Yes. If they want to limit the complexity of Druid. They should provides a flexible template builder and have something like:
You know 3 forms that you can transform into, using the template below work with your DM to design forms that suit the campaign setting and your character's backstory. You learn one additional form that can swim at level 4, and a fifth form that can fly at level 8.
(optional) : You can learn additional forms by spending time studying an animal of a CR < what is shown in the WS table. You must study an animal for a number of hours equal to 10 * the CR of the animal to learn to shift into its form.
I think the thing I dislike about this concept is that it kind of forces the player to only rely on a limited pool of Wildshape Options. Instead being able to turn into any animal you please, instead you've got 4-6 animals you can turn into if you want. That's why I really like the idea of having a simple set of rules for building a beast stat-block in the moment. I also think by making those a separate feature, it would be easier to integrate on D&DBeyond for homebrew, just in case there's an "Instinct" for the beast you're trying to create that doesn't exist officially. Ideally, there would just be a Wildshape button on your character sheet, and when you press it a list of your available Instincts pops up... simple little check boxes next to the descriptions. Then you just click on the Instincts that replicate the beast you're trying to become (Constrictor, Blindsight, Climb Speed: Boa Constrictor. Temp HP, Armor Boost, Trample: Rhino, etc., etc.). It would take only seconds to build almost any beast... although I think it would also be good to give players the option to save some of their pre-built Wildshape Forms so they don't have to manually build them with every Wildshape, or even to provide some sample Wild Shapes, but at the very least this gives them the option.
It will ultimately be a bit more time consuming with pen and paper, since there's more you need to track manually, but if nothing else this could be a selling point for D&D Beyond and the VTT WoTC has been working on by making these so quick and easy to use.
The way they've done a bunch of other things is "here's a basic template, and you can pick a couple of add-on templates". Look at all of the Summon spells from Tasha's, for example. Honestly, one thing I considered for elemental shape was:
Elemental Shape (level 10)
You gain the statistics of an Elemental Spirit (as per the spell summon elemental) cast at a level of 2 + 1/3 of your druid level (meaning it gets 3 attacks at level 12 and 4 attacks at level 18).
While that does consolidate things into one stat block, it only compounds on the problem they were trying to fix by making an elemental even more powerful in melee than they are currently (with more DPS than an old GWM feat using fighter since you would get a max damage potential of of 4d10+48 with a better chance to hit than the fighter).
While that does consolidate things into one stat block, it only compounds on the problem they were trying to fix by making an elemental even more powerful in melee than they are currently (with more DPS than an old GWM feat using fighter since you would get a max damage potential of of 4d10+48 with a better chance to hit than the fighter).
People don't turn into elementals because of their damage, their damage is pretty cruddy for level 10 let alone higher level. People turn into elementals because it's a big pile of hit points and immunities. 4d10+48 with +11 to hit is considerably less than what a well built fighter with level-appropriate gear does even without GWM.
While that does consolidate things into one stat block, it only compounds on the problem they were trying to fix by making an elemental even more powerful in melee than they are currently (with more DPS than an old GWM feat using fighter since you would get a max damage potential of of 4d10+48 with a better chance to hit than the fighter).
People don't turn into elementals because of their damage, their damage is pretty cruddy for level 10 let alone higher level. People turn into elementals because it's a big pile of hit points and immunities. 4d10+48 with +11 to hit is considerably less than what a well built fighter with level-appropriate gear does even without GWM.
Level 18 fighter with a +3 halberd and 20 str takes 3 attacks and a PAM attack using -5 to get +10 damage each time. That's 3d10+1d4+69 at a +9 to hit for the first 3 attacks and +6 on the PAM attack. The elemental would be very close to that, and considering it's just a full caster in disguise the damage shouldn't approach what a fighter is doing using multiple feats.
Level 18 fighter with a +3 halberd and 20 str takes 3 attacks and a PAM attack using -5 to get +10 damage each time. That's 3d10+1d4+69 at a +9 to hit for the first 3 attacks and +6 on the PAM attack. The elemental would be very close to that, and considering it's just a full caster in disguise the damage shouldn't approach what a fighter is doing using multiple feats.
1DD has talked about moving level 20 features to level 18, so I expect 4 attacks for a fighter at 18. Also, damage is 3d10+1d4+72 with +9 to all attacks, you seem to think the +3 doesn't apply to PAM but I see no textual support for that belief.
Level 18 fighter with a +3 halberd and 20 str takes 3 attacks and a PAM attack using -5 to get +10 damage each time. That's 3d10+1d4+69 at a +9 to hit for the first 3 attacks and +6 on the PAM attack. The elemental would be very close to that, and considering it's just a full caster in disguise the damage shouldn't approach what a fighter is doing using multiple feats.
1DD has talked about moving level 20 features to level 18, so I expect 4 attacks for a fighter at 18. Also, damage is 3d10+1d4+72 with +9 to all attacks, you seem to think the +3 doesn't apply to PAM but I see no textual support for that belief.
That's the way DDB does the math. No +3 applied to the bonus attack.
No idea whether they would move the 4th attack to 18, but if we use updated versions of GWM we need to subtract 40 dropping that +69/72 (maybe DDB is bugged) to +29/32 and keep the to hit at +14 (or possibly +11 for the PAM strike).
But, however the math shakes out the overall issue is allowing a full caster to do damage at or approaching the level of a feat using fighter without the need to touch their spells at all. Now, take the above stat block and make the upgrades based on expending a spell slot of appropriate level...now it's possibly something that could work.
But, however the math shakes out the overall issue is allowing a full caster to do damage at or approaching the level of a feat using fighter without the need to touch their spells at all. Now, take the above stat block and make the upgrades based on expending a spell slot of appropriate level...now it's possibly something that could work.
If it was going to cost a spell slot I'd just make it a spell. Which is not a terrible idea, but means you need new class and subclass features.
Yes. If they want to limit the complexity of Druid. They should provides a flexible template builder and have something like:
You know 3 forms that you can transform into, using the template below work with your DM to design forms that suit the campaign setting and your character's backstory. You learn one additional form that can swim at level 4, and a fifth form that can fly at level 8.
(optional) : You can learn additional forms by spending time studying an animal of a CR < what is shown in the WS table. You must study an animal for a number of hours equal to 10 * the CR of the animal to learn to shift into its form.
I think the thing I dislike about this concept is that it kind of forces the player to only rely on a limited pool of Wildshape Options. Instead being able to turn into any animal you please, instead you've got 4-6 animals you can turn into if you want. That's why I really like the idea of having a simple set of rules for building a beast stat-block in the moment. I also think by making those a separate feature, it would be easier to integrate on D&DBeyond for homebrew, just in case there's an "Instinct" for the beast you're trying to create that doesn't exist officially. Ideally, there would just be a Wildshape button on your character sheet, and when you press it a list of your available Instincts pops up... simple little check boxes next to the descriptions. Then you just click on the Instincts that replicate the beast you're trying to become (Constrictor, Blindsight, Climb Speed: Boa Constrictor. Temp HP, Armor Boost, Trample: Rhino, etc., etc.). It would take only seconds to build almost any beast... although I think it would also be good to give players the option to save some of their pre-built Wildshape Forms so they don't have to manually build them with every Wildshape, or even to provide some sample Wild Shapes, but at the very least this gives them the option.
It will ultimately be a bit more time consuming with pen and paper, since there's more you need to track manually, but if nothing else this could be a selling point for D&D Beyond and the VTT WoTC has been working on by making these so quick and easy to use.
I'm not a super fan of it either, but given the goal of WotC to simplify Druid so they aren't having to learn & manage many different animal forms. I would rather have fewer forms available to a particular character but still a diversity in different abilities available to those forms, than infinite generic forms with no special abilities. Also why I included the optional rule to learn new WSs like a Wizard learn spells. IMO having explicit rules for how a druid is supposed to gain new forms - like Wizards gaining new spells - would be really helpful, and would empower DMs more to control what kinds of animal forms the Druid has access to.
Which is Awesome IMHO. I think players want that sort of thing and visually RAW in the UA you can already create a flying octopus. You can create a snake, but it can't poison, a bat but it has no echolocation, a squid that can't squirt ink or a badger that can't burrow. You can even turn into a bird straight away but you can't fly.
Don't get me wrong the Invocations/Instincts example I gave is completely smashed together in a rush, it's not balanced, I just made it as an example that could show the possibilities. RAW you can make a large hybrid animal of lion and scorpion, but it can neither sting nor roar for any great effect.
I was mainly throwing animal and combat type traits into the build but there's definitely room to put ones that expand the druid casting. Some of the utility might even be tempered by the subclass you pick as well, so instead of the number of "Instincts" growing with level on the base, you could set them to grow with classes. A Moon Druid might gain the ability to apply 2 traits then 3 and finally 4 or even 5 to their Wild Shape at once. A Land Druid might only ever be able to apply 1 trait.
Even then, the intent of D&D is to return Wild Shape to the class as a core ability so we could see subclasses dropped or considerably altered A Moon Druid might focus on the Elements as many of it's later class features do A Land Druid might focus on unhindered movement and condition resistance or immunity as it's later class featured do
I think there's lots of options to grow on the incredibly flexibility of the Wild Shape's appearance that they've put in, without resorting to just an extention of monster stats with template picks which limits the function behind the variety they put in it's appearance and swings us back towards exactly what the moon druid was.
The thing that irks me is that the result is unnatural, which is the opposite of what druids are supposed to be. Tiny elephants, flea the size of horse, flying octopus... But you're supposed to be in harmony with nature, using its forces. I suppose a compromise could be that we'd get to learn certain sets of features tied to specific forms that will apply to the generic stat block. So you can learn, say, spider form which will add spider climb, web walking, web sense, and darkvision. Or an owl with flying speed, darkvision, keen hearing and sight, and flyby. A short list of best forms that specialize in what they can do.
CHANNEL NATURE: WILD SHAPE As a Magic action, you transform into a form that you have learned for this feature, applying up to one Wild Shape Instinct to the form when you transform. You start knowing one form, "Wild Form", which is detailed in the “Wild Form” section later in this class’s description, additional forms may become available from your subclass or other means. You also start knowing the "Basic Instincts" which are detailed in the "Wild Shape Instincts" section later in this class's description. You stay in that form for a number of hours equal to half your Druid level rounding up, or until you use Wild Shape again, have the Incapacitated condition, or die. You can also end Wild Shape early as a Bonus Action. While in a form, its game statistics replace yours, and your ability to handle objects is determined by the form’s limbs, rather than your own. You retain your personality, memories (such as prepared spells), ability to speak, and Wild Shape. You lose access to all your other features ,such as the ability to cast spells (you can continue to concentrate on one). When you transform, you choose whether your equipment falls to the ground in your space or merges into your new form. Equipment that merges with the form has no effect if the effect requires the equipment to be carried, worn orheld to grant the effects and remains merged until you leave the form.
WILD FORM When you use your Wild Shape, you transform into your Wild Form using the Wild Form template below. As you assume a form, you determine its size (medium or small) and appearance, selecting an appropriate animal or choosing a hybrid form that incorporates visual characteristics from two or more animals, such as a bear and an owl.The appearance you choose has no effect on the form’s capabilities but is visually and physically recognizable as the animal unless you apply abnormal qualities for the animal, such as color or size, and will lack actions not granted it (such as flight for a bird or poison for a snake). When choosing an animal’s appearance for a form, that animal needn’t be the same size as the form. For example, you could choose elephant for the appearance and Small for the size— creating a form that resembles a little elephant.
WILD Form
Small or Medium beast
Armor Class 10 + Your Wisdom modifier
Hit Points you continue to use your Hit Points and Hit Dice
Speed your speed
STR
your score
DEX
your score
CON
your score
INT
your score
WIS
your score
CHA
your score
Saves your saves
Skills your WIS, CHA and INT skills, exempting tools, armor and weapon proficiencies
Senses any of your physiological senses that you choose. If your natural form has any physiological impediments on their senses, such as Dark Elf Sunlight Sensitivity, you may choose not to bring this into your Wild Shape. Non physiological senses and impediments will automatically apply unless they are granted by holding, wearing or carrying an item and you are no longer doing so (even if the item has merged into your Wild Shape).
Languages Your languages
Proficiency Bonus equals your bonus
Actions
Bestial Strike. Melee Attack: your Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d4 + your Wisdom modifier Bludgeoning, Piercing, or Slashing damage.
WILD SHAPE INSTINCTS When you use your Wild Shape to transform you may apply an "Instinct" that you know. You start with the ability to apply only one instinct and knowing the instincts in the "Basic Instincts" section. You determine how the Instinct is applied to your form if you desire or the DM deems it necessary, such as venom in fangs or a stinger, but the application you choose has no effect on the form or Instinct's capabilities beyond what the Instinct specifies. However it may impact or limit the form's visual and physical representation of certain animals as decided by the DM. Any Level restrictions are based on your Druid Level.
BASIC INSTINCTS
Fierce: The base damage from your Bestial Strike is 1d8 + your Wisdom modifier
Lithe: Your Wild Shape form's Dexterity is equal to your Wisdom and you have proficiency in Acrobatics checks and saves.
Powerful: Your Wild Shape form's Strength is equal to your Wisdom and you have proficiency in Athletics checks and saves.
Rugged: Your Wild Shape form's Constitution is equal to your Wisdom, your form's Armor Class becomes 12 + Your Wisdom Modifier and you have proficiency in Constitution checks and saves.
Slink: Your Wild Shape form blends well with its surroundings and moves quietly. You have proficiency in Stealth and use your Wisdom Modifier for Stealth checks and saves
Fleece: Your Wild Shape form withstands extreme cold environments with requiring checks and is resistant to cold damage. For 12 hours after you end a form with this trait, or until you Wild Shape again, you have advantage to Constitution checks for extreme cold environments.
Adorable: Your Wild Shape form is incredibly cute and can look upon others with incredibly innocent and pleading eyes that seem unusually large. Many humanoids and some creatures will have an strong urge or desire to pet you. You have proficiency in persuasion and advantage for non-verbal persuasion checks. You have disadvantage on intimidation checks.
Frightful: Your Wild Shape form is hideous, scary or frightening to most Humanoids and some Creatures who may raise alarm at the sight of you, run in panic or feel an implicit threat by your mere presence at the DM's discretion. You have proficiency in intimidation and use your Wisdom score for intimidation checks.
Converse: You gain the language of the beast, or a similar beast, you have transformed into. If you have taken on the form of multiple, merged beasts you may only choose one language, which you select when you transform.
PASSAGE INSTINCTS
Treeborn: You have a climbing speed equal to your walking speed
Cling (Level 11) Pre-Req Treeborn: You have have Spider Climb of 20' able to move up smooth walls and across ceilings as though they were the ground.
Bound: Your jump distance and height is tripled
Leap (Level 9) Pre-Req Bound: Your Long jump is as far as 40' if you have sufficient move and requires no runup
Spring (Level 15) Pre-Req Leap: Your High jump is as high as 40' if you have sufficient move and requires no runup
Glide: When you fall you can slow your rate to 60'/round and take no damage when you land. If you fall on your turn you may use your movement to glide, descending 5' for every 5' of forward movement or 10' if you change direction, subtracting any forward movement from your move for that turn.
Flight (Level 7): You gain a flight speed of 30' if your creature is Medium or smaller
Great Flight (Level 11) - Pre-Req Flight: Your gain a flight speed of 60' and you can fly as a Large creature if you are able to transform into one.
Subterranean (Level 5): You gain a burrowing speed of 5' through soil, sand, snow and other loose earth which immediately collapses behind you as you progress, filling with the earth or material you burrowed through, which must be burrowed through again to move through it.
Tunneler (Level 9) - Pre-Req Subterranean: You may burrow at 5' through soil, sand, snow and other loose earth, leaving a tunnel behind you provided there is fee space within 20' for the excavated material to go.
Borer (Level 15) - Pre-Req Tunneler: Your Tunneler instinct may now burrow through brick, wood, plaster, stone and other hard substance. But it cannot penetrate metals and crystal.
KILLER INSTINCTS
Multiattack: You make two Bestial Strike attacks as an action
Mauling (Level 15) - pre-req Multiattack: You make three Bestial Strike attacks as an action
Talons: (Level 7): You have one or more, elongated claws, tusks or horns that do an additional 1D6 slashing or piercing damage with your Beastial Strike. This increases to 2d6 at level 11 and 3d6 at level 15
Canines (Level 9): You can make a special att: ck with your Beastal Strike as an action to bite a creature and hold on. If successful the creature takes half damage but is grappled in your maw not taking any of your limbs. While grappled the creature suffers 1d4 piercing damage at the start of it's turn.
Venomous (Level 11) Pre-req Canines: You can make a special attack with your Bestial Strike as an action to inject venom into a creature. If the attack hits, it deals its normal piercing damage and the creature must make a Constitution saving throw against your Druid spell save or become poisoned, repeating the save at the end of each of it's turns. This strike can be described as being delivered by fangs, a stinger or another appropriate method.
Paralyse (Level 15) Pre-Req Venomous: You can make a special attack with your Bestial Strike as an action to inject a paralysing toxin into a creature that is not immune to the Poisoned Condition. If the attack hits, it deals normal damage and the creature must make a Constitution saving throw against your Druid spell save or become paralysed for 1 minute, repeating the constitution save at the end of each of it's turns to end the condition early. This strike can be described as being delivered by fangs, a stinger or another appropriate method.
Regurgitate (Level 7): You are able to regurgitate acidic bile on target as your Bestial Strike. Your Bestial Strikes now do an additional 1d4 acid damage This increases to 2d4 at level 11 and 3d4 at level 15.
Spitter (Level 7) Pre-req Regurgitate: You are able to spit acid up to 60' as your Bestial Strike . On a successful hit the target takes 1d6 acid damage. This increases to 2d6 at level 11 and 3d6 and level 15
Face Spitter (Level 15) Pre-req Spitter: You can make a special attack with your Bestial Strike as an action to spit acid with your Spitter trait directly into your opponent's face, blinding them. On a successful hit the target takes the Spitter acid damage and makes a Dexterity saving throw against your Druid's spell save. On a failure, it is blinded until it can pass a constitution save which it makes at the end of each of it's turns.
DRUID INSTINCTS
Critter (Level 9): Your Channel Nature to transform to a Wild Shape is able to squeeze and mould the flesh to become a tiny creature for a number of rounds equal to twice your druid level rounding up after which your transformation ends. As a tiny creature you deal half damage on your bestial strikes and are able to ride on friendly creatures of small size or larger, without impeding their movement or requiring you to use a hand to hold.
Incy (Level 15): Your Channel Nature to transform to a Wild Shape is able to squeeze and mould the flesh to become so small that others struggle to hit you or see you for a number of rounds equal to twice your druid level rounding up after which your transformation ends. The conditions of "Critter" apply to you and in addition you have advantage on stealth and dexterity saves and your form's base AC 10 + double your wisdom modifier. However you have half your current hit points, disadvantage to Strength and Constitution saves and checks and you deal only 1 point of damage with your bestial strikes.
Built (Level 7): Your Channel Nature to transform to a Wild Shape is able to expand and grow the flesh to become a large creature and double your carrying capacity of whatever size you are. In addition your STR is equal to your Druid WIS.
Hulk (Level 11) pre-req Built: Your Channel Nature to transform to a Wild Shape is able to expand and grow the flesh to become a Huge creature for a number of rounds equal to twice your druid level rounding up after which your transformation ends. You have advantage on Strength and Constitution checks and saving throws which both equal your druid's WIS, but disadvantage on stealth and the form's dexterity becomes 10 with disadvantage on saves and checks. Your Bestial Strikes deal an additional 1D8 damage and you may add your Constitution modifier to your AC.
Sight beyond Sight (Level 7): While you’re in a Wild Shape form, you can cast any spell you currently have prepared from the Divination School, provided the spell doesn’t require a material component.
Protective Beast (Level 7): While you’re in a Wild Shape form, you can cast any spell you currently have prepared from the Abjuration School, provided the spell doesn’t require a material component.
Hypnotic (Level 7): While you’re in a Wild Shape form, you can cast any spell you currently have prepared from the Enchantment School, provided the spell doesn’t require a material component.
WILD INSTINCTS
Pheramones: Your form emits pheromones' appropriate to the beast form you have taken. Beasts of the same species, with a keen sense of smell, may pick up your scent from a distance and seek you out as a companion or rival as determined by the DM. You have advantage on persuasion checks with similar beasts that view you as a companion and advantage on intimidation checks with similar beasts that view you as a rival. In addition, you can leave scent markers on objects that similar animals will be able to associate with the Wild Shape form and which others with a keen sense of smell may use to identify your species. You will have advantage on any perception smell rolls to track and detect such objects when you take the same form as will any creature that has improved perception of smell (including another Wild Shape you take). creatures with improved perception of smell will also have advantage on rolls to track and detect you when you apply this Instinct to a Wild Shape form.
Noxious (Level 5): Your form emits a putrid smell that prevents creatures following you from perceiving any other scents on the path you travel in this form or in your presence. It will also drive away creatures in your vicinity and discourage them from viewing you as food at the DM's discretion. You have disadvantage on Persuasion rolls and immunity to the Stinking Cloud spell and similar distasteful smells.
Le Pew (Level 7): Once during each Wild Shape transformation, as an Action, you can unload a vile natural gas with the equivalent properties of the Stinking Cloud spell, centered on yourself and requiring no concentration to maintain. The effect is non-magical and you are immune to its effects while you are in a form with this Instinct.
Keen Sight: You have advantage on Wisdom (Perception) checks that rely on sight.
Keen Senses: You are proficient in perception and apply double your proficiency bonus to perception checks that rely on smell.
Nocternal (Level 5): You have Darkvision to 120'
Sonar (Level 7): Once per turn you can emmit a sound that informs you of the layout and existence of all solid and liquid material/creatures ahead in a 60' cone. You cannot see illusions, images, color or other aspects, getting only feedback on the form of things. You have advantage on checks that rely on hearing.
Skittish (Level 9): When you are surprised, you may move half your speed as a reaction at the start of the surprise round.
Blindsight (Level 11): You have blindsight awareness to 10'
Constrictor (Level 9): You may grapple as a action, and make another grapple check against a creature you have grappled to apply the restrained condition to it until the grapple ends.
Squeeze (Level 15) pre-req (Constrictor): Any creature grappled by you suffers 1d4 bludgeoning damage at the start of their turn and is unable to case spells with a Vocal component or make any vocal sounds.
DRUID CLASS FEATURES (succinct): 5th Level: Migration Wild Companion Freedom: Your Wild Companion no longer disappears after a long rest and you can dismiss it. You cannot use your Wild Companion feature while the previous nature spirit summoned by it exists but you can reform it into another animal with your Channel Nature or retrieve it from any distance on the same plane using your Channel Nature. The Familiar can carry 1lb of organic material on it's person when you retrieve it and appears in your space. Friendly Environment: As a Magic action, you use your Channel Nature on an up to 50 square feet of ground. This area becomes so easy to traverse that you and creatures friendly to you may travel an additional 10 ft provided you walk across at least 10 ft of the area. Anyone not friendly to you will find it difficult terrain. No part portion of the surface may have a dimension of less than 5 ft and the effect cases at the end of your next turn. Natural Instincts: You can now apply 1 more Instinct to your form when you transform into your Wild Shape and know 3 more instincts from the WILD INSTINCTS and PASSAGE INSTINCTS groups of Instincts.
7th Level: Metamorphosis Wild Companion Evolved: You can use your Channel Nature to Summon a Baboon, Eagle, Jackal, Giant Fire Beetle or Octopus as your Wild Companion. This type of nature spirit lasts a number of hours equal to your druid level, rounded up. Habitable Environment: As a Magic action, you use your Channel Nature to make the environment habitable and hospitable to yourself and up to 5 other creatures within 40' for a number of minutes equal to half your druid level, rounded up. You and the chosen creatures within this sphere at the start of their turn are unaffected by non-magical environmental hazards that could apply an undesirable condition to them or harm them, such as suffocating underwater, freezing in ice cold temperatures or suffering from naturally occurring poison air. Natural Instincts: You know 3 more instincts from the KILLER INSTINCTS, DRUID INSTINCTS, WILD INSTINCTS and PASSAGE INSTINCTS groups of Instincts. In addition, you can breathe water in or out of your Wild Shape form.
9th Level: Symbiotic Wild Companion Pack: You can use your Channel Nature to Summon an additional companion of the same Beast type as one that is already summoned. Both companions have pack tactics if they don't already, granting them advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 feet of the creature and the ally isn't incapacitated. The additional companion lasts a number of turns equal to half your druid level, rounding down. Plentiful Environment: As a Magic action, you use your Channel Nature and create an environment, ripe with food for for 120' around. Non Humanoid animals in the vicinity suddenly find themselves overwhelmed by plentiful food with even fresh carrion forming from the earth. Humanoid creatures that forage the area do so as though it has Abundant food and water sources (DC 10). Natural Instincts: You can now apply 1 more Instinct to your form when you transform into your Wild Shape and know 3 more instincts from the WILD INSTINCTS and PASSAGE INSTINCTS groups of Instincts.
11th Level: Adapt Wild Companion Form: You can use your Channel Nature to Transform yourself or one willing creature into a form available from your Wild Companion or Wild Companion Evolved features. The creature remains in this form for a number of minutes equal to your Druid Level or until the creature dismisses it. Hostile Environment: As a Magic action, you use your Channel Nature to make the environment uninhabitable to any creatures other than yourself, within 10' of you for a number of rounds equal to half your Druid level rounded down. Any creatures that start their turn in the area suffer 1d12 poisoning damage and regard it as difficult terrain. Natural Instincts: You know 3 more instincts from the KILLER INSTINCTS, DRUID INSTINCTS, WILD INSTINCTS and PASSAGE INSTINCTS groups of Instincts. In addition, you can breathe water in or out of your Wild Shape form.
15th Level: Circle of Life Wild Self: You can use your Channel Nature to Transform yourself in innumerable ways. You always have the Alter Self spell prepared, and you can cast it on yourself or your Wild Shape form, while in Wild Shape form, without expending a Spell Slot. It also doesn’t count against the number of spells you have prepared. Wild Resurgence: When you use your Wild Shape ,primal magic radiates from you, allowing you to use Healing Blossoms or the Environment features as part of the same use of Channel Nature. Natural Instincts: You can now apply 1 more Instinct to your form when you transform into your Wild Shape and know 3 more instincts from the KILLER INSTINCTS, DRUID INSTINCTS, WILD INSTINCTS and PASSAGE INSTINCTS groups of Instincts.
DRUID SUBCLASSES
CIRCLE OF THE MOON FEATURES
3rd Level: Pure Instinct You can now apply 1 more Instinct to your form when you transform into your Wild Shape and know all Instincts lists that you have the pre-requisite Druid Levels for.
6th Level: Magical Instinct Your Bestial Strikes are now magical attacks and know all Instincts lists that you have the pre-requisite Druid Levels for.
10th Level: True Instinct You can now apply 1 more Instinct to your form when you transform into your Wild Shape and know all Instincts lists that you have the pre-requisite Druid Levels for.
14th Level: Lunar Instinct You can now apply 1 more Instinct to your form when you transform into your Wild Shape and know all Instincts lists that you have the pre-requisite Druid Levels for.
CIRCLE OF THE ELEMENTS FEATURES
3rd Level: Earth You know the Control Flames, Gust, Mold Earth and Shape Water Cantrips and can cast Transmutation Cantrips and Level 1 spells that require no Material Component in your Wild Shape. You know 1 more instincts from the DRUID INSTINCTS, WILD INSTINCTS or PASSAGE INSTINCTS groups of Instincts.
6th Level: Wind You can cast the Control Flames, Gust, Mold Earth and Shape Water Cantrips through your Wild Companion and Transmutation spells as high as Level 2 that require no Material Component in your Wild Shape.
10th Level: Fire Elemental Summoner: As a Magic Action, you can use your Channel Nature to cast Summon Elemental without the material component and without maintaining concentration. The spell lasts a number of rounds equal to your half you Druid level rounded down. You must finish a long rest before you can use this feature with your Channel Nature again. Elemental Beast: Whenever you assume a Wild Shape form you may choose a damage type from Acid, Cold, Fire, Lightning, or Thunder. While in that form, you have resistance to the chosen damage type and the form's Bestial Srikes can deal damage of that type. You choose between the elemental damage and the normal Bestial Strike damage type when you hit. Elemental Resistance: As a Bonus action you can you can choose damage type from Acid, Cold, Fire, Lightning or Thunder, until the start of your next turn you have resistance to that damage type.
14th Level: Water Phoenix Companion: As a Magic Action you use your Channel Nature on your Wild Companion to cause it to be engulfed in flames and explode. Each creature in 60-foot-radius sphere centered on the Wild Companion must make a DC 20 Dexterity saving throw, taking 4d10 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t being worn or carried and the Wild Companion disappears. Arctic Environment: When you use your Hostile Environment feature you can set the damage type to 3d6 Cold Damage, turning the environment around yourself impossibly cold. Any water not carried or contained in the area is immediately frozen solid. Elemental Master: You can cast the Control Flames, Gust, Mold Earth and Shape Water Cantrips as a Bonus Action.
Thinking on feedback I've created the above which vastly reduces the Wild Shape's combat capability, reduces it to a single form and splits the Moon Druid between it's shape changing flavour and Elemental flavour into two different forms with the Moon Druid relying heavily on the Instincts and the Elemental Druid making far less use of it.
The number of Instincts that can be used in a Wild form are restricted severely for non Moon Druids and only improved slightly for the Moon Druid. But the Instincts are also categorized and a non Moon Druid only gets access know more KILLER and DRUID instincts every other Class feature upgrade.
I also tried to make a lot more use of the Channel Nature ability for the Wild Companion and Healing Blossoms type environment effect.
What if at level 1 we get two wild shape options beast of land and tiny critter. Each stat block would have a list of 6 creature types like what Panta posted earlier, but they should all focus more on utility than what Panta had.
The tiny critter stat block would have spider, rodent, monkey(5th), prairie dog(5th), fish(7th), bat(9th), bird(9th). So at level one you only have rodent and spider available. Also you can maintain your tiny critter for the full WS duration, but because of the strain of being tiny you must concentrate on this Wildshape form as if concentrating on a spell.
Beast of the land would allow you to small or medium sized versions of deer, cat, snake, ape(5th), lizard(5th), badger(7th), mammoth(9th).
The 5th level feature would change to something that allowed you to become large versions in your Wildshape, or introduce a Large critter stat block
Beast of sea could small or medium and have turtle, alligator, shark, octopus, dolphin, eel
Beast of the the sky could be small, medium or large and have eagle, owl, flying snake, vulture, raven, pteranodon
level 13 would let your Wildshape be huge, or introduce another stat block for Huge critters
Moon Druid would get an additional stat block as part of their Combat WS that comes with temp hp, Beast of the moon could have wolf, bear, giant spider(5th), giant crab(7th), killer whale(7th), Quetzcoatlus (9th) with each creature type listing it’s size range in the stat block
I forgot to note it at the end but despite having only one form I noted you know the Wild Form to begin with, leaving it open for other Wild Shape forms to be introduced by sun class. Personally I was envisioning a beast man akin to a big foot or Yeti but introducing a specific “tiny” and possibly “Huge” template might be better than instincts.
however I initially wondered why they restricted Tiny and apparently a lot of DMs were frustrated by Moon Druids turning into a tiny spider and crawling along the roof to explore and map out the carefully crafted dungeon’s encounters. So they limited it to later game and gave it a tighter time limit.
however I initially wondered why they restricted Tiny and apparently a lot of DMs were frustrated by Moon Druids turning into a tiny spider and crawling along the roof to explore and map out the carefully crafted dungeon’s encounters. So they limited it to later game and gave it a tighter time limit.
Which is silly considering a familiar can do exactly the same thing.
however I initially wondered why they restricted Tiny and apparently a lot of DMs were frustrated by Moon Druids turning into a tiny spider and crawling along the roof to explore and map out the carefully crafted dungeon’s encounters. So they limited it to later game and gave it a tighter time limit.
Which is silly considering a familiar can do exactly the same thing.
There's also a lot of complaints from some DMs about Familiars being overpowered for that same reason.
Familiars IMO are worse b/c there is no drama since the familiar being spotted and killed is only a minor inconvenience. Yet Wizards just gave Druid a free familiar, but took away tiny WS.. it makes no sense.
There's also a lot of complaints from some DMs about Familiars being overpowered for that same reason.
Familiars are way more annoying than druids, because at least the druid has skin in the game; if they get caught it's bad, rather than merely a 10gp outlay. I support making familiars just poof out if they get more than some fairly short distance from their master.
Well, let me try and see if I could figure out why they would make Tiny Wildshape a high level feature, yet codifying summoning a Familiar as a built-in feature of the class...
For one, I think the fact that they have just one stat block for familiars, instead of giving access to a large chunk of low CR beasts means it's a little harder to take advantage of... no Flyby, no Blindsight, No venomous creatures... just a Tiny little guy with 30 ft move speed and darkvision. Doesn't even have particularly high Dex for Stealthing through an enemy fortress without getting shot by a guard or something.
The difference for a Druid is that, if they turn into a tiny flying creature, aside from having better stats than a Familiar Overall, they also get the chance to deliver themselves to locations. A druid could turn into a mouse, hide in the Rogue's pocket, then if something goes wrong and the Rogue gets caught, bam, a little mouse jumps out, turns into a Druid and helps kill whoever caught them or at the very least drops a Fog Cloud and helps get out of there.
Personally, I don't think that second scenario is a problem. If a Druid can use their Wildshape options intelligently, I believe they should be rewarded for that... if they just wanted to be a dedicated spellcaster they would play as a Cleric... the ability to use Wildshape in fun and creative ways is kind of the whole point.
You can expend one use of your Channel Nature as an action to transform into an animal. You learn to shift into three different types of land animal: one Large, one Medium or Small, and one Tiny. These can include hybrid animals such as an owlbear. You appear as a normal example of this animal. Consult your DM to determine animals appropriate to the setting and your character's backstory.
Create stat-block for each of your wildshape forms using the template below. You can choose up to two special abilities or actions from the appropriate lists that reflect the type of animal it is. While in your wildshape you retain your class features, skills, saving throw proficiencies, feats, hit points and hit dice, but lose all your racial features. You can redesign one of your wildshape forms each time you level up, choosing from the additional abilities you may have unlocked. You learn one additional form and the number of special abilities your forms have increase by one at 4th level, 8th level, and 12th level.
Wild Shape Template:
AC (natural armour) = 10 + your Constitution Modifier + your Wisdom Modifier (or 8 + your Constitution Modifier + your Wisdom Modifier if you have a Fly speed) HP = your HP, Hit Dice = your Hit Dice STR = your score + the Size bonus for your creature, DEX = your score, CON = your score, INT = you score Strength Size Bonus: Large = +4, Medium/Small = 0, Tiny = -2 Speed: 40 ft Proficiency Bonus: your PB.
Saving throws: Your saving throws. Skills: Your skills.
Keen Senses: You have Advantage on Perception checks.
Beastial Strike: your spell attack modifier to hit, 1d6 + the Strength Size Bonus of your creature bludgeoning, piercing or slashing damage (your choice).
Special Abilities:
General List
(level 4) Aquatic: you can breath water
(level 4) Swimmer: gain a 50 ft swim speed.
(level 8) Flight: you gain 30 ft fly speed.
(level 8) Fast Flight: your fly speed increases by 30 ft.
(level 8) Flyby
Special List
(level 4) Echolocation (dolphin, bat): you gain 30 ft blindsight
(level 12) Noxious spray (Arthropod, Small Mammal): 1/transformation stinking cloud
(level 8) Prehensile limb (Small Mammal, elephant): you can use your trunk or tail as one extra hand.
Arthropod List Arthropods include animals with exoskeletons such as: beetles, insects, spiders, scorpions, wasps, shrimp, crabs, lobster
Chitinous Shell: gain +2 bonus to your AC
Sense Vibration: gain 10 ft blindsight
Spider Climb
(level 4) Claws/Tentacles: creatures hit by your Beastial Strike are grappled by you (escape DC = your spell save DC).
(level 4) Web: instead of dealing damage with your Beastial Strike, you can choose to instead restrain them in your webs.
(level 8) Stinger: creatures hit by your Beastial Strike must make a Constitution saving throw vs your spell save DC or take 3d6 poison damage and poisoned on a failure.
Ungulate List Ungulates include animals with hooves such as: goats, sheep, deer, horses, giraffes, antelope, oxen.
Fast: +20 ft movement speed.
Charging Horns: creatures hit by your beastial strike take 1d6 extra damage and must make a Strength saving throw or be knocked prone (if they are no more than 1 Size larger than you).
Trampling Hooves: when you hit a creature that is prone with a beastial strike they take 3d6 extra damage.
Strong: you gain proficiency in Athletics
(level 4) Good Jumper: your jump distance is doubled.
(level 8) Alert: you add your proficiency bonus to your initiative rolls.
(level 4) Strong Grip: creatures hit by your beastial strike are grappled and restrained if no more than 1 size larger than you.
(level 8) Venom: creatures hit by your Beastial Strike must make a Constitution saving throw vs your spell save DC or take 3d6 poison damage and poisoned on a failure.
(level 8) Swallow: creatures hit by your beastial strike must make a Dexterity saving throw vs your spell save DC or be swallowed, the target must be at least 1 size smaller than you.
Small Mammal List
Small mammals that include: mice, rats, rabbits, beavers, hamsters, bats, weasels, skunks, monkeys, etc...
Good Jumper: your jump distance is doubled.
Sneaky: you gain proficiency in Stealth.
Perceptive: you gain proficiency in Perception.
(level 4) Digger: you gain 30 ft burrowing speed.
(level 4) Climber: you gain 30ft climb speed.
(level 8) Chewer: you can use an action to chew a passage way through a wall or object made of wood, plaster, cloth, or mud.
Canine/Feline/Ursid List
Canine/Feline/Ursid are dog, cat, and bear like creatures including: wolves, lions, jackals, tigers, panthers, cougars, brown bear, polar bear.
Pounce/Trip: creatures hit by your beastial strike take 1d6 extra damage and must make a Strength saving throw or be knocked prone (if they are no more than 1 Size larger than you)
Stalker: you gain proficiency in stealth
Strong: you gain proficiency in athletics
(level 4) Good Jumper: your jump distance is doubled.
Familiars IMO are worse b/c there is no drama since the familiar being spotted and killed is only a minor inconvenience. Yet Wizards just gave Druid a free familiar, but took away tiny WS.. it makes no sense.
I remember Familiars being brought up but owls are the most common and much more easily noticed and regarded as out of place to invite a good arrow. Even bats can be seen as out of place in a building and shot or eaten by some monster in caves. Rats are rarely taken as familiars but should be rewarded by DMs as the best for inconspicuous dungeon exploration while still able to invite a kill from a monster or guard at the appropriate time. Since the familiar disappears when it dies it can arguably even raise alarms or awareness by intelligent creatures that it was a magic user's scout which puts a good element of risk vs reward for exploring that way.
Effectively, the DM has a lot more flexibility to kill those creatures justifiably while arguing that creatures easily pick up a spider crawling along a roof and decide its worth their effort to get up there and kill it is both difficult to justify and involves putting a party member in mortal danger rather than just the dismissal of a familiar.
The UA familiar has no limit on range for seeing through their eyes. 5E has 100 feet. Should the UA change it back to 100 feet (or more? Or less?). And should the familiar disappear if it leaves that range as well, as has been suggested previously?
Would that help fix the issues of scouting out the entire dungeon etc?
I think the thing I dislike about this concept is that it kind of forces the player to only rely on a limited pool of Wildshape Options. Instead being able to turn into any animal you please, instead you've got 4-6 animals you can turn into if you want. That's why I really like the idea of having a simple set of rules for building a beast stat-block in the moment. I also think by making those a separate feature, it would be easier to integrate on D&DBeyond for homebrew, just in case there's an "Instinct" for the beast you're trying to create that doesn't exist officially. Ideally, there would just be a Wildshape button on your character sheet, and when you press it a list of your available Instincts pops up... simple little check boxes next to the descriptions. Then you just click on the Instincts that replicate the beast you're trying to become (Constrictor, Blindsight, Climb Speed: Boa Constrictor. Temp HP, Armor Boost, Trample: Rhino, etc., etc.). It would take only seconds to build almost any beast... although I think it would also be good to give players the option to save some of their pre-built Wildshape Forms so they don't have to manually build them with every Wildshape, or even to provide some sample Wild Shapes, but at the very least this gives them the option.
It will ultimately be a bit more time consuming with pen and paper, since there's more you need to track manually, but if nothing else this could be a selling point for D&D Beyond and the VTT WoTC has been working on by making these so quick and easy to use.
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While that does consolidate things into one stat block, it only compounds on the problem they were trying to fix by making an elemental even more powerful in melee than they are currently (with more DPS than an old GWM feat using fighter since you would get a max damage potential of of 4d10+48 with a better chance to hit than the fighter).
People don't turn into elementals because of their damage, their damage is pretty cruddy for level 10 let alone higher level. People turn into elementals because it's a big pile of hit points and immunities. 4d10+48 with +11 to hit is considerably less than what a well built fighter with level-appropriate gear does even without GWM.
Level 18 fighter with a +3 halberd and 20 str takes 3 attacks and a PAM attack using -5 to get +10 damage each time. That's 3d10+1d4+69 at a +9 to hit for the first 3 attacks and +6 on the PAM attack. The elemental would be very close to that, and considering it's just a full caster in disguise the damage shouldn't approach what a fighter is doing using multiple feats.
1DD has talked about moving level 20 features to level 18, so I expect 4 attacks for a fighter at 18. Also, damage is 3d10+1d4+72 with +9 to all attacks, you seem to think the +3 doesn't apply to PAM but I see no textual support for that belief.
That's the way DDB does the math. No +3 applied to the bonus attack.
No idea whether they would move the 4th attack to 18, but if we use updated versions of GWM we need to subtract 40 dropping that +69/72 (maybe DDB is bugged) to +29/32 and keep the to hit at +14 (or possibly +11 for the PAM strike).
But, however the math shakes out the overall issue is allowing a full caster to do damage at or approaching the level of a feat using fighter without the need to touch their spells at all. Now, take the above stat block and make the upgrades based on expending a spell slot of appropriate level...now it's possibly something that could work.
If it was going to cost a spell slot I'd just make it a spell. Which is not a terrible idea, but means you need new class and subclass features.
I'm not a super fan of it either, but given the goal of WotC to simplify Druid so they aren't having to learn & manage many different animal forms. I would rather have fewer forms available to a particular character but still a diversity in different abilities available to those forms, than infinite generic forms with no special abilities. Also why I included the optional rule to learn new WSs like a Wizard learn spells. IMO having explicit rules for how a druid is supposed to gain new forms - like Wizards gaining new spells - would be really helpful, and would empower DMs more to control what kinds of animal forms the Druid has access to.
The thing that irks me is that the result is unnatural, which is the opposite of what druids are supposed to be. Tiny elephants, flea the size of horse, flying octopus... But you're supposed to be in harmony with nature, using its forces. I suppose a compromise could be that we'd get to learn certain sets of features tied to specific forms that will apply to the generic stat block. So you can learn, say, spider form which will add spider climb, web walking, web sense, and darkvision. Or an owl with flying speed, darkvision, keen hearing and sight, and flyby. A short list of best forms that specialize in what they can do.
Thinking on feedback I've created the above which vastly reduces the Wild Shape's combat capability, reduces it to a single form and splits the Moon Druid between it's shape changing flavour and Elemental flavour into two different forms with the Moon Druid relying heavily on the Instincts and the Elemental Druid making far less use of it.
The number of Instincts that can be used in a Wild form are restricted severely for non Moon Druids and only improved slightly for the Moon Druid. But the Instincts are also categorized and a non Moon Druid only gets access know more KILLER and DRUID instincts every other Class feature upgrade.
I also tried to make a lot more use of the Channel Nature ability for the Wild Companion and Healing Blossoms type environment effect.
What if at level 1 we get two wild shape options beast of land and tiny critter. Each stat block would have a list of 6 creature types like what Panta posted earlier, but they should all focus more on utility than what Panta had.
The tiny critter stat block would have spider, rodent, monkey(5th), prairie dog(5th), fish(7th), bat(9th), bird(9th). So at level one you only have rodent and spider available. Also you can maintain your tiny critter for the full WS duration, but because of the strain of being tiny you must concentrate on this Wildshape form as if concentrating on a spell.
Beast of the land would allow you to small or medium sized versions of deer, cat, snake, ape(5th), lizard(5th), badger(7th), mammoth(9th).
The 5th level feature would change to something that allowed you to become large versions in your Wildshape, or introduce a Large critter stat block
Beast of sea could small or medium and have turtle, alligator, shark, octopus, dolphin, eel
Beast of the the sky could be small, medium or large and have eagle, owl, flying snake, vulture, raven, pteranodon
level 13 would let your Wildshape be huge, or introduce another stat block for Huge critters
Moon Druid would get an additional stat block as part of their Combat WS that comes with temp hp, Beast of the moon could have wolf, bear, giant spider(5th), giant crab(7th), killer whale(7th), Quetzcoatlus (9th) with each creature type listing it’s size range in the stat block
I forgot to note it at the end but despite having only one form I noted you know the Wild Form to begin with, leaving it open for other Wild Shape forms to be introduced by sun class. Personally I was envisioning a beast man akin to a big foot or Yeti but introducing a specific “tiny” and possibly “Huge” template might be better than instincts.
however I initially wondered why they restricted Tiny and apparently a lot of DMs were frustrated by Moon Druids turning into a tiny spider and crawling along the roof to explore and map out the carefully crafted dungeon’s encounters. So they limited it to later game and gave it a tighter time limit.
Which is silly considering a familiar can do exactly the same thing.
There's also a lot of complaints from some DMs about Familiars being overpowered for that same reason.
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Familiars IMO are worse b/c there is no drama since the familiar being spotted and killed is only a minor inconvenience. Yet Wizards just gave Druid a free familiar, but took away tiny WS.. it makes no sense.
Familiars are way more annoying than druids, because at least the druid has skin in the game; if they get caught it's bad, rather than merely a 10gp outlay. I support making familiars just poof out if they get more than some fairly short distance from their master.
Well, let me try and see if I could figure out why they would make Tiny Wildshape a high level feature, yet codifying summoning a Familiar as a built-in feature of the class...
For one, I think the fact that they have just one stat block for familiars, instead of giving access to a large chunk of low CR beasts means it's a little harder to take advantage of... no Flyby, no Blindsight, No venomous creatures... just a Tiny little guy with 30 ft move speed and darkvision. Doesn't even have particularly high Dex for Stealthing through an enemy fortress without getting shot by a guard or something.
The difference for a Druid is that, if they turn into a tiny flying creature, aside from having better stats than a Familiar Overall, they also get the chance to deliver themselves to locations. A druid could turn into a mouse, hide in the Rogue's pocket, then if something goes wrong and the Rogue gets caught, bam, a little mouse jumps out, turns into a Druid and helps kill whoever caught them or at the very least drops a Fog Cloud and helps get out of there.
Personally, I don't think that second scenario is a problem. If a Druid can use their Wildshape options intelligently, I believe they should be rewarded for that... if they just wanted to be a dedicated spellcaster they would play as a Cleric... the ability to use Wildshape in fun and creative ways is kind of the whole point.
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My version of Wildshape:
Wildshape
1st level Druid ability
You can expend one use of your Channel Nature as an action to transform into an animal. You learn to shift into three different types of land animal: one Large, one Medium or Small, and one Tiny. These can include hybrid animals such as an owlbear. You appear as a normal example of this animal. Consult your DM to determine animals appropriate to the setting and your character's backstory.
Create stat-block for each of your wildshape forms using the template below. You can choose up to two special abilities or actions from the appropriate lists that reflect the type of animal it is. While in your wildshape you retain your class features, skills, saving throw proficiencies, feats, hit points and hit dice, but lose all your racial features. You can redesign one of your wildshape forms each time you level up, choosing from the additional abilities you may have unlocked. You learn one additional form and the number of special abilities your forms have increase by one at 4th level, 8th level, and 12th level.
Wild Shape Template:
AC (natural armour) = 10 + your Constitution Modifier + your Wisdom Modifier (or 8 + your Constitution Modifier + your Wisdom Modifier if you have a Fly speed)
HP = your HP, Hit Dice = your Hit Dice
STR = your score + the Size bonus for your creature, DEX = your score, CON = your score, INT = you score
Strength Size Bonus: Large = +4, Medium/Small = 0, Tiny = -2
Speed: 40 ft
Proficiency Bonus: your PB.
Saving throws: Your saving throws.
Skills: Your skills.
Keen Senses: You have Advantage on Perception checks.
Beastial Strike: your spell attack modifier to hit, 1d6 + the Strength Size Bonus of your creature bludgeoning, piercing or slashing damage (your choice).
Special Abilities:
General List
(level 4) Aquatic: you can breath water
(level 4) Swimmer: gain a 50 ft swim speed.
(level 8) Flight: you gain 30 ft fly speed.
(level 8) Fast Flight: your fly speed increases by 30 ft.
(level 8) Flyby
Special List
(level 4) Echolocation (dolphin, bat): you gain 30 ft blindsight
(level 12) Noxious spray (Arthropod, Small Mammal): 1/transformation stinking cloud
(level 8) Prehensile limb (Small Mammal, elephant): you can use your trunk or tail as one extra hand.
Arthropod List
Arthropods include animals with exoskeletons such as: beetles, insects, spiders, scorpions, wasps, shrimp, crabs, lobster
Chitinous Shell: gain +2 bonus to your AC
Sense Vibration: gain 10 ft blindsight
Spider Climb
(level 4) Claws/Tentacles: creatures hit by your Beastial Strike are grappled by you (escape DC = your spell save DC).
(level 4) Web: instead of dealing damage with your Beastial Strike, you can choose to instead restrain them in your webs.
(level 8) Stinger: creatures hit by your Beastial Strike must make a Constitution saving throw vs your spell save DC or take 3d6 poison damage and poisoned on a failure.
Ungulate List
Ungulates include animals with hooves such as: goats, sheep, deer, horses, giraffes, antelope, oxen.
Fast: +20 ft movement speed.
Charging Horns: creatures hit by your beastial strike take 1d6 extra damage and must make a Strength saving throw or be knocked prone (if they are no more than 1 Size larger than you).
Trampling Hooves: when you hit a creature that is prone with a beastial strike they take 3d6 extra damage.
Strong: you gain proficiency in Athletics
(level 4) Good Jumper: your jump distance is doubled.
(level 8) Alert: you add your proficiency bonus to your initiative rolls.
Reptilian/Amphibian/Fish List
Reptiles/Amphibians are cold blooded creatures including: turtles, lizards, snakes, crocodiles, toads, frogs, salamanders.
Hold Breath: you can hold your breath for 1 hour.
Climber: you gain 30ft climb speed.
Heat Sense: you gain 10 ft blindsight.
Tremorsense 30 ft
Turtle Shell: gain +2 bonus to your AC
(level 4) Strong Grip: creatures hit by your beastial strike are grappled and restrained if no more than 1 size larger than you.
(level 8) Venom: creatures hit by your Beastial Strike must make a Constitution saving throw vs your spell save DC or take 3d6 poison damage and poisoned on a failure.
(level 8) Swallow: creatures hit by your beastial strike must make a Dexterity saving throw vs your spell save DC or be swallowed, the target must be at least 1 size smaller than you.
Small Mammal List
Small mammals that include: mice, rats, rabbits, beavers, hamsters, bats, weasels, skunks, monkeys, etc...
Good Jumper: your jump distance is doubled.
Sneaky: you gain proficiency in Stealth.
Perceptive: you gain proficiency in Perception.
(level 4) Digger: you gain 30 ft burrowing speed.
(level 4) Climber: you gain 30ft climb speed.
(level 8) Chewer: you can use an action to chew a passage way through a wall or object made of wood, plaster, cloth, or mud.
Canine/Feline/Ursid List
Canine/Feline/Ursid are dog, cat, and bear like creatures including: wolves, lions, jackals, tigers, panthers, cougars, brown bear, polar bear.
Pounce/Trip: creatures hit by your beastial strike take 1d6 extra damage and must make a Strength saving throw or be knocked prone (if they are no more than 1 Size larger than you)
Stalker: you gain proficiency in stealth
Strong: you gain proficiency in athletics
(level 4) Good Jumper: your jump distance is doubled.
(level 8) Pack Tactics
I remember Familiars being brought up but owls are the most common and much more easily noticed and regarded as out of place to invite a good arrow. Even bats can be seen as out of place in a building and shot or eaten by some monster in caves. Rats are rarely taken as familiars but should be rewarded by DMs as the best for inconspicuous dungeon exploration while still able to invite a kill from a monster or guard at the appropriate time. Since the familiar disappears when it dies it can arguably even raise alarms or awareness by intelligent creatures that it was a magic user's scout which puts a good element of risk vs reward for exploring that way.
Effectively, the DM has a lot more flexibility to kill those creatures justifiably while arguing that creatures easily pick up a spider crawling along a roof and decide its worth their effort to get up there and kill it is both difficult to justify and involves putting a party member in mortal danger rather than just the dismissal of a familiar.
The UA familiar has no limit on range for seeing through their eyes. 5E has 100 feet. Should the UA change it back to 100 feet (or more? Or less?). And should the familiar disappear if it leaves that range as well, as has been suggested previously?
Would that help fix the issues of scouting out the entire dungeon etc?
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?