This has me wondering if D&D Beyond is unpopular for Druids simply because it's not a great site for playing a Druid. It's always kind of a pain in the ass to track, for example, a separate set of hitpoints, or need to set up a secondary character sheet or something.
This has me wondering if D&D Beyond is unpopular for Druids simply because it's not a great site for playing a Druid. It's always kind of a pain in the ass to track, for example, a separate set of hitpoints, or need to set up a secondary character sheet or something.
Ever since they added the Extras tab it's been a lot easier; it even limits the choice of creatures it shows based upon your level (and if you're a Moon druid or not) so it's fairly easy to add beasts you can wildshape into, and it will show the correct ability scores, and you can track the hit-points.
Main problem with D&D Beyond's implementation is it won't recalculate some things that should be using your own proficiency score, and I think it still isn't rollable from the character sheet yet (still have it to do that manually or using some other tool).
Overall it's slightly more convenient than pen and paper (no need to copy out the stats yourself) but not as streamlined as it could be. But yeah it's possible that historic Druid stats reflect the lack of an Extras tab in the past.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
This has me wondering if D&D Beyond is unpopular for Druids simply because it's not a great site for playing a Druid. It's always kind of a pain in the ass to track, for example, a separate set of hitpoints, or need to set up a secondary character sheet or something.
Ever since they added the Extras tab it's been a lot easier; it even limits the choice of creatures it shows based upon your level (and if you're a Moon druid or not) so it's fairly easy to add beasts you can wildshape into, and it will show the correct ability scores, and you can track the hit-points.
Main problem with D&D Beyond's implementation is it won't recalculate some things that should be using your own proficiency score, and I think it still isn't rollable from the character sheet yet (still have it to do that manually or using some other tool).
Overall it's slightly more convenient than pen and paper (no need to copy out the stats yourself) but not as streamlined as it could be. But yeah it's possible that historic Druid stats reflect the lack of an Extras tab in the past.
Really? I've found D&D beyond works perfectly for Wildshape. The only problem I have is that I can't sort my "Polymorph options" "Conjure Animals options" "Conjure Woodland Beings options" out that well.
Based on Haravikk's statement, I'd imagine a lot of players don't realize that there's a system for tracking Wild Shapes in D&D Beyond... I can imagine a DM telling their players that it's not worth playing as a Druid, since Wildshapes are so inconvenient, without realizing that it's been addressed since the last time they played with someone playing as a Druid.
Still, the inability to just roll attacks through the wildshape is quite an inconvenience as well. Overall even with DDB giving some means of tracking your Wildshapes (and even getting a convenient drop-down menu when selecting one), it's still not fully integrated into the character sheet as ideally as we would want it to be. I know from helping people set up any character that has a pet or something similar in DDB that there's a good chunk of players who don't even know about the Extras tab in their character sheet.
but that's where having a character sheet on D&D beyond can help because you can quickly and easily reference the stat blocks in the extras tab.
This kind of answers your question about the data. I believe the information comes, in part, from the ability of DDB to "quickly and easily reference" the characters being made in the builder and which ones are part of a campaign. Not saying that's how all the information is gathered for their claims, but I'm sure it's a good part of it. They can probably data mine the heck out of everything we do on this site.
Based on Haravikk's statement, I'd imagine a lot of players don't realize that there's a system for tracking Wild Shapes in D&D Beyond... I can imagine a DM telling their players that it's not worth playing as a Druid, since Wildshapes are so inconvenient, without realizing that it's been addressed since the last time they played with someone playing as a Druid.
That's true, discoverability is definitely an issue; I forgot I did have to let a druid player know about the Extras tab in a campaign not that long ago, and many DMs may not know any more about the D&D Beyond character sheets than their players do. There really should be a step in the character builder somewhere urging the player to add wildshapes once they gain that feature.
There's also no shortage of threads for people who don't know why Hex Warrior isn't working on a Warlock (because they didn't know they needed/how to set a Hex/Pact Weapon), people who don't know they can override Artificer infusions etc. (or even activate them in the first place), lots of little features in the sheet that do exist but aren't necessarily that visible.
So yeah I think it's fair to assume that active character data on D&D Beyond may not be all that reliable; personally I wouldn't see it stopping players from picking Druid if that's what appeals to them, but I could see it contributing to them abandoning Druid and changing to Nature Cleric or such if they find it too difficult to play as. We had a player in a campaign once who abandoned Drakewarden after a single session because they got frustrated with the lack of support for managing the drake (dunno if that's changed since then or not, I offered to create a monster block or feat to handle it at the time but they very determinedly got the character killed instead – not the most patient player, definitely never going to recommend Druid to him 😂).
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Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
personally, I think the best way to handle it would just have "Wildshape" be a button you press on your character sheet, and as soon as you do it just automatically opens up the extra tab to the list of Wild Shapes. Right now I believe it's just a few checkmark boxes that are mostly just used to track how many uses you have left. If they made Wildshape more of a "click the button and get all your options laid out" thing, rather than, "Click the button, open another tab that you might not know exists, then select the category that will then allow you to get all your options laid out" it would do a lot towards making Druids more approachable as a class.
I think I understand why they didn't want to allow druids to wildshape into Tiny creatures at early levels. If rogues are to be the infiltrator / stealth experts, then it's their shtick and Tiny druids are stepping on the rogue's toes.
Invisibility and Pass Without Trace are both level 2 and do a lot more to step on the rogue's shtick than tiny wild shape ever did.
Pass Without Trace is overpowered for its level, imo, so that might get nerfed as well. Invisibility doesn't make you a Stealth expert; Rule as Intended, you still need to make decent Stealth checks to make sure you're unheard as well as unseen. A tiny mouse wandering a dungeon won't get any attention.
But I could see Tiny forms included earlier with the level 5 feature, as someone suggested here. Would leave the stealth/infiltrator role for low level rogues.
I think I understand why they didn't want to allow druids to wildshape into Tiny creatures at early levels. If rogues are to be the infiltrator / stealth experts, then it's their shtick and Tiny druids are stepping on the rogue's toes.
Invisibility and Pass Without Trace are both level 2 and do a lot more to step on the rogue's shtick than tiny wild shape ever did.
Pass Without Trace is overpowered for its level, imo, so that might get nerfed as well. Invisibility doesn't make you a Stealth expert; Rule as Intended, you still need to make decent Stealth checks to make sure you're unheard as well as unseen. A tiny mouse wandering a dungeon won't get any attention.
But I could see Tiny forms included earlier with the level 5 feature, as someone suggested here. Would leave the stealth/infiltrator role for low level rogues.
I think a DM could well enough demand a nature or performance check for using wild shape as a mouse in a cave. Else you would get a moment like this from FFXIV: endwalker (spoiler)
Basically, if you don't act like the thing you have transformed into, some people might just find it weird enough anyway.
One could certainly copy previous edition logic and say something like "become tiny mammal" as the early option. That still gives you rat, cat, mouse, squirrel, mole, etc, but it doesn't give you insect size creatures.
I think I understand why they didn't want to allow druids to wildshape into Tiny creatures at early levels. If rogues are to be the infiltrator / stealth experts, then it's their shtick and Tiny druids are stepping on the rogue's toes.
Invisibility and Pass Without Trace are both level 2 and do a lot more to step on the rogue's shtick than tiny wild shape ever did.
Pass Without Trace is overpowered for its level, imo, so that might get nerfed as well. Invisibility doesn't make you a Stealth expert; Rule as Intended, you still need to make decent Stealth checks to make sure you're unheard as well as unseen. A tiny mouse wandering a dungeon won't get any attention.
But I could see Tiny forms included earlier with the level 5 feature, as someone suggested here. Would leave the stealth/infiltrator role for low level rogues.
Pass without trace should get nerfed +10 to a skill for a single person is unheard of for the entire group is ludicrous, it is like they wanted to remove the entire scout role so you never have to split the party. Invisibility should do what people expect from invisibility but be a higher level spell or have its duration reduced a lot to balance it. And I think druid forms and familiars in general should have some tells that let people spot them as unnatural so they actually need to make stealth checks.
I think I understand why they didn't want to allow druids to wildshape into Tiny creatures at early levels. If rogues are to be the infiltrator / stealth experts, then it's their shtick and Tiny druids are stepping on the rogue's toes.
Invisibility and Pass Without Trace are both level 2 and do a lot more to step on the rogue's shtick than tiny wild shape ever did.
Pass Without Trace is overpowered for its level, imo, so that might get nerfed as well. Invisibility doesn't make you a Stealth expert; Rule as Intended, you still need to make decent Stealth checks to make sure you're unheard as well as unseen. A tiny mouse wandering a dungeon won't get any attention.
But I could see Tiny forms included earlier with the level 5 feature, as someone suggested here. Would leave the stealth/infiltrator role for low level rogues.
I think a DM could well enough demand a nature or performance check for using wild shape as a mouse in a cave. Else you would get a moment like this from FFXIV: endwalker (spoiler)
Basically, if you don't act like the thing you have transformed into, some people might just find it weird enough anyway.
Reminds me I need to start playing that again, I capped at around level 40 took a break and everything story wise are 8 man dungeons and I don't feel comfortable with my skill levels anymore since I took the break.
I think I understand why they didn't want to allow druids to wildshape into Tiny creatures at early levels. If rogues are to be the infiltrator / stealth experts, then it's their shtick and Tiny druids are stepping on the rogue's toes.
Invisibility and Pass Without Trace are both level 2 and do a lot more to step on the rogue's shtick than tiny wild shape ever did.
Pass Without Trace is overpowered for its level, imo, so that might get nerfed as well. Invisibility doesn't make you a Stealth expert; Rule as Intended, you still need to make decent Stealth checks to make sure you're unheard as well as unseen. A tiny mouse wandering a dungeon won't get any attention.
But I could see Tiny forms included earlier with the level 5 feature, as someone suggested here. Would leave the stealth/infiltrator role for low level rogues.
Pass without trace should get nerfed +10 to a skill for a single person is unheard of for the entire group is ludicrous, it is like they wanted to remove the entire scout role so you never have to split the party. Invisibility should do what people expect from invisibility but be a higher level spell or have its duration reduced a lot to balance it. And I think druid forms and familiars in general should have some tells that let people spot them as unnatural so they actually need to make stealth checks.
Even without it, they should still be making stealth checks. If you see a tarantula, centipede, or rat in your house you don't just shrug and ignore it. You usually try to squish it.
I think I understand why they didn't want to allow druids to wildshape into Tiny creatures at early levels. If rogues are to be the infiltrator / stealth experts, then it's their shtick and Tiny druids are stepping on the rogue's toes.
Invisibility and Pass Without Trace are both level 2 and do a lot more to step on the rogue's shtick than tiny wild shape ever did.
Pass Without Trace is overpowered for its level, imo, so that might get nerfed as well. Invisibility doesn't make you a Stealth expert; Rule as Intended, you still need to make decent Stealth checks to make sure you're unheard as well as unseen. A tiny mouse wandering a dungeon won't get any attention.
But I could see Tiny forms included earlier with the level 5 feature, as someone suggested here. Would leave the stealth/infiltrator role for low level rogues.
Pass without trace should get nerfed +10 to a skill for a single person is unheard of for the entire group is ludicrous, it is like they wanted to remove the entire scout role so you never have to split the party. Invisibility should do what people expect from invisibility but be a higher level spell or have its duration reduced a lot to balance it. And I think druid forms and familiars in general should have some tells that let people spot them as unnatural so they actually need to make stealth checks.
Even without it, they should still be making stealth checks. If you see a tarantula, centipede, or rat in your house you don't just shrug and ignore it. You usually try to squish it.
In my house sure, in a cave or in a outdoor camp probably not.
Pass without trace should get nerfed +10 to a skill for a single person is unheard of for the entire group is ludicrous, it is like they wanted to remove the entire scout role so you never have to split the party.
Pass without trace, for consistency with other mechanics, shouldn't be more than "advantage on stealth checks, disadvantage on perception checks to spot you". Which is a fairly small nerf (mostly means it won't stack), doing only one of those would still be a decent spell. The spell's description sounds like it should be light obscurement (which is effectively disadvantage on perception checks).
Pass without trace should get nerfed +10 to a skill for a single person is unheard of for the entire group is ludicrous, it is like they wanted to remove the entire scout role so you never have to split the party.
Pass without trace, for consistency with other mechanics, shouldn't be more than "advantage on stealth checks, disadvantage on perception checks to spot you". Which is a fairly small nerf (mostly means it won't stack), doing only one of those would still be a decent spell. The spell's description sounds like it should be light obscurement (which is effectively disadvantage on perception checks).
Disadvantage on perception checks to spot you and disadvantage on survival checks to track you would be a good level 2 spell since it effects a group for a long time.
Based on Haravikk's statement, I'd imagine a lot of players don't realize that there's a system for tracking Wild Shapes in D&D Beyond... I can imagine a DM telling their players that it's not worth playing as a Druid, since Wildshapes are so inconvenient, without realizing that it's been addressed since the last time they played with someone playing as a Druid.
That's true, discoverability is definitely an issue; I forgot I did have to let a druid player know about the Extras tab in a campaign not that long ago, and many DMs may not know any more about the D&D Beyond character sheets than their players do. There really should be a step in the character builder somewhere urging the player to add wildshapes once they gain that feature.
There's also no shortage of threads for people who don't know why Hex Warrior isn't working on a Warlock (because they didn't know they needed/how to set a Hex/Pact Weapon), people who don't know they can override Artificer infusions etc. (or even activate them in the first place), lots of little features in the sheet that do exist but aren't necessarily that visible.
So yeah I think it's fair to assume that active character data on D&D Beyond may not be all that reliable; personally I wouldn't see it stopping players from picking Druid if that's what appeals to them, but I could see it contributing to them abandoning Druid and changing to Nature Cleric or such if they find it too difficult to play as. We had a player in a campaign once who abandoned Drakewarden after a single session because they got frustrated with the lack of support for managing the drake (dunno if that's changed since then or not, I offered to create a monster block or feat to handle it at the time but they very determinedly got the character killed instead – not the most patient player, definitely never going to recommend Druid to him 😂).
I absolutely did not know about the extras tab and what it was for. I just thought it was for maybe miscellaneous note taking etc... I've just been searching for beasts in a separate tab on my browser (we play Roll20 with Beyond20 extension) and rolling from there, not paying any attention to the stat differences. Mainly because I don't use it in combat, being a Land Druid.
Based on Haravikk's statement, I'd imagine a lot of players don't realize that there's a system for tracking Wild Shapes in D&D Beyond... I can imagine a DM telling their players that it's not worth playing as a Druid, since Wildshapes are so inconvenient, without realizing that it's been addressed since the last time they played with someone playing as a Druid.
That's true, discoverability is definitely an issue; I forgot I did have to let a druid player know about the Extras tab in a campaign not that long ago, and many DMs may not know any more about the D&D Beyond character sheets than their players do. There really should be a step in the character builder somewhere urging the player to add wildshapes once they gain that feature.
There's also no shortage of threads for people who don't know why Hex Warrior isn't working on a Warlock (because they didn't know they needed/how to set a Hex/Pact Weapon), people who don't know they can override Artificer infusions etc. (or even activate them in the first place), lots of little features in the sheet that do exist but aren't necessarily that visible.
So yeah I think it's fair to assume that active character data on D&D Beyond may not be all that reliable; personally I wouldn't see it stopping players from picking Druid if that's what appeals to them, but I could see it contributing to them abandoning Druid and changing to Nature Cleric or such if they find it too difficult to play as. We had a player in a campaign once who abandoned Drakewarden after a single session because they got frustrated with the lack of support for managing the drake (dunno if that's changed since then or not, I offered to create a monster block or feat to handle it at the time but they very determinedly got the character killed instead – not the most patient player, definitely never going to recommend Druid to him 😂).
I absolutely did not know about the extras tab and what it was for. I just thought it was for maybe miscellaneous note taking etc... I've just been searching for beasts in a separate tab on my browser (we play Roll20 with Beyond20 extension) and rolling from there, not paying any attention to the stat differences. Mainly because I don't use it in combat, being a Land Druid.
I've no idea what they're going with the wording on the Magic "action"; that needs to be cleaned up.
Think they are making it clear for things that give resistance to magical effects.
The nerfs to WS are bad IMO. i think they should at least give temp hp for the WS. DM can have you roll the hit dice or use average.
Paladin looks great. making the bonus action smites trigger after a hit is great. many new players fail to use their bonus action before they swing, so this helps a lot. glimmering should say the creature hit cant benifit from being invisible (or whatever wording we are trying to use in Odnd) while shedding light (as others have mentioned).
Find familiar changes are interesting. no more flyby i guess... no range limit on seeing and hearing through them, i would hope they rework voice of the chain master. love the demiplane part. hate losing my familiar in low gp campaigns.
this makes it seem like if you want to use monster manual stat blocks for WS and familiars you will have to forgo 5.5E or whatever Odnd is going to be.
improve fate is the kind of epic feat people want. sounds broken and OP but its a lvl 20 epic. only if you dont dip can you take it.
spare the dying buff so good. it is not clear from the dying condition section, but does a dc 10 medicine check stabilize creatures with the dying condition? from the text it just makes them lose the unconscious condition.
ally's not being difficult terrain is great, but i am afraid of what monsters will do now...
preist pack not coming with incense is a bad move imo. was a great item for people with find familiar to find at a temple or as a small reward if you ask a divine person.
I don't mind having druid being 80~90% about wild shape as some are complaining, as long as they make it good even for caster druids. And some tankiness+exploration+utility sounds like a good deal, but right now all 3 of those either are bad or come to late in to the game.
About Spare the Dying, I think coming back from the dead should grant one level of exhaustion. Especially since now the Exhaustion mechanics are not as bad as they used to be with the 10 levels total to die. That would fix 90% of the Yoyo effect we see regardless healing in combat.
If that is too harsh maybe add a - DC 15 - Constitution Roll when a character comes back from the dead to see if he gets the exhaustion or no OR character can regain 2 levels of Exhaustion on a long rest.
That way you can use spare the dying, healing world, mass healing world, etc. As much as you like, but there is a cost on the long run. Also, it does make healing before the character goes down much more appealing if you can try to reduce the chance of gaining one Exhaustion level.
yo-yo is a thing because of the design of heal spells and hit points. the only heal spells that will prevent someone from going down are lvl 7+ spells. why punich players for not having access to effective heal spells that were never designed? there are pleanty of things a party can do to help make sure somsone doesn;t go down, but in initiative in 5e, healing aint one of them (unless its a high level cure wounds or heal spell)
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This has me wondering if D&D Beyond is unpopular for Druids simply because it's not a great site for playing a Druid. It's always kind of a pain in the ass to track, for example, a separate set of hitpoints, or need to set up a secondary character sheet or something.
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Ever since they added the Extras tab it's been a lot easier; it even limits the choice of creatures it shows based upon your level (and if you're a Moon druid or not) so it's fairly easy to add beasts you can wildshape into, and it will show the correct ability scores, and you can track the hit-points.
Main problem with D&D Beyond's implementation is it won't recalculate some things that should be using your own proficiency score, and I think it still isn't rollable from the character sheet yet (still have it to do that manually or using some other tool).
Overall it's slightly more convenient than pen and paper (no need to copy out the stats yourself) but not as streamlined as it could be. But yeah it's possible that historic Druid stats reflect the lack of an Extras tab in the past.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Really? I've found D&D beyond works perfectly for Wildshape. The only problem I have is that I can't sort my "Polymorph options" "Conjure Animals options" "Conjure Woodland Beings options" out that well.
Based on Haravikk's statement, I'd imagine a lot of players don't realize that there's a system for tracking Wild Shapes in D&D Beyond... I can imagine a DM telling their players that it's not worth playing as a Druid, since Wildshapes are so inconvenient, without realizing that it's been addressed since the last time they played with someone playing as a Druid.
Still, the inability to just roll attacks through the wildshape is quite an inconvenience as well. Overall even with DDB giving some means of tracking your Wildshapes (and even getting a convenient drop-down menu when selecting one), it's still not fully integrated into the character sheet as ideally as we would want it to be. I know from helping people set up any character that has a pet or something similar in DDB that there's a good chunk of players who don't even know about the Extras tab in their character sheet.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
This kind of answers your question about the data. I believe the information comes, in part, from the ability of DDB to "quickly and easily reference" the characters being made in the builder and which ones are part of a campaign. Not saying that's how all the information is gathered for their claims, but I'm sure it's a good part of it. They can probably data mine the heck out of everything we do on this site.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
That's true, discoverability is definitely an issue; I forgot I did have to let a druid player know about the Extras tab in a campaign not that long ago, and many DMs may not know any more about the D&D Beyond character sheets than their players do. There really should be a step in the character builder somewhere urging the player to add wildshapes once they gain that feature.
There's also no shortage of threads for people who don't know why Hex Warrior isn't working on a Warlock (because they didn't know they needed/how to set a Hex/Pact Weapon), people who don't know they can override Artificer infusions etc. (or even activate them in the first place), lots of little features in the sheet that do exist but aren't necessarily that visible.
So yeah I think it's fair to assume that active character data on D&D Beyond may not be all that reliable; personally I wouldn't see it stopping players from picking Druid if that's what appeals to them, but I could see it contributing to them abandoning Druid and changing to Nature Cleric or such if they find it too difficult to play as. We had a player in a campaign once who abandoned Drakewarden after a single session because they got frustrated with the lack of support for managing the drake (dunno if that's changed since then or not, I offered to create a monster block or feat to handle it at the time but they very determinedly got the character killed instead – not the most patient player, definitely never going to recommend Druid to him 😂).
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
personally, I think the best way to handle it would just have "Wildshape" be a button you press on your character sheet, and as soon as you do it just automatically opens up the extra tab to the list of Wild Shapes. Right now I believe it's just a few checkmark boxes that are mostly just used to track how many uses you have left. If they made Wildshape more of a "click the button and get all your options laid out" thing, rather than, "Click the button, open another tab that you might not know exists, then select the category that will then allow you to get all your options laid out" it would do a lot towards making Druids more approachable as a class.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
Pass Without Trace is overpowered for its level, imo, so that might get nerfed as well. Invisibility doesn't make you a Stealth expert; Rule as Intended, you still need to make decent Stealth checks to make sure you're unheard as well as unseen. A tiny mouse wandering a dungeon won't get any attention.
But I could see Tiny forms included earlier with the level 5 feature, as someone suggested here. Would leave the stealth/infiltrator role for low level rogues.
My Homebrew: Magic Items | Monsters | Spells | Subclasses | My house rules
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I think a DM could well enough demand a nature or performance check for using wild shape as a mouse in a cave. Else you would get a moment like this from FFXIV: endwalker (spoiler)
Basically, if you don't act like the thing you have transformed into, some people might just find it weird enough anyway.
One could certainly copy previous edition logic and say something like "become tiny mammal" as the early option. That still gives you rat, cat, mouse, squirrel, mole, etc, but it doesn't give you insect size creatures.
Pass without trace should get nerfed +10 to a skill for a single person is unheard of for the entire group is ludicrous, it is like they wanted to remove the entire scout role so you never have to split the party. Invisibility should do what people expect from invisibility but be a higher level spell or have its duration reduced a lot to balance it. And I think druid forms and familiars in general should have some tells that let people spot them as unnatural so they actually need to make stealth checks.
Reminds me I need to start playing that again, I capped at around level 40 took a break and everything story wise are 8 man dungeons and I don't feel comfortable with my skill levels anymore since I took the break.
Even without it, they should still be making stealth checks. If you see a tarantula, centipede, or rat in your house you don't just shrug and ignore it. You usually try to squish it.
In my house sure, in a cave or in a outdoor camp probably not.
Pass without trace, for consistency with other mechanics, shouldn't be more than "advantage on stealth checks, disadvantage on perception checks to spot you". Which is a fairly small nerf (mostly means it won't stack), doing only one of those would still be a decent spell. The spell's description sounds like it should be light obscurement (which is effectively disadvantage on perception checks).
Disadvantage on perception checks to spot you and disadvantage on survival checks to track you would be a good level 2 spell since it effects a group for a long time.
I absolutely did not know about the extras tab and what it was for. I just thought it was for maybe miscellaneous note taking etc... I've just been searching for beasts in a separate tab on my browser (we play Roll20 with Beyond20 extension) and rolling from there, not paying any attention to the stat differences. Mainly because I don't use it in combat, being a Land Druid.
Thanks for pointing that out.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Its a good place to add familiars as well.
Think they are making it clear for things that give resistance to magical effects.
The nerfs to WS are bad IMO. i think they should at least give temp hp for the WS. DM can have you roll the hit dice or use average.
Paladin looks great. making the bonus action smites trigger after a hit is great. many new players fail to use their bonus action before they swing, so this helps a lot. glimmering should say the creature hit cant benifit from being invisible (or whatever wording we are trying to use in Odnd) while shedding light (as others have mentioned).
Find familiar changes are interesting. no more flyby i guess... no range limit on seeing and hearing through them, i would hope they rework voice of the chain master. love the demiplane part. hate losing my familiar in low gp campaigns.
this makes it seem like if you want to use monster manual stat blocks for WS and familiars you will have to forgo 5.5E or whatever Odnd is going to be.
improve fate is the kind of epic feat people want. sounds broken and OP but its a lvl 20 epic. only if you dont dip can you take it.
spare the dying buff so good. it is not clear from the dying condition section, but does a dc 10 medicine check stabilize creatures with the dying condition? from the text it just makes them lose the unconscious condition.
ally's not being difficult terrain is great, but i am afraid of what monsters will do now...
preist pack not coming with incense is a bad move imo. was a great item for people with find familiar to find at a temple or as a small reward if you ask a divine person.
yo-yo is a thing because of the design of heal spells and hit points. the only heal spells that will prevent someone from going down are lvl 7+ spells. why punich players for not having access to effective heal spells that were never designed? there are pleanty of things a party can do to help make sure somsone doesn;t go down, but in initiative in 5e, healing aint one of them (unless its a high level cure wounds or heal spell)