for one hour. You then revert to your normal form unless you spend one wild shape point for each additional hour you stay in this form. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply: the normal rules set. In addition to these follow rules.
While you are in wild shape form you are proficient in all the form attack and traits that require saving throw.
If for any reason the form you take has the spell casting feature you know the spells as if you have them prepared and they count as a druid spell for you. You can only cast these spells using your own spell slots unless its a cantrip or the form can cast it at will.
Empowered Wild Shape
Starting from level 4 when you use your wild shape ability you can spend two or more wild shape points to take the shape of more powerful forms. The CR of the wild shape form is equal to the total worth of wild shape points spent, for example you can spend 2 wild shape points each worth 1/4 CR for a total of CR 1/2 wildshape form that you can change into.
Wild Shape Speech
At level 6 you learned to speak through your wild shape form, you can only say small and simple words, At level 12 you honed your magic and can speak normally through your from.
Druid Mastery *Change Beast Spell class feature.
Starting from level 6 you can cast limited number of your druid spells in any shape you assume using Wild Shape. You can perform the verbal and somatic components of a druid spell while in wild shape form, but you aren’t able to provide material components unless it's physically on you. You are limited to casting cantrips and 1`st level spells. At higher levels you learn to overcome these limitation. At level 12 you can cast up to 3`rd level spells, at level 16 you can cast up to 5`th level spell, and at level 20 you can cast any spell level.
Archdruid *Change Archdruid class feature.
At 20th level, at the end of your turn you regain 1d4 spent wild shape points.
Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.
Druid Circles
Druid subclass changes.
Circle of the moon
Circle Forms
When you choose this circle your wild shape point become challenge rating of 1 (CR 1). Additionally when you use your wild shape point to take a form that is CR lower than 1 you can stay in that for (1 divided on CR) number of hours instead of one hour. CR 0 forms can stay indefinitely.
Elemental Wild Shape
Starting from you gain the ability to transform into any elemental creature using wild shape but to maintain this form you spend 2 wild shape points for each additional hour you stay in that form.
I like this option because it gives :
The power to transform into higher level beasts for both the Circles of the Land and Moon and maybe other circles like a Circle of Monstrosity *Druid circle of Monstrosity.* for example Circle of the land can become CR 2 beasts on level 16 for the cost of 8 wildshape points.
Make sure that they cant spam a high level CR beasts in the start for example. unless they expend spell slots.
It give the player a chance to spend the forms for more mundane tasks without feeling constricted on wasting half of their wild shape usage for nothing.
It open the chance of High risk High reward by giving the players the choice of do they want to transform into more powerful forms or do they want more usages and more time or do they spend spell slots.
Tell me what do you think. Thank you for reading. Please Give me some feedback and not just vote.
I would if i could understand you. Slots? Hours? CR?
Try to express your idea more clearly and I am happy to give you mechanical feedback.
But in general:
1) given that level 20 is more or less the end of any campaign if they even reach that far, it doesn't really matter much.
2) my main problem with wild shape is the hit point buffer it provides. I would prefer WS to not give additional hit points. The druid should continue taking damage as usual. If his form's original hp would be dropped to 0 or below, she would revert back.
Slot as in something that you put something in. works as a spell slot. Hour an amount of time passing that equal to 60 minutes that equal to 3600 seconds. :D CR is challenge rating a numerical value that determine how powerful is a monster.
How does it work:
As the rules says the druid can change into a beast amount of hours equal to Half their level rounded down. So a level 8 druid can stay in one animal form for 4 hours or expend another use to stay another 4. Circle of the Land can be use whildshape to change into Beast who their CR is as following. Level 2 : CR 1/4 No swimming of flying speed. Level 4 : CR 1/2 No flying speed Level 8 : CR 1 . Circle of the Moon can be CR (thier level)/3 rounded down ex: 8/3 = CR 2.
The change: change the time into Slots. a Druid have Slots equal to half their level rounded down. Each slot can make them Use the Wildshape ability for one hour. Circle of the Land (we will call them CoL) have each slot equal to 1/4 CR Circle of the Moon (we will call them CoM) have each slot equal to 1 CR A druid can use the slot to change into that form. OR combine them to change into Higher CR for one hour.
ex:
level 16 CoL has 8 slots can: - Use 1 Slot to change into a Wolf (CR 1/4) for an hour and each hour can expend 1 slot to continue being a wolf for a total maximum of 8 hours. or keep 7 slots to use later. - Use 2 Slots to change into an Ape (CR 1/2) for an hour and each hour can expend 2 slots to continue being an Ape for a total maximum of 4 hours. or keep 6 slots to use later. - Use 4 Slots to change into a Tiger (CR 1) for one hour and can use another 4 slots to stay an extra hour. or keep 4 slots to use later. - Use all 8 Slots to change into Polar Bear (CR 2) for one hour only.
level 16 CoM has 8 slots can: - Use 1 Slot to change into a Tiger (CR 1) for one hour and each hour can expend 1 slot to continue being a Tiger for a total maximum of 8 hours. or keep 7 slots to use later. - Use 2 Slots to change into a Polar Bear (CR 2) for an hour and each hour can expend 2 slots to continue being a Polar Bear for a total maximum of 4 hours. or keep 6 slots to use later. - Use 3 Slots to change into a CR 3 beast max 2 hours and 2 slots to spare. - Use 4 Slots to change into a CR 4 beast max 2 hours. - Use 5 Slots to change into a CR 5 beast max 1 hour and 3 slots to spare. - Use 5 Slots to change into a CR 5 Air, Earth, Fire or Water elemental for 1 hour and 2 slots to spare. - Use 6 Slots to change into a CR 6 beast max 1 hour 2 slots to spare. - Use 7 Slots to change into a CR 7 beast max 1 hour 1 slot to spare. - Use all 8 Slots to change into a CR 8 beast for one hour.
This will allow the following: Maintaining the normal Druid restrains for non CoM transformations. Level 2-3 Max CR 1/4 Level 4-7 Max CR 1/2 Level 8-15 Max CR 1 And allow non CoM druids to again progress the wild shape at level 16 Level 16-20 Max CR 2
Allow the CoM to achieve higher power CR monsters with the cost of less uses.
This also give the option for High risk High reward choices for the player. do they use all the slots of wildshape to turn into Higher CR beasts. or keeping slots to use it later and longer. and this is the balancing act.
get more uses of wildshape that the player need to traverse different challanges.
1) level 20 is the only time a druid get to use their wild shape more than 2 times per short rest so from level 2 to 20 no increase at all. the campaign is done and the druid still uses two changes only .....
2) this "Buffer" is nothing in higher level plays .... really in any play likely because of the following. a] when you turn into a beast you lock all the rest of your abilities until level 18. you cant cast any spells you cant heal (except moon healing themselves using spell slots). b] you become VERY VERY SQUISHY almost all the attacks are gonna hit your animal form. is a bear gonna be a good buffer for a dragon breath? no not really because its boof and its gone. one use of your only two uses is bye bye. do you use the other one to fight or run?
1) Sure I was just thinking this if maybe later to add or change it where the druid can use a Spell slot to giant Wildshaped points equal to the slot level. just a thought I dont know how it would work in action.
2) this is interesting but now you will have the problem of the hit point buffer you were afraid off because then lets say a level 16 druid of the moon would have 16 points then in one fight can turn into a CR 6 beast 16 time each for 10 minutes and that more than enough for one fight before short rest ... so very killer . also thats alot of math for a lot of people XD.
3) well technically if I worked the math exactly like the DnD core rules each druid would have there level in points but can only use 1/2 there level per transformation ex: level 4 CoL would have 4 points and can transform to CR 1/2 twice each for one hour . and CoM druid would have to use 10 at level 12 to turn into an Elemental. but that would have givin the druid alot alot alot of points meaning alot of health and transformation. as stated in #2.
4) also a change I might add is the ability to cast spells comes gradually like at level 6 they can cast cantrips and level one spells at level 12 can cast level 3 and 4 level 18 level 5 and 6 level 20 can cast any level. and maybe give the druid a ability to talk in beast form in the middle too. level 12 seams ok. what do you think about that ? because again roping the class of half of its features until level 18 and 20 is really harsh .
The Idea or the point is Progression.... The druid by far has the worst progression arc on all the class but the highest peak of all the classes. this main Idea was to smooth the arc and do not let it be so back end heavy. A player shouldn't be waiting very long time until he is able to play the charcter they wish it to play.
And that HP buffer isnt that strong. we are talking about in average 30 HP for CR1, 40 HP for CR 2, 50 for CR 3, and 70 for CR 4 and that if the DM allows for dinos, and most of them have very low AC. and from first hand experience if a group of 4 hobgoblins target the Brown bear form you are going down in 1 turn thats 34 HP.
so for Progression again thats why allowing to gradually able to cast spells. level 6 can cast cantrips and 1st level spells. level 12 can cast up to 3`rd level , at 18 can cast up to 5`th and 20 can cast all spells.
I was confused on Wild Shape at first as well, but Wild Shape is not usable just twice per day. It recharges on a short rest, rule in spoiler below.
Wild Shape
Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
yeah I know but twice per short rest only that for ever until level 20 is a bad design. the WS point system still recharge with short rest but now we give the ability for a druid to turn into a rat to go around the corner and then he find a small whole so he can use a second transform to turn into an ant . and have still few points that they can use to fight back when they find themselves in a bad spot.
- Well its interesting and cool that this way a CoM druid would have more hours to change into weaker Beasts. - The math stays around the same where the Druid CoL can turn 2 times into their strongest form until level 12. - CoM almost always can turn into the strongest form 3 times. Which ar on both fields more times than I ended up with. "More on that on notes" - And I think by that rule a CoM would have to spend 10 points to turn into Air, Earth, Fire or Water Elemental.
But I think Limiting the recovery of the points to a long rest and half in a short rest. would cut the uses of the wild shape a lot. Especially the Elemental form. and roping the Druid of the Unlimited wildshape will disappoint and dismantle the level 20 Druid power. at level 20 a CoL can only stay in CR 1 for five hours ?
Notes:
- I mostly kept all the other rules for wild shape "they recover all points after short rest" and the math line up for CoL but Halved the points and Expanded the Range of CoM. - I thought that too much points "Points equal to level" With my rules would give too much power to the CoM but I could have fixed that If I made each point allowed CR 1/2 maybe ... - I wanted to give the option to Transform into More powerful creature By Spending most of your points. so a CoL wont stuck with CR 1 at level 8 and that's it for them. and the frustration that a druid Of the moon just need 1 level to turn into King Kong at level 20 was just .... Painful hahaha. - I also thought if it was only half points if I have allowed the Transfer of spell slot level into wild shape points would make CoL and CoM equal up because then CoL would have more uses because they recover up to half there level in spell slots. and CoM would have Larger and more Stronger Beasts but if they wanted to use more then they would Have to expend Spells that they cant recover until Long Rest. this part I have not yet tested. - The Idea of the Druid unable to Cast spells until level 18... that really bother me because ratio actively it says that you are only allowed to access only 1 core of your class only and forget the other half. which no other class do in this game. - Why a druid cant turn into a Plant.... that part confuses the Bajinga out of me. - Give them the Ability to speak after a certain moment well ya !!! - Surely the druid class is the most hard class to balance.
Just had this thought, it would be cool if the druid could combine spell slots with wild shape uses to Wildshape into other more magical forms (fey, monstrosity, etc), the more powerful the creature the higher the spell slot needed. I am thinking things like Owlbears, Phase Spiders, Carrion Crawlers, etc.
Also I too think that Plants should totally be allowed.
yeah well I did create a modified Shapechange spell "Lesser Shapechange" check it out I hope you like it :D. and as for monstrosity Stay tuned I am now Creating a circle of the Monstrosity druid :D. its gonna be rad :D but I dont know how will it will work with the core rules though I am working on it using the point system rules. Edit: its done Druid circle of Monstrosity.
- Well its interesting and cool that this way a CoM druid would have more hours to change into weaker Beasts. - The math stays around the same where the Druid CoL can turn 2 times into their strongest form until level 12. - CoM almost always can turn into the strongest form 3 times. Which ar on both fields more times than I ended up with. "More on that on notes" - And I think by that rule a CoM would have to spend 10 points to turn into Air, Earth, Fire or Water Elemental.
But I think Limiting the recovery of the points to a long rest and half in a short rest. would cut the uses of the wild shape a lot. Especially the Elemental form.
I could see recovering all the points on a short rest. The idea was to encourage more versatility in the use of wild shape. Always using your most powerful form with this system would drain your wild shape uses pretty quickly when you first get them, so it makes using less powerful forms at least some of the time more appealing. But then again, regaining all your points on a short rest probably wouldn't change that much.
Also with this system, they might have limited Elemental form use when they first gain the ability to morph into an Elemental. But as they gain more levels they can potentially turn into an elemental more times, albeit for shorter time, than the current rules allow. The current rules say that at level 19, you could be in Elemental form for a total of 38 hours per short rest. Is 38 hours per short rest even really necessary? Even per day that's way more than enough hours of use. But let's be real here, 4 (or 6-8 at level 20) hours of elemental form per short rest is probably just as good given your ability to now shift in and out of it more often. This by itself is insanely powerful in its own right, because it allows you to fully recover all the wild shape (temporary) hit points. It also allows you to switch between wild shape and spellcasting more often. This also makes the smaller CR forms more appealing because in effect you could have more wild shape hit points with smaller CR beasts than you would by only using your most powerful forms.
and roping the Druid of the Unlimited wildshape will disappoint and dismantle the level 20 Druid power. at level 20 a CoL can only stay in CR 1 for five hours ?
I think a lot of people felt that the level 20 ability was fairly broken. I think roping it to some extent, maybe 40 or 50 points even, would be pretty close in power, but not to virtually unkillable levels. That was my idea for changing the capstone.
Notes:
- I mostly kept all the other rules for wild shape "they recover all points after short rest" and the math line up for CoL but Halved the points and Expanded the Range of CoM. - I thought that too much points "Points equal to level" With my rules would give too much power to the CoM but I could have fixed that If I made each point allowed CR 1/2 maybe ... - I wanted to give the option to Transform into More powerful creature By Spending most of your points. so a CoL wont stuck with CR 1 at level 8 and that's it for them. and the frustration that a druid Of the moon just need 1 level to turn into King Kong at level 20 was just .... Painful hahaha.
I think WotC had it right when they placed a cap on the CR you could turn into based on your level. I could see lifting the Land cap to CR2 by level 12 or 15 or something. But that's not what the Land druid is supposed to be known for. With the moon druid, CR6 (Mammoth) at level 18-20 is still really powerful. If epic tier is ever released, then that's when they'd gain even more powerful forms.
- I also thought if it was only half points if I have allowed the Transfer of spell slot level into wild shape points would make CoL and CoM equal up because then CoL would have more uses because they recover up to half there level in spell slots. and CoM would have Larger and more Stronger Beasts but if they wanted to use more then they would Have to expend Spells that they cant recover until Long Rest. this part I have not yet tested.
That's another interesting idea. Giving the option to wild shape more by giving up your spellcasting uses seems like a great idea. Although perhaps limit it to WIS modifier + 1 (minimum 1) uses per long rest. As I stated above, just having the ability to shift in and out of wild shape more often is pretty insanely powerful on its own even if you get shorter time frames out of it.
- The Idea of the Druid unable to Cast spells until level 18... that really bother me because ratio actively it says that you are only allowed to access only 1 core of your class only and forget the other half. which no other class do in this game.
That's another reason why being able to shift in and out of wild shape more often is so useful. I think leaving it at level 18 is fine because with this new system, you could shift out of wild shape, cast whatever spells you need to, and then later shift back into wild shape when you need to.
- Why a druid cant turn into a Plant.... that part confuses the Bajinga out of me.
Good point, this should be allowed.
- Give them the Ability to speak after a certain moment well ya !!!
Agreed.
- Surely the druid class is the most hard class to balance.
The current rules say that at level 19, you could be in Elemental form for a total of 38 hours per short rest. Is 38 hours per short rest even really necessary?
Wow wowo wowo wow wo wooh .... dude ..... the rules says they can stay up to Half their level rounded down not double lol.
I think a lot of people felt that the level 20 ability was fairly broken. I think roping it to some extent, maybe 40 or 50 points even, would be pretty close in power, but not to virtually unkillable levels. That was my idea for changing the capstone.
Well here is the Idea ..... ALL LEVEL 20 CLASSES SHOULD FEEL LIKE 20`th LEVEL DRUID, Noth the other way around. this is the End of the Game this is the Labor of Hard work and determination. Those Who designed the other Level 20 classes should be lashed publicly (Except Clerics -have unlimited wish spell but can cast it once a week not the best but ok- and Maybe barely Barbarians -2 stats jump by 2 and there max increase and unlimited rages-) Specially the Bard, Monk, Sorcerer, Warlock and Wizard. they should be lashed with fire. Oh you don't have your class resource oh Have some bitty take 1 for the bard 4 for the monk and the sorcerer should take a short rest to gain 4. Oh you have proven your worth to your Patreon .... yeah why not beg and grovel for one minute so he give you some measly 4 spells back. Oh you are Level 20 Wizard one of the Most powerful wizards to ever roam the Multiverse .... yeah here take this level 3 spell you can cast it once now.
I think WotC had it right when they placed a cap on the CR you could turn into based on your level. I could see lifting the Land cap to CR2 by level 12 or 15 or something. But that's not what the Land druid is supposed to be known for. With the moon druid, CR6 (Mammoth) at level 18-20 is still really powerful. If epic tier is ever released, then that's when they'd gain even more powerful forms.
Well by the Way I wrote it CoL would have access to CR 2 by level 16. better than nothing. Weaker CR Beasts are toast in higher level they cant worth anything, it take an action or a bonus action and that's a heavy commodity for the player to part with thats a full turn for CoL. Lower CR beast would die before there turn come back to them. they would Rarely ever be used in combat !! except for running away ??? at level 18-20 while your teammates might have Black Razor, Staff of the magi or other Extremely epic powers .... do you want to be going stomping around as a hairy mammoth ???? or would you like to be an Awesome hairy Giant Ape Wrecking shit and taking names ??? Not to mention thats the rules aren't clear about if you are using your Proficiency for the attack rolls or not because if you dont then Good luck your hit rate gonna drop like a fly.
That's another interesting idea. Giving the option to wild shape more by giving up your spellcasting uses seems like a great idea. Although perhaps limit it to WIS modifier + 1 (minimum 1) uses per long rest. As I stated above, just having the ability to shift in and out of wild shape more often is pretty insanely powerful on its own even if you get shorter time frames out of it.
Ummm ... you know that there is a limited number of spells XD. and to make the points worth to change into a higher CR monster you would have to use Many low level Spells or Higher level spells. and it would require an action or a bonus action to convert the spell into WS points. The bare minimum WoC could have done is to added some where if you target yourself with a polymorph spell you can retain your mental states and abilities as if you were using Wild Shape.... whats so Freaking hard about that !!!!
That's another reason why being able to shift in and out of wild shape more often is so useful. I think leaving it at level 18 is fine because with this new system, you could shift out of wild shape, cast whatever spells you need to, and then later shift back into wild shape when you need to.
If you have checked Earlier Reply, I said that I would introduce a progression not like Suddenly at level 18 you can cast any Spell With S and V components. I would have made it like this : "so for Progression again that's why allowing to gradually able to cast spells. level 6 can cast cantrips and 1st level spells. level 12 can cast up to 3`rd level , at 18 can cast up to 5`th and 20 can cast all spells."
Every Body Gather UP GATHER UP !!!! Can I have you Attention please. We have few Awesome announcements :D
First: We released the Second Version of druid of the monstrosity Circle. found here Druid circle of Monstrosity. We had a wonderful feedback and revision for the first Version but I still want Everybody to check it out and give me your opinions and feedback you all were wonderful here and I am grateful but we all Must go PLUS ULTRA !!!! .
Second: I will officially "as Official as someone who makes an unofficial rules somehow :D" well Implement the Spell to Point system , The Ability to transform into Plants for all subclass, the ability to speak Speak at level 6 using Simple words and at level 12 able to speak normally And Finally the Spell casting ability growing by level.
Third: I was thinking to change the Wildshape point system to use the CR only and to stay in the form you use 1 WS point per hour. this is due that the Initial point dump happens at the start of the transform so it would be tasking to ask for the same amount just to keep the form. This will make staying in the form more encouraging because the form even if it hurt it would require healing and that uses other resources. I want to hold this implantation until I hear some feedback about this. But I will put it in a side note in the design.
AND FINALLY: Guys, Gals and Others I am very VERY grateful for the wonderful feedback that you have giving me its really means alot to me. But I would be more grateful and extremely thankful if you guys Tested this system and the Subclass in games you run or show your DM and ask to use this system. I want to hear how this system work in Mid Play.
V2.0 of the Revised is Up finally. and added of course Co-designers titles and help for those whom the feedback helped polish this option. thanks for everybody that worked hard on this and who gave very valuable feedback. I hope you give me feedback again on it.
Hello and greetings fellow Dungeoneers ... or dragons no judging.
So I was thinking about the Druid class and how its such a high jump Suddenly from level 19 to only be limited to 2 wild shapes and then level 20 when they can wildshape unlimited and becomes the most OP and unkillable class in the game just like that.
Here is what I need your help brainstorming this rule and your feedback would be appreciated.
Making the wild shape connected to how much time a druid can stay in the form. in the increments of hours. from the PHB it says that a druid can wild shape for half of their level rounded down in hours.
Introducing Wildshape points. a Druid would have Wildshape point equal to half their level.
Wildshape point make the druid able to transform into a beast of CR 1/4 for an Hour. the Druid can use them separately giving them more times to transform and longer time in each form or Merge them to use Higher CR beasts.
Drudis of the Moon each point equal to 1 CR.
Original Design here:
example :
a level 8 druid can stay in the form for 4 hours .
a druid of the land can use 4 Points of CR 1/4 to wildshape . can use them separately or combine them AKA use a 4 to turn into a CR 1 beast for 1 hour .
it fits the PHB because for:
level 2 they can turn into 1/4 CR beast.
level 4 a CR of 1/2.
level 8 a CR of 1.
but give the option for grows after level 8, level 16 can turn into a CR 2 for one hour by using all 8 points.
a level 8 druid of the moon can use 4 points of CR 1 to wildshape . also can use them separately or combine them for a CR 4 Beast for one hour .
does this one feels like a health sponge or an HP buffer ? well at level 16 they can turn into 8 CR 1 beasts YES, but at level 16 CR 1 beasts would die fast without making any real damage most of the time. and give them the option to use some Giant apes and T-Rex in battle :D .
more in depth example and explanation for the Old rules:
How does it work:
As the rules says the druid can change into a beast amount of hours equal to Half their level rounded down.
So a level 8 druid can stay in one animal form for 4 hours or expend another use to stay another 4.
Circle of the Land can be use whildshape to change into Beast who their CR is as following.
Level 2 : CR 1/4 No swimming of flying speed.
Level 4 : CR 1/2 No flying speed
Level 8 : CR 1 .
Circle of the Moon can be CR (thier level)/3 rounded down ex: 8/3 = CR 2.
The change:
change the time into Points. a Druid have Points equal to half their level rounded down. Each point can make them Use the Wildshape ability for one hour.
Circle of the Land (we will call them CoL) have each slot equal to 1/4 CR
Circle of the Moon (we will call them CoM) have each slot equal to 1 CR
A druid can use the slot to change into that form. OR combine them to change into Higher CR for one hour.
ex:
level 16 CoL has 8 slots can:
- Use 1 point to change into a Wolf (CR 1/4) for an hour and each hour can expend 1 point to continue being a wolf for a total maximum of 8 hours. or keep 7 points to use later.
- Use 2 point to change into an Ape (CR 1/2) for an hour and each hour can expend 2 points to continue being an Ape for a total maximum of 4 hours. or keep 6 points to use later.
- Use 4 points to change into a Tiger (CR 1) for one hour and can use another 4 points to stay an extra hour. or keep 4 points to use later.
- Use all 8 points to change into Polar Bear (CR 2) for one hour only.
level 16 CoM has 8 slots can:
- Use 1 point to change into a Tiger (CR 1) for one hour and each hour can expend 1 point to continue being a Tiger for a total maximum of 8 hours. or keep 7 points to use later.
- Use 2 points to change into a Polar Bear (CR 2) for an hour and each hour can expend 2 points to continue being a Polar Bear for a total maximum of 4 hours. or keep 6 points to use later.
- Use 3 points to change into a CR 3 beast max 2 hours and 2 points to spare.
- Use 4 points to change into a CR 4 beast max 2 hours.
- Use 5 points to change into a CR 5 beast max 1 hour and 3 points to spare.
- Use 5 points to change into a CR 5 Air, Earth, Fire or Water elemental for 1 hour and 2 points to spare.
- Use 6 points to change into a CR 6 beast max 1 hour 2 points to spare.
- Use 7 points to change into a CR 7 beast max 1 hour 1 points to spare.
- Use all 8 points to change into a CR 8 beast for one hour.
This will allow the following:
Maintaining the normal Druid restrains for non CoM transformations.
Level 2-3 Max CR 1/4
Level 4-7 Max CR 1/2
Level 8-15 Max CR 1
And allow non CoM druids to again progress the wild shape at level 16
Level 16-20 Max CR 2
Allow the CoM to achieve higher powerful CR monsters with the cost of less uses.
This also give the option for High risk High reward choices for the player. do they use all the points of wildshape to turn into Higher CR beasts. or keeping points to use it later and longer. and this is the balancing act.
get more uses of wild shape that the player need to traverse different challenges.
V 2.2 After feedback. Co Designers DracoDruid, Sillvva.
All rules for wild shape remain the same except what will be stated and changed in this article.
Wild Shape
Starting at 2nd level, you can use your action and to magically assume the shape of a beast or plant that you have seen before that doesn't have flying or swimming speed. You can use this feature by spending your wild shape points.
At level 4 the form can have swimming speed and at level 8 the form can have flying speed.
Wild Shape Points. You gain Wild Shape points equal to half to their druid level rounded down. You regain expended points when you finish a short or long rest. Each point is equal challenge rating of 1/4 (CR 1/4).
Converting a spell slot to Wild Shape Points. As an action a druid can expend one spell slot to gain wild shape points equal to the expended spell slot level. You can never have more wild shape points than half of your druid level rounded down at anytime.
You can stay in wild shape form for one hour. You then revert to your normal form unless you spend one wild shape point for each additional hour you stay in this form. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply: the normal rules set. In addition to these follow rules.
Empowered Wild Shape
Starting from level 4 when you use your wild shape ability you can spend two or more wild shape points to take the shape of more powerful forms. The CR of the wild shape form is equal to the total worth of wild shape points spent, for example you can spend 2 wild shape points each worth 1/4 CR for a total of CR 1/2 wildshape form that you can change into.
Wild Shape Speech
At level 6 you learned to speak through your wild shape form, you can only say small and simple words, At level 12 you honed your magic and can speak normally through your from.
Druid Mastery *Change Beast Spell class feature.
Starting from level 6 you can cast limited number of your druid spells in any shape you assume using Wild Shape. You can perform the verbal and somatic components of a druid spell while in wild shape form, but you aren’t able to provide material components unless it's physically on you. You are limited to casting cantrips and 1`st level spells.
At higher levels you learn to overcome these limitation. At level 12 you can cast up to 3`rd level spells, at level 16 you can cast up to 5`th level spell, and at level 20 you can cast any spell level.
Archdruid *Change Archdruid class feature.
At 20th level, at the end of your turn you regain 1d4 spent wild shape points.
Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.
Druid Circles
Druid subclass changes.
Circle of the moon
Circle Forms
When you choose this circle your wild shape point become challenge rating of 1 (CR 1). Additionally when you use your wild shape point to take a form that is CR lower than 1 you can stay in that for (1 divided on CR) number of hours instead of one hour. CR 0 forms can stay indefinitely.
Elemental Wild Shape
Starting from you gain the ability to transform into any elemental creature using wild shape but to maintain this form you spend 2 wild shape points for each additional hour you stay in that form.
I like this option because it gives :
Tell me what do you think. Thank you for reading.
Please Give me some feedback and not just vote.
Lead designer of: Druid Wild Shape Revised, Druid: Circle of Monstrosity (Homebrew class), Revised Classes : Focus on level 20.
Homebrewer of: Halwasa`s Mushrooms of fluid movement (Item), Giraffe (Beast), Displacer Panther (Beast) (heavily modified Displacer Beast that is owned by WoC), Lightning whip (2nd-level Spell), Lesser Shapechange (5th-level Spell), Investiture of Lightning (6th-level Spell), Touched by the magic (Feat).
you know I would love for people to write some feedback :D
Lead designer of: Druid Wild Shape Revised, Druid: Circle of Monstrosity (Homebrew class), Revised Classes : Focus on level 20.
Homebrewer of: Halwasa`s Mushrooms of fluid movement (Item), Giraffe (Beast), Displacer Panther (Beast) (heavily modified Displacer Beast that is owned by WoC), Lightning whip (2nd-level Spell), Lesser Shapechange (5th-level Spell), Investiture of Lightning (6th-level Spell), Touched by the magic (Feat).
I would if i could understand you. Slots? Hours? CR?
Try to express your idea more clearly and I am happy to give you mechanical feedback.
But in general:
1) given that level 20 is more or less the end of any campaign if they even reach that far, it doesn't really matter much.
2) my main problem with wild shape is the hit point buffer it provides. I would prefer WS to not give additional hit points. The druid should continue taking damage as usual. If his form's original hp would be dropped to 0 or below, she would revert back.
Slot as in something that you put something in. works as a spell slot.
Hour an amount of time passing that equal to 60 minutes that equal to 3600 seconds. :D
CR is challenge rating a numerical value that determine how powerful is a monster.
How does it work:
As the rules says the druid can change into a beast amount of hours equal to Half their level rounded down.
So a level 8 druid can stay in one animal form for 4 hours or expend another use to stay another 4.
Circle of the Land can be use whildshape to change into Beast who their CR is as following.
Level 2 : CR 1/4 No swimming of flying speed.
Level 4 : CR 1/2 No flying speed
Level 8 : CR 1 .
Circle of the Moon can be CR (thier level)/3 rounded down ex: 8/3 = CR 2.
The change:
change the time into Slots. a Druid have Slots equal to half their level rounded down. Each slot can make them Use the Wildshape ability for one hour.
Circle of the Land (we will call them CoL) have each slot equal to 1/4 CR
Circle of the Moon (we will call them CoM) have each slot equal to 1 CR
A druid can use the slot to change into that form. OR combine them to change into Higher CR for one hour.
ex:
level 16 CoL has 8 slots can:
- Use 1 Slot to change into a Wolf (CR 1/4) for an hour and each hour can expend 1 slot to continue being a wolf for a total maximum of 8 hours. or keep 7 slots to use later.
- Use 2 Slots to change into an Ape (CR 1/2) for an hour and each hour can expend 2 slots to continue being an Ape for a total maximum of 4 hours. or keep 6 slots to use later.
- Use 4 Slots to change into a Tiger (CR 1) for one hour and can use another 4 slots to stay an extra hour. or keep 4 slots to use later.
- Use all 8 Slots to change into Polar Bear (CR 2) for one hour only.
level 16 CoM has 8 slots can:
- Use 1 Slot to change into a Tiger (CR 1) for one hour and each hour can expend 1 slot to continue being a Tiger for a total maximum of 8 hours. or keep 7 slots to use later.
- Use 2 Slots to change into a Polar Bear (CR 2) for an hour and each hour can expend 2 slots to continue being a Polar Bear for a total maximum of 4 hours. or keep 6 slots to use later.
- Use 3 Slots to change into a CR 3 beast max 2 hours and 2 slots to spare.
- Use 4 Slots to change into a CR 4 beast max 2 hours.
- Use 5 Slots to change into a CR 5 beast max 1 hour and 3 slots to spare.
- Use 5 Slots to change into a CR 5 Air, Earth, Fire or Water elemental for 1 hour and 2 slots to spare.
- Use 6 Slots to change into a CR 6 beast max 1 hour 2 slots to spare.
- Use 7 Slots to change into a CR 7 beast max 1 hour 1 slot to spare.
- Use all 8 Slots to change into a CR 8 beast for one hour.
This will allow the following:
Maintaining the normal Druid restrains for non CoM transformations.
Level 2-3 Max CR 1/4
Level 4-7 Max CR 1/2
Level 8-15 Max CR 1
And allow non CoM druids to again progress the wild shape at level 16
Level 16-20 Max CR 2
Allow the CoM to achieve higher power CR monsters with the cost of less uses.
This also give the option for High risk High reward choices for the player. do they use all the slots of wildshape to turn into Higher CR beasts. or keeping slots to use it later and longer. and this is the balancing act.
get more uses of wildshape that the player need to traverse different challanges.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
as for your points:
1) level 20 is the only time a druid get to use their wild shape more than 2 times per short rest so from level 2 to 20 no increase at all. the campaign is done and the druid still uses two changes only .....
2) this "Buffer" is nothing in higher level plays .... really in any play likely because of the following.
a] when you turn into a beast you lock all the rest of your abilities until level 18. you cant cast any spells you cant heal (except moon healing themselves using spell slots).
b] you become VERY VERY SQUISHY almost all the attacks are gonna hit your animal form. is a bear gonna be a good buffer for a dragon breath? no not really because its boof and its gone. one use of your only two uses is bye bye. do you use the other one to fight or run?
Lead designer of: Druid Wild Shape Revised, Druid: Circle of Monstrosity (Homebrew class), Revised Classes : Focus on level 20.
Homebrewer of: Halwasa`s Mushrooms of fluid movement (Item), Giraffe (Beast), Displacer Panther (Beast) (heavily modified Displacer Beast that is owned by WoC), Lightning whip (2nd-level Spell), Lesser Shapechange (5th-level Spell), Investiture of Lightning (6th-level Spell), Touched by the magic (Feat).
_Now_ I get where you were going at! ;)
And I kinda like your general idea.
Some ideas of the top of my head:
1) Call them Wildshape Points. Slots is pretty much coined to spells and give the idea of different levels.
2) How about this: Each point allows to turn into a creature for 1 hour _divided_ by its CR. (4 hours for CR 1/4, 30 minutes for Cr 2, etc.)
3) CoL druids get half their level in points and CoM get their full level in points
;)
1) Sure I was just thinking this if maybe later to add or change it where the druid can use a Spell slot to giant Wildshaped points equal to the slot level. just a thought I dont know how it would work in action.
2) this is interesting but now you will have the problem of the hit point buffer you were afraid off because then lets say a level 16 druid of the moon would have 16 points then in one fight can turn into a CR 6 beast 16 time each for 10 minutes and that more than enough for one fight before short rest ... so very killer .
also thats alot of math for a lot of people XD.
3) well technically if I worked the math exactly like the DnD core rules each druid would have there level in points but can only use 1/2 there level per transformation ex: level 4 CoL would have 4 points and can transform to CR 1/2 twice each for one hour . and CoM druid would have to use 10 at level 12 to turn into an Elemental. but that would have givin the druid alot alot alot of points meaning alot of health and transformation. as stated in #2.
4) also a change I might add is the ability to cast spells comes gradually like at level 6 they can cast cantrips and level one spells at level 12 can cast level 3 and 4 level 18 level 5 and 6 level 20 can cast any level. and maybe give the druid a ability to talk in beast form in the middle too. level 12 seams ok. what do you think about that ? because again roping the class of half of its features until level 18 and 20 is really harsh .
Lead designer of: Druid Wild Shape Revised, Druid: Circle of Monstrosity (Homebrew class), Revised Classes : Focus on level 20.
Homebrewer of: Halwasa`s Mushrooms of fluid movement (Item), Giraffe (Beast), Displacer Panther (Beast) (heavily modified Displacer Beast that is owned by WoC), Lightning whip (2nd-level Spell), Lesser Shapechange (5th-level Spell), Investiture of Lightning (6th-level Spell), Touched by the magic (Feat).
3 and 4 seems good ideas, you should edit your OP
what do you mean by OP ? what exactly should I change ?
Lead designer of: Druid Wild Shape Revised, Druid: Circle of Monstrosity (Homebrew class), Revised Classes : Focus on level 20.
Homebrewer of: Halwasa`s Mushrooms of fluid movement (Item), Giraffe (Beast), Displacer Panther (Beast) (heavily modified Displacer Beast that is owned by WoC), Lightning whip (2nd-level Spell), Lesser Shapechange (5th-level Spell), Investiture of Lightning (6th-level Spell), Touched by the magic (Feat).
He meant your Original Post.
And yes, forcing druids to choose between spellcasting and wildshape is harsh but also a very necessary balance factor.
If druids would receive every damage their new form takes (aka no hp buffer), then I'd say sure, let them get it earlier than 18th, but otherwise...
The Idea or the point is Progression.... The druid by far has the worst progression arc on all the class but the highest peak of all the classes.
this main Idea was to smooth the arc and do not let it be so back end heavy. A player shouldn't be waiting very long time until he is able to play the charcter they wish it to play.
And that HP buffer isnt that strong. we are talking about in average 30 HP for CR1, 40 HP for CR 2, 50 for CR 3, and 70 for CR 4 and that if the DM allows for dinos, and most of them have very low AC.
and from first hand experience if a group of 4 hobgoblins target the Brown bear form you are going down in 1 turn thats 34 HP.
so for Progression again thats why allowing to gradually able to cast spells. level 6 can cast cantrips and 1st level spells. level 12 can cast up to 3`rd level , at 18 can cast up to 5`th and 20 can cast all spells.
Lead designer of: Druid Wild Shape Revised, Druid: Circle of Monstrosity (Homebrew class), Revised Classes : Focus on level 20.
Homebrewer of: Halwasa`s Mushrooms of fluid movement (Item), Giraffe (Beast), Displacer Panther (Beast) (heavily modified Displacer Beast that is owned by WoC), Lightning whip (2nd-level Spell), Lesser Shapechange (5th-level Spell), Investiture of Lightning (6th-level Spell), Touched by the magic (Feat).
I was confused on Wild Shape at first as well, but Wild Shape is not usable just twice per day. It recharges on a short rest, rule in spoiler below.
Wild Shape
Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
If I wrote this I would have it follow this:
Land
Moon
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yeah I know but twice per short rest only that for ever until level 20 is a bad design.
the WS point system still recharge with short rest but now we give the ability for a druid to turn into a rat to go around the corner and then he find a small whole so he can use a second transform to turn into an ant . and have still few points that they can use to fight back when they find themselves in a bad spot.
Lead designer of: Druid Wild Shape Revised, Druid: Circle of Monstrosity (Homebrew class), Revised Classes : Focus on level 20.
Homebrewer of: Halwasa`s Mushrooms of fluid movement (Item), Giraffe (Beast), Displacer Panther (Beast) (heavily modified Displacer Beast that is owned by WoC), Lightning whip (2nd-level Spell), Lesser Shapechange (5th-level Spell), Investiture of Lightning (6th-level Spell), Touched by the magic (Feat).
- Well its interesting and cool that this way a CoM druid would have more hours to change into weaker Beasts.
- The math stays around the same where the Druid CoL can turn 2 times into their strongest form until level 12.
- CoM almost always can turn into the strongest form 3 times. Which ar on both fields more times than I ended up with. "More on that on notes"
- And I think by that rule a CoM would have to spend 10 points to turn into Air, Earth, Fire or Water Elemental.
But I think Limiting the recovery of the points to a long rest and half in a short rest. would cut the uses of the wild shape a lot. Especially the Elemental form.
and roping the Druid of the Unlimited wildshape will disappoint and dismantle the level 20 Druid power. at level 20 a CoL can only stay in CR 1 for five hours ?
Notes:
- I mostly kept all the other rules for wild shape "they recover all points after short rest" and the math line up for CoL but Halved the points and Expanded the Range of CoM.
- I thought that too much points "Points equal to level" With my rules would give too much power to the CoM but I could have fixed that If I made each point allowed CR 1/2 maybe ...
- I wanted to give the option to Transform into More powerful creature By Spending most of your points. so a CoL wont stuck with CR 1 at level 8 and that's it for them. and the frustration that a druid Of the moon just need 1 level to turn into King Kong at level 20 was just .... Painful hahaha.
- I also thought if it was only half points if I have allowed the Transfer of spell slot level into wild shape points would make CoL and CoM equal up because then CoL would have more uses because they recover up to half there level in spell slots. and CoM would have Larger and more Stronger Beasts but if they wanted to use more then they would Have to expend Spells that they cant recover until Long Rest. this part I have not yet tested.
- The Idea of the Druid unable to Cast spells until level 18... that really bother me because ratio actively it says that you are only allowed to access only 1 core of your class only and forget the other half. which no other class do in this game.
- Why a druid cant turn into a Plant.... that part confuses the Bajinga out of me.
- Give them the Ability to speak after a certain moment well ya !!!
- Surely the druid class is the most hard class to balance.
Lead designer of: Druid Wild Shape Revised, Druid: Circle of Monstrosity (Homebrew class), Revised Classes : Focus on level 20.
Homebrewer of: Halwasa`s Mushrooms of fluid movement (Item), Giraffe (Beast), Displacer Panther (Beast) (heavily modified Displacer Beast that is owned by WoC), Lightning whip (2nd-level Spell), Lesser Shapechange (5th-level Spell), Investiture of Lightning (6th-level Spell), Touched by the magic (Feat).
Just had this thought, it would be cool if the druid could combine spell slots with wild shape uses to Wildshape into other more magical forms (fey, monstrosity, etc), the more powerful the creature the higher the spell slot needed. I am thinking things like Owlbears, Phase Spiders, Carrion Crawlers, etc.
Also I too think that Plants should totally be allowed.
yeah well I did create a modified Shapechange spell "Lesser Shapechange" check it out I hope you like it :D.
and as for monstrosity Stay tuned I am now Creating a circle of the Monstrosity druid :D. its gonna be rad :D but I dont know how will it will work with the core rules though I am working on it using the point system rules.
Edit:
its done
Druid circle of Monstrosity.
Lead designer of: Druid Wild Shape Revised, Druid: Circle of Monstrosity (Homebrew class), Revised Classes : Focus on level 20.
Homebrewer of: Halwasa`s Mushrooms of fluid movement (Item), Giraffe (Beast), Displacer Panther (Beast) (heavily modified Displacer Beast that is owned by WoC), Lightning whip (2nd-level Spell), Lesser Shapechange (5th-level Spell), Investiture of Lightning (6th-level Spell), Touched by the magic (Feat).
Feature Requests || Homebrew FAQ || Pricing FAQ || Hardcovers FAQ || Snippet Codes || Tooltips
DDB Guides & FAQs, Class Guides, Character Builds, Game Guides, Useful Websites, and WOTC Resources
Lead designer of: Druid Wild Shape Revised, Druid: Circle of Monstrosity (Homebrew class), Revised Classes : Focus on level 20.
Homebrewer of: Halwasa`s Mushrooms of fluid movement (Item), Giraffe (Beast), Displacer Panther (Beast) (heavily modified Displacer Beast that is owned by WoC), Lightning whip (2nd-level Spell), Lesser Shapechange (5th-level Spell), Investiture of Lightning (6th-level Spell), Touched by the magic (Feat).
Every Body Gather UP GATHER UP !!!!
Can I have you Attention please.
We have few Awesome announcements :D
First: We released the Second Version of druid of the monstrosity Circle. found here Druid circle of Monstrosity. We had a wonderful feedback and revision for the first Version but I still want Everybody to check it out and give me your opinions and feedback you all were wonderful here and I am grateful but we all Must go PLUS ULTRA !!!! .
Second: I will officially "as Official as someone who makes an unofficial rules somehow :D" well Implement the Spell to Point system , The Ability to transform into Plants for all subclass, the ability to speak Speak at level 6 using Simple words and at level 12 able to speak normally And Finally the Spell casting ability growing by level.
Third: I was thinking to change the Wildshape point system to use the CR only and to stay in the form you use 1 WS point per hour. this is due that the Initial point dump happens at the start of the transform so it would be tasking to ask for the same amount just to keep the form.
This will make staying in the form more encouraging because the form even if it hurt it would require healing and that uses other resources.
I want to hold this implantation until I hear some feedback about this. But I will put it in a side note in the design.
AND FINALLY: Guys, Gals and Others I am very VERY grateful for the wonderful feedback that you have giving me its really means alot to me. But I would be more grateful and extremely thankful if you guys Tested this system and the Subclass in games you run or show your DM and ask to use this system. I want to hear how this system work in Mid Play.
Lead designer of: Druid Wild Shape Revised, Druid: Circle of Monstrosity (Homebrew class), Revised Classes : Focus on level 20.
Homebrewer of: Halwasa`s Mushrooms of fluid movement (Item), Giraffe (Beast), Displacer Panther (Beast) (heavily modified Displacer Beast that is owned by WoC), Lightning whip (2nd-level Spell), Lesser Shapechange (5th-level Spell), Investiture of Lightning (6th-level Spell), Touched by the magic (Feat).
V2.0 of the Revised is Up finally. and added of course Co-designers titles and help for those whom the feedback helped polish this option.
thanks for everybody that worked hard on this and who gave very valuable feedback. I hope you give me feedback again on it.
Lead designer of: Druid Wild Shape Revised, Druid: Circle of Monstrosity (Homebrew class), Revised Classes : Focus on level 20.
Homebrewer of: Halwasa`s Mushrooms of fluid movement (Item), Giraffe (Beast), Displacer Panther (Beast) (heavily modified Displacer Beast that is owned by WoC), Lightning whip (2nd-level Spell), Lesser Shapechange (5th-level Spell), Investiture of Lightning (6th-level Spell), Touched by the magic (Feat).