I love this idea, and I agree that "Instincts" is a great, catchy name for them! I think this is the best way to save the generic beasts. It allows Druids to recreate almost any animal they can imagine without necessarily needing every book or looking up complex info with every Wildshape, but limits it so they can't just break the game with overly complex beasts. I think it's also cool that it opens up for the potential for new Instincts to be included in future expansions, or have it be a specific feature than be homebrewed.
I guess this really is basically what Ain_Undos suggested at the start of this thread, just with a catchier name and a few more iterations... but honestly, I tried to conceive of an alternative that didn't require Druids to track a separate list of beast features, but it really feels unsatisfying in comparison. I hope that WoTC trusts their players enough to give them some complexity, instead of focusing so much on just sanding off the edges of everything.
Only 1 base Wild Shape stat block. Remove level 5, 7, 9 and 11 base class features that expand the form or give it other forms and replace it with these Warlock Invocation type abilities (Instincts/Alterations/?) Have an "Warlock Pact of the X" Equivalent at Level 5 that will give a flavour to it and restrict certain features (same as Warlock's Pact of the X does). IMPORTANT: Make sure there are 1 or more options that favor druids that want to focus on casting rather than Wild Shape
Benefits: Caster types can just go through with the base Wild Shape for the most part, eventually getting to cast in it at level 17 and pick Invocations/Instincts/Alterations that have more to do with their Druid Casting or other non-Wild Shape abilities. Wild Shape types can pick features for the Wild shape, such as flight, rather than having an entirely different base stat block. Certain Invocations/Instincts/Alterations can be locked to levels so they might still need to be level 9 before they could add a "flight" trait to their beast or such.
Sub Classes can still add spells, Wild Shape specific abilities and other features.
I would just simply add a 4th option that still allows you to use other statblocks in a similar(but adjusted) manner as the phb or maybe a dumbed down polymorph. It probably would shut off some of the current features but could still be worth the trade. So new players would see beast of land/sea/sky and limited stat block pick. Sounds simple to me.
Frankly having both tashas and phb worked well for rangers and really got the ranger appeal up for most playstyles.
It's for the poison option usually it's the riders that make poison options appealing. Non-lethal ko, disadvantage, sometimes just better damage ect. Just adding poison is not enough.
I fear giving access to the onednd creature statblocks will halt what WotC is trying to do. They want freedom to design beast without worrying a player will exploit something.
Also thanks for joining the conversation
I believe that with several years under wotc's 5e design would allow them to rewrite the ability while closing major gaps. There is a new tendency to just cut and start over and avoid conflict rather than deal with it. conflict avoidance usually just leads to new conflicts.
I am not saying the old version should stay. I am saying they could adjust it where its not a problem.
I thought an easy fix to keep the old version would be to simply give some beast a Wild Shape/polymorph tag. Then make the spell and feature say that only beast with this tag are useable. Then I realized so many people would complain whenever there was a beast that didn’t have the tag.
Hey just finished catching up on everything everyone is posting and I wanted to say thanks to everyone for joining the conversation. It seems like calling it “Instincts” is well liked and also limiting how many options any one Druid has is also been put on the table. So they are more like a Warlock with invocations and less of a grab bag of abilities. While I prefer the grab bag I can go with Warlork style. I also saw a nice list of pre made stat blocks and that could be a potential direction to push for as well. Let’s keep the ideas flowing.
Just something I threw together VERY quickly. It would need considerable refinement and balancing and I think more can be added like ink/gas for visual obstruction upgrading to a stink that assults the senses or other traits like extra limbs, articulate tail, spines and even ape/yeti type beasts that might have a measure of weapon use with hands... or simply flinging their faeces. EDIT: I slacked off on the sensory bonuses, room for enhanced hearing, smell and sight. Maybe even tremor sense. There's also nothing to really help outside of Wild Shape, spellcasting or mixing spellcasting into the wildshape, but maybe thats something the subclasses could cover.
Gorge (Level 9) You can throw yourself into a feeding frenzy. You can make a special attack with your Beastal Strike as an action. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus.
Multiattack You make two Bestial Strike Attacks
Mauling (Level 15) - pre-req Multiattack You make three Bestial Strike Attacks
Talons You have one or more, elongated claws that do an additional 1D6 slashing or piercing damage when you attack. This increases to 2d6 at level 7, 3d6 at level 11 and 3d6 at level 15
Fangs (Level 7) You can make a special attack with your Beastal Strike as an action to bite an opponent and hold on. If successful the creature takes half damage but is grappled in your maw not taking any of your limbs
Venemous (Level 9) Pre-req Fangs You can make a special attack with your Beastal Strike as an action to inject venom into a creature. IF the attack hits, it deals its normal 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 turn.
Paralyse (Level 11) Pre-Req Venemous You can make a special attack with your Beastal 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 turn.
Regurgitate You are able to regurgitate acidic bile on opponents as your Beastal Strike in melee. Your Beastal Strikes now do an additional 1d4 acid damage This increases to 2d4 at level 7, 3d4 at level 11 and 4d4 at level 15.
Spitter (Level 7) Pre-req Regurgitate You are able to spit acid up to 60' as your Beastal Strike using your Dexterity proficiency to hit. On a successful hit the target takes 2d6 acid damage. This increases to 3d6 at level 11 and 4d6 and level 15
Face Spitter (Level 11) Pre-req Spitter You can make a special attack with your Beastal Strike 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 agaisnt 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 turn.
Glide (Level 7) When you fall you can slow your rate to 60'/round and take no damage when you land. You may also guide, descending 5' for every 5' of forward movement or 10' if you change direction.
Flight (Level 9) You gain a flight speed of 20' as long as your creature is Medium or smaller
Great Flight (Level 11) - Pre-Req Flight Your Flight speed increases by 40' and you can fly as a Large creature if you are able to transform into one.
Subterranean You gain a burrowing speed of 20' through soil, sand, snow and other loose earth which immediately collapses behind you as you progress, leaving only dirt that must be burrowed through again.
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 11) - 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.
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.
Blindsight (Level 9) You have blindsight awareness to 10'
Treeborn You have a climbing speed equal to your walking speed
Grip pads (Level 9) 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 trippled
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 11) Pre-Req Leap Your High jump is as high as 40' if you have sufficient move and requires no runup
Nocternal You have Darkvision to 120'
Roar You can use your action to let out a loud beastal sound, audible to 600' that has a chance to frighten opponents, on a failed Wisdom save against your Druid save DC, in a 60' cone ahead of you until the end of their next turn.
Critter (Level 9) You can become a tiny creature, dealing half damage on your attacks and 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 11) You can become so small that others struggle to hit you or see you. You have advantage on stealth and dexterity saves and double your dexterity bonuxs for determing AC. 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 beastal strikes.
Built (Level 7) You can 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 You can become a Huge creature. You have advantage on Strength and Constitution which both equal your druid's WIS saves and checks but disadvantage on stealth and dexterity becomes 10 with disadvantage on saves and checks. Your Beastal Strikes deal an additional 1D8 damage and your may add your Constitution modifier to your AC.
Hide (Level 7) You have a thick hide and can add +2 to your AC
Chitin (Level 9) - pre-req Hide You have a hardened exterior and gain resistance to Slashing, Piercing and Bludgeoning damage
Scaled (Level 11) - pre-req Chitin Your AC is 18
DETAIL EXAMPLE
At Level 5 you Gain Alterations/Instincts that you can apply to your Wild Shape Form. You can choose 3 Alterations/Instincts and apply one of them to your Wild Shape when you Transform. At Level 7 you gain an additional 3 Alterations/Instincts and can apply 2 to your Wild Shape At Level 9 you gain an additional 3 Alterations/Instincts and can apply 3 to your Wild Shape At Level 11 you gain an additional 3 Alterations/Instincts At Level 15 you gain an additional 2 Alterations/Instincts and can apply 4 to your Wild Shape
The reality is, wild shape wasn't dozens of different beasts worth of flexible, because in most cases there was one clearly superior choice for any given purpose -- typically you have Fight, Grapple, Run Fast, and Sneak options, with some rare utility options like a giant badger. A good system would actually have real choices, not the illusion of choice. However, I don't think a menu of choices can work, most creatures have too many choices. Also, I'm inclined to actually remove things like giant spiders, they really aren't all that 'natural', and it makes the feature balance easier to manage. Here's an attempt with 6 forms: Bear, Constrictor Snake, Deer, Panther, Poisonous Snake, and Wolf:
WILD Shape
Small or Medium beast
Armor Class 10+Proficiency Bonus + Wisdom Modifier
Extra Attack (Requires level 5). You may make an extra attack when you take the Attack action during your turn.
Improved Bite (Bear). You may bite as a bonus action.
Improved Grab (Constrictor Snake). You may grapple as a bonus action, and targets you have grappled are restrained until the grapple ends.
Improved Jump (Panther). Jump distance is doubled.
Improved Stealth (Constrictor Snake, Panther, Poisonous Snake). You have advantage on stealth checks.
Improved Trip (Wolf). You may trip as a bonus action.
Keen Senses. You have advantage on perception tests for hearing and smell.
Pack Tactics (Wolf Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Pounce (Panther). If you move at least 20' towards an enemy and hit it with a claws attack, the target, if no more than one size category larger than you, must make a Strength save against your spell save DC or be knocked prone. If the target fails, you may use Bite as a bonus action.
Actions
Bite (Bear, Panther). Melee Weapon Attack: Your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + Wisdom modifier slashing damage.
Bite (Snake). Melee Weapon Attack: Your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + Wisdom modifier piercing damage. If you are a poisonous snake, the target must make a Constitution save against your spell DC or suffer 2d6 poison damage, halved on a successful save.
Bite (Wolf). Melee Weapon Attack: Your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + Wisdom modifier piercing damage.
Claws (Bear, Panther). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d4 + Wisdom modifier slashing damage.
Constrict (Constrictor Snake). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d6 + Wisdom modifier bludgeoning damage.
Horns (Deer). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit:1d8 + Wisdom modifier piercing damage. If you moved at least 20' towards the target immediately before making the attack, do +1d8 damage and if the target is not more than one size type larger than you they must make a Strength save against your spell save DC or be knocked prone.
Hooves (Deer). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + Wisdom modifier piercing damage, +1d6 vs prone targets.
In terms of fighting ability:
Bear: 13.5 dpr at level 3 with Wisdom 16. At level 5 with wisdom 18, 25.5 dpr.
Constrictor Snake: if not constricting, 5.5 dpr; if constricting, 10. At level 5, 11/22.
Deer: 12 dpr if charging, 10 dpr vs prone, 8.5 otherwise. At level 5, 17-22 depending on situation.
Panther: 8.5 dpr; bite pounce requires both a failed save and a hit, so only works about half the time for 11.5 dpr. At level 5, 17-22.
Poisonous Snake: 12.5 dpr, but targets can save vs poison, so more like 10. At level 5, about 22.
Wolf: 8.5 dpr, but almost guaranteed advantage. At level 5, 19.
Some additional features:
Tiny Beast (level 1): use the stats of a medium beast, except Strength = 2, all damage is reduced to 1 point, perception rolls to notice you are at disadvantage, speed is reduced by 10', and foes that are not Tiny automatically succeed at Strength saves against your abilities.
Large Beast (level 7): use the stats of a medium beast, except Strength = Wisdom and Dexterity is unchanged, and all die types are increased by 1 size.
Huge Beast (level 11): use the stats of a large beast, and all die types are increased by 2 sizes.
Just something I threw together VERY quickly. It would need considerable refinement and balancing and I think more can be added like ink/gas for visual obstruction upgrading to a stink that assults the senses or other traits like extra limbs, articulate tail, spines and even ape/yeti type beasts that might have a measure of weapon use with hands... or simply flinging their faeces. EDIT: I slacked off on the sensory bonuses, room for enhanced hearing, smell and sight. Maybe even tremor sense. There's also nothing to really help outside of Wild Shape, spellcasting or mixing spellcasting into the wildshape, but maybe thats something the subclasses could cover.
Gorge (Level 9) You can throw yourself into a feeding frenzy. You can make a special attack with your Beastal Strike as an action. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus.
Multiattack You make two Bestial Strike Attacks
Mauling (Level 15) - pre-req Multiattack You make three Bestial Strike Attacks
Talons You have one or more, elongated claws that do an additional 1D6 slashing or piercing damage when you attack. This increases to 2d6 at level 7, 3d6 at level 11 and 3d6 at level 15
Fangs (Level 7) You can make a special attack with your Beastal Strike as an action to bite an opponent and hold on. If successful the creature takes half damage but is grappled in your maw not taking any of your limbs
Venemous (Level 9) Pre-req Fangs You can make a special attack with your Beastal Strike as an action to inject venom into a creature. IF the attack hits, it deals its normal 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 turn.
Paralyse (Level 11) Pre-Req Venemous You can make a special attack with your Beastal 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 turn.
Regurgitate You are able to regurgitate acidic bile on opponents as your Beastal Strike in melee. Your Beastal Strikes now do an additional 1d4 acid damage This increases to 2d4 at level 7, 3d4 at level 11 and 4d4 at level 15.
Spitter (Level 7) Pre-req Regurgitate You are able to spit acid up to 60' as your Beastal Strike using your Dexterity proficiency to hit. On a successful hit the target takes 2d6 acid damage. This increases to 3d6 at level 11 and 4d6 and level 15
Face Spitter (Level 11) Pre-req Spitter You can make a special attack with your Beastal Strike 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 agaisnt 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 turn.
Glide (Level 7) When you fall you can slow your rate to 60'/round and take no damage when you land. You may also guide, descending 5' for every 5' of forward movement or 10' if you change direction.
Flight (Level 9) You gain a flight speed of 20' as long as your creature is Medium or smaller
Great Flight (Level 11) - Pre-Req Flight Your Flight speed increases by 40' and you can fly as a Large creature if you are able to transform into one.
Subterranean You gain a burrowing speed of 20' through soil, sand, snow and other loose earth which immediately collapses behind you as you progress, leaving only dirt that must be burrowed through again.
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 11) - 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.
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.
Blindsight (Level 9) You have blindsight awareness to 10'
Treeborn You have a climbing speed equal to your walking speed
Grip pads (Level 9) 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 trippled
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 11) Pre-Req Leap Your High jump is as high as 40' if you have sufficient move and requires no runup
Nocternal You have Darkvision to 120'
Roar You can use your action to let out a loud beastal sound, audible to 600' that has a chance to frighten opponents, on a failed Wisdom save against your Druid save DC, in a 60' cone ahead of you until the end of their next turn.
Critter (Level 9) You can become a tiny creature, dealing half damage on your attacks and 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 11) You can become so small that others struggle to hit you or see you. You have advantage on stealth and dexterity saves and double your dexterity bonuxs for determing AC. 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 beastal strikes.
Built (Level 7) You can 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 You can become a Huge creature. You have advantage on Strength and Constitution which both equal your druid's WIS saves and checks but disadvantage on stealth and dexterity becomes 10 with disadvantage on saves and checks. Your Beastal Strikes deal an additional 1D8 damage and your may add your Constitution modifier to your AC.
Hide (Level 7) You have a thick hide and can add +2 to your AC
Chitin (Level 9) - pre-req Hide You have a hardened exterior and gain resistance to Slashing, Piercing and Bludgeoning damage
Scaled (Level 11) - pre-req Chitin Your AC is 18
DETAIL EXAMPLE
At Level 5 you Gain Alterations/Instincts that you can apply to your Wild Shape Form. You can choose 3 Alterations/Instincts and apply one of them to your Wild Shape when you Transform. At Level 7 you gain an additional 3 Alterations/Instincts and can apply 2 to your Wild Shape At Level 9 you gain an additional 3 Alterations/Instincts and can apply 3 to your Wild Shape At Level 11 you gain an additional 3 Alterations/Instincts At Level 15 you gain an additional 2 Alterations/Instincts and can apply 4 to your Wild Shape
While I really, really like this idea, I can't help but think about what unholy mutated abominations inevitable optimization will produce. Huge acid-spitting flying octopuses that roar...
Bear: 13.5 dpr at level 3 with Wisdom 16. At level 5 with wisdom 18, 25.5 dpr.
Constrictor Snake: if not constricting, 5.5 dpr; if constricting, 10. At level 5, 11/22.
Deer: 12 dpr if charging, 10 dpr vs prone, 8.5 otherwise. At level 5, 17-22 depending on situation.
Panther: 8.5 dpr; bite pounce requires both a failed save and a hit, so only works about half the time for 11.5 dpr. At level 5, 17-22.
Poisonous Snake: 12.5 dpr, but targets can save vs poison, so more like 10. At level 5, about 22.
Wolf: 8.5 dpr, but almost guaranteed advantage. At level 5, 19.
Some additional features:
Tiny Beast (level 1): use the stats of a medium beast, except Strength = 2, all damage is reduced to 1 point, perception rolls to notice you are at disadvantage, speed is reduced by 10', and foes that are not Tiny automatically succeed at Strength saves against your abilities.
Large Beast (level 7): use the stats of a medium beast, except Strength = Wisdom and Dexterity is unchanged, and all die types are increased by 1 size.
Huge Beast (level 11): use the stats of a large beast, and all die types are increased by 2 sizes.
This is the problem though. Wildshape was great NOT because of its fighting ability. The only druid that is supposed to use Wildshape in combat is Moon Druid. So giving WS various combat stats doesn't solve anything! Non-Moon Druids (i.e. what should be the majority of druids in a well-balanced game) want to use their spells in combat, and for that they cannot be using Wildshape. However, if they are using their spells in combat, then what they want out of Wildshape is utility so that they don't need to use their spells outside of combat for utility purposes. The UA WS is fundamentally broken because it is designed to be a combat feature as baseline, which either means it has to be good enough that every druid is now a Moon Druid, otherwise the WS is utterly useless. This is bad! WS should be designed to be a utility / exploration feature baseline, and Moon druids along get a buff that brings it up to being a viable option in combat.
At Level 5 you Gain Alterations/Instincts that you can apply to your Wild Shape Form. You can choose 3 Alterations/Instincts and apply one of them to your Wild Shape when you Transform. At Level 7 you gain an additional 3 Alterations/Instincts and can apply 2 to your Wild Shape At Level 9 you gain an additional 3 Alterations/Instincts and can apply 3 to your Wild Shape At Level 11 you gain an additional 3 Alterations/Instincts At Level 15 you gain an additional 2 Alterations/Instincts and can apply 4 to your Wild Shape
Similar to the other proposal there is very little in these invocations that isn't combat focused. Only the Moon Druid is supposed to be using WS in combat regularly, the other druid subclasses are meant to be using their spells in combat. Thus the baseline WS should be focused on utility not combat.
I initially hated the Druid UA but I am starting to change my mind on a few things. It's still not great and needs work, but I like the template idea, they just need some adjustments.
I like the Instincts/Alterations idea, but something like this I can see as another complete class. Not part of the Druid, as I don't think WotC wants this kind of complexity. I think of the Land, Sea, Sky forms as a chassis that can be built upon. It should be serviceable enough for non-Moon druids to use (so UA version needs improvements), mainly for utility with combat as a backseat option. And then Moon Druid taking that chassis and building onto it. Like an improved AC calculation. A bonus to HP or Temp HP, maybe an additional boost to multiattack (3 attacks at 11 or 17) or a boost to damage die at later levels.
You should be able to retain your saving throws and skills. I don't know if class or species features or feats need to be retained as they may cause unexpected issues.
Maybe the general template could have boosts to speed, additional movement options like spider climb at a certain level. Grant additional abilities like a bonus to Stealth checks or a pounce or charge feature. Again, most, if not all, Druids that are not a Moon Druid, typically are not WS for combat use. Spores has a different use for their wildshape use (now Channel Nature) that doesn't involve changing shape. Same with some others.
I'm not so angry about the base template, though I think it needs some kind of work, but unless I'm playing a Moon Druid I don't need it to have a huge AC as I wasn't fighting in WS anyway. I don't need to do huge damage because I wasn't fighting in WS anyway. I did, however, use it for limited scouting, carrying party members over obstacles with my Giant Spider form. I turned into a cat in an inn/tavern to eavesdrop on a conversation because the innkeeper had cats to keep the mice and rats away. So I was not out of place. A small/medium sized cat probably would have been noticed. So maybe you can do Tiny size forms at 1st level, but they only last a shorter duration. Kind of like you can switch to your normal form for 1 minute and back again in Alternating Forms in the UA.
EDIT: Wildshape doesn't have to be Universally good for all Druids. You're a full caster and some of the WS features in the UA could be removed and replaced with something that helps the nature feel of all the "nature magicians" out there. (looking at you, Wild Resurgence)
This is the problem though. Wildshape was great NOT because of its fighting ability. The only druid that is supposed to use Wildshape in combat is Moon Druid.
It also grants keen senses, various enhanced senses, improved stealth in some forms, and improved movement in most forms. But yes, I realize on reflection that that should really be the level 3 form (for moon druids), and there should be a level 1 form.
Here's my pitch on how I would use this concept while still retaining the simplicity of a single Stat Block regardless of creature.
Right off the bat... lose the Animal of Sea/Sky. Just one default creature. Instead, the different movement types are Instincts. So if you want to Swim or Fly that will always consume one of your Instincts, which leaves the terrestrial build still viable, since that creature type will always have more Instincts available.
When you activate Wildshape, you can assign your new form a number of Instincts equal to your Proficiency Bonus. At early levels you have very limited Instincts... simple stuff like Temp HP, higher AC, increased movement speed, etc. Then at higher levels you unlock more Instincts... Swim Speed/Amphibious breathing is just an instinct, Pack Tactics is an Instinct, Keen Senses is an Instinct. Being Tiny is an instinct, and I would add the caveat to the Tiny Instinct that, if you choose to be Tiny, you lose your Wildshape if you take any damage.
So let's say you want to turn into a Squirrel... Wildshape, select the Climb Instinct and Tiny Instinct, now you can do some simple scouting. Turn into a Bear, take the Temp HP Instinct and Extra Attack Instinct. Every Instinct should be very simple, so there's no need to assign them Costs or anything like that... some Instincts won't be as impactful as others, but they'll be there just to help with becoming specific creatures.
Here's my pitch on how I would use this concept while still retaining the simplicity of a single Stat Block regardless of creature.
Right off the bat... lose the Animal of Sea/Sky. Just one default creature. Instead, the different movement types are Instincts. So if you want to Swim or Fly that will always consume one of your Instincts, which leaves the terrestrial build still viable, since that creature type will always have more Instincts available.
When you activate Wildshape, you can assign your new form a number of Instincts equal to your Proficiency Bonus. At early levels you have very limited Instincts... simple stuff like Temp HP, higher AC, increased movement speed, etc. Then at higher levels you unlock more Instincts... Swim Speed/Amphibious breathing is just an instinct, Pack Tactics is an Instinct, Keen Senses is an Instinct. Being Tiny is an instinct, and I would add the caveat to the Tiny Instinct that, if you choose to be Tiny, you lose your Wildshape if you take any damage.
So let's say you want to turn into a Squirrel... Wildshape, select the Climb Instinct and Tiny Instinct, now you can do some simple scouting. Turn into a Bear, take the Temp HP Instinct and Extra Attack Instinct. Every Instinct should be very simple, so there's no need to assign them Costs or anything like that... some Instincts won't be as impactful as others, but they'll be there just to help with becoming specific creatures.
I think this works a little better but some of these instincts should just be baked into the cake. For example, I think the swim w/ water breathing should come online at 7th as long as the form taken has the anatomy for it. And flying should come online at 9th if the anatomy would allow it, so yeah, you need a form with wings. I add this because I don't necessarily want to see a brown bear fly or a donkey swimming like a fish and breathing water. But if you wanted to turn into a crocodile or eagle, you can. The problem, I think, is the introduction of "hybrids" in the UA so you can be an Owlbear if you want. Players will just say, "my wolf now has gills and it's tail is kind of fin-like for propulsion". One of the reasons I like the template is that if you want to be a druid that is themed around a panther form you can, instead of figuring out what stat block is best for the CR you can turn into and then trying to shoehorn the panther form into it, if it isn't already some form of big cat.
Some of the instincts you mentioned should be part of the Moon Druids kit by default. It's what the subclass is designed for, like the Temp HP and extra attack.
I don't think Build-A-Beast is going to be a thing; while I've played plenty of systems that let you do that, D&D isn't one of them, and in practice it's time consuming enough that you're going to just build standard templates before the start of play. At which point the game might as well just provide those templates.
Just something I threw together VERY quickly. It would need considerable refinement and balancing and I think more can be added like ink/gas for visual obstruction upgrading to a stink that assults the senses or other traits like extra limbs, articulate tail, spines and even ape/yeti type beasts that might have a measure of weapon use with hands... or simply flinging their faeces. EDIT: I slacked off on the sensory bonuses, room for enhanced hearing, smell and sight. Maybe even tremor sense. There's also nothing to really help outside of Wild Shape, spellcasting or mixing spellcasting into the wildshape, but maybe thats something the subclasses could cover.
Gorge (Level 9) You can throw yourself into a feeding frenzy. You can make a special attack with your Beastal Strike as an action. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus.
Multiattack You make two Bestial Strike Attacks
Mauling (Level 15) - pre-req Multiattack You make three Bestial Strike Attacks
Talons You have one or more, elongated claws that do an additional 1D6 slashing or piercing damage when you attack. This increases to 2d6 at level 7, 3d6 at level 11 and 3d6 at level 15
Fangs (Level 7) You can make a special attack with your Beastal Strike as an action to bite an opponent and hold on. If successful the creature takes half damage but is grappled in your maw not taking any of your limbs
Venemous (Level 9) Pre-req Fangs You can make a special attack with your Beastal Strike as an action to inject venom into a creature. IF the attack hits, it deals its normal 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 turn.
Paralyse (Level 11) Pre-Req Venemous You can make a special attack with your Beastal 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 turn.
Regurgitate You are able to regurgitate acidic bile on opponents as your Beastal Strike in melee. Your Beastal Strikes now do an additional 1d4 acid damage This increases to 2d4 at level 7, 3d4 at level 11 and 4d4 at level 15.
Spitter (Level 7) Pre-req Regurgitate You are able to spit acid up to 60' as your Beastal Strike using your Dexterity proficiency to hit. On a successful hit the target takes 2d6 acid damage. This increases to 3d6 at level 11 and 4d6 and level 15
Face Spitter (Level 11) Pre-req Spitter You can make a special attack with your Beastal Strike 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 agaisnt 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 turn.
Glide (Level 7) When you fall you can slow your rate to 60'/round and take no damage when you land. You may also guide, descending 5' for every 5' of forward movement or 10' if you change direction.
Flight (Level 9) You gain a flight speed of 20' as long as your creature is Medium or smaller
Great Flight (Level 11) - Pre-Req Flight Your Flight speed increases by 40' and you can fly as a Large creature if you are able to transform into one.
Subterranean You gain a burrowing speed of 20' through soil, sand, snow and other loose earth which immediately collapses behind you as you progress, leaving only dirt that must be burrowed through again.
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 11) - 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.
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.
Blindsight (Level 9) You have blindsight awareness to 10'
Treeborn You have a climbing speed equal to your walking speed
Grip pads (Level 9) 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 trippled
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 11) Pre-Req Leap Your High jump is as high as 40' if you have sufficient move and requires no runup
Nocternal You have Darkvision to 120'
Roar You can use your action to let out a loud beastal sound, audible to 600' that has a chance to frighten opponents, on a failed Wisdom save against your Druid save DC, in a 60' cone ahead of you until the end of their next turn.
Critter (Level 9) You can become a tiny creature, dealing half damage on your attacks and 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 11) You can become so small that others struggle to hit you or see you. You have advantage on stealth and dexterity saves and double your dexterity bonuxs for determing AC. 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 beastal strikes.
Built (Level 7) You can 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 You can become a Huge creature. You have advantage on Strength and Constitution which both equal your druid's WIS saves and checks but disadvantage on stealth and dexterity becomes 10 with disadvantage on saves and checks. Your Beastal Strikes deal an additional 1D8 damage and your may add your Constitution modifier to your AC.
Hide (Level 7) You have a thick hide and can add +2 to your AC
Chitin (Level 9) - pre-req Hide You have a hardened exterior and gain resistance to Slashing, Piercing and Bludgeoning damage
Scaled (Level 11) - pre-req Chitin Your AC is 18
DETAIL EXAMPLE
At Level 5 you Gain Alterations/Instincts that you can apply to your Wild Shape Form. You can choose 3 Alterations/Instincts and apply one of them to your Wild Shape when you Transform. At Level 7 you gain an additional 3 Alterations/Instincts and can apply 2 to your Wild Shape At Level 9 you gain an additional 3 Alterations/Instincts and can apply 3 to your Wild Shape At Level 11 you gain an additional 3 Alterations/Instincts At Level 15 you gain an additional 2 Alterations/Instincts and can apply 4 to your Wild Shape
While I really, really like this idea, I can't help but think about what unholy mutated abominations inevitable optimization will produce. Huge acid-spitting flying octopuses that roar...
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.
I don't think Build-A-Beast is going to be a thing; while I've played plenty of systems that let you do that, D&D isn't one of them, and in practice it's time consuming enough that you're going to just build standard templates before the start of play. At which point the game might as well just provide those templates.
I honestly don't think this is going to be implemented in OneDnD, but it's definitely how I would solve the problem of Druids being overly complex if I had the authority to do so.
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).
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).
I actually like the direction of they went with the Moon Druid. I will admit I am a little biased because it now has similarities to Circle of the beast king homebrew I made years ago on dndbeyond. For me all the moon Druid is missing is tanky-ness, utility and the versatility that using monster stat blocks gave us. I do like this idea for Elemental shape, I’m just happy without it.
I don't think Build-A-Beast is going to be a thing; while I've played plenty of systems that let you do that, D&D isn't one of them, and in practice it's time consuming enough that you're going to just build standard templates before the start of play. At which point the game might as well just provide those templates.
While true, why is this a bad thing exactly? In the current iteration of Wildshape I almost never open the monster manual on my turn and start hunting for forms. What I do is research form options ahead of time, write down little templates so I can track them, and then look at that list on my turn to decide which form I wanna use.
The same would be true here. Players should be encouraged by the manual to build their own beast templates so that they have a list of options they can choose from when the time comes. Heck, maybe even have a suggestion that you run your templates by the DM before employing them to make sure they suit the campaign.
The issue with relying on Wizards to provide the templates is that inevitably there will be a bunch of animals that aren't represented. If I want to play a dinosaur druid and there aren't any templates in the book that suit that theme I just can't play the theme. But if I can make my own templates I can make sure I've got two or three forms that fit my vision for a dinosaur that'd suit the roles I've made those templates for.
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.
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I love this idea, and I agree that "Instincts" is a great, catchy name for them! I think this is the best way to save the generic beasts. It allows Druids to recreate almost any animal they can imagine without necessarily needing every book or looking up complex info with every Wildshape, but limits it so they can't just break the game with overly complex beasts. I think it's also cool that it opens up for the potential for new Instincts to be included in future expansions, or have it be a specific feature than be homebrewed.
I guess this really is basically what Ain_Undos suggested at the start of this thread, just with a catchier name and a few more iterations... but honestly, I tried to conceive of an alternative that didn't require Druids to track a separate list of beast features, but it really feels unsatisfying in comparison. I hope that WoTC trusts their players enough to give them some complexity, instead of focusing so much on just sanding off the edges of everything.
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How's this idea
Only 1 base Wild Shape stat block.
Remove level 5, 7, 9 and 11 base class features that expand the form or give it other forms and replace it with these Warlock Invocation type abilities (Instincts/Alterations/?)
Have an "Warlock Pact of the X" Equivalent at Level 5 that will give a flavour to it and restrict certain features (same as Warlock's Pact of the X does).
IMPORTANT: Make sure there are 1 or more options that favor druids that want to focus on casting rather than Wild Shape
Benefits:
Caster types can just go through with the base Wild Shape for the most part, eventually getting to cast in it at level 17 and pick Invocations/Instincts/Alterations that have more to do with their Druid Casting or other non-Wild Shape abilities.
Wild Shape types can pick features for the Wild shape, such as flight, rather than having an entirely different base stat block. Certain Invocations/Instincts/Alterations can be locked to levels so they might still need to be level 9 before they could add a "flight" trait to their beast or such.
Sub Classes can still add spells, Wild Shape specific abilities and other features.
I thought an easy fix to keep the old version would be to simply give some beast a Wild Shape/polymorph tag. Then make the spell and feature say that only beast with this tag are useable. Then I realized so many people would complain whenever there was a beast that didn’t have the tag.
Hey just finished catching up on everything everyone is posting and I wanted to say thanks to everyone for joining the conversation. It seems like calling it “Instincts” is well liked and also limiting how many options any one Druid has is also been put on the table. So they are more like a Warlock with invocations and less of a grab bag of abilities. While I prefer the grab bag I can go with Warlork style. I also saw a nice list of pre made stat blocks and that could be a potential direction to push for as well. Let’s keep the ideas flowing.
INVOCATIONS / ALTERATIONS / INSTINCTS
Just something I threw together VERY quickly. It would need considerable refinement and balancing and I think more can be added like ink/gas for visual obstruction upgrading to a stink that assults the senses or other traits like extra limbs, articulate tail, spines and even ape/yeti type beasts that might have a measure of weapon use with hands... or simply flinging their faeces.
EDIT: I slacked off on the sensory bonuses, room for enhanced hearing, smell and sight. Maybe even tremor sense.
There's also nothing to really help outside of Wild Shape, spellcasting or mixing spellcasting into the wildshape, but maybe thats something the subclasses could cover.
Gorge (Level 9)
You can throw yourself into a feeding frenzy. You can make a special attack with your Beastal Strike as an action. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus.
Multiattack
You make two Bestial Strike Attacks
Mauling (Level 15) - pre-req Multiattack
You make three Bestial Strike Attacks
Talons
You have one or more, elongated claws that do an additional 1D6 slashing or piercing damage when you attack. This increases to 2d6 at level 7, 3d6 at level 11 and 3d6 at level 15
Fangs (Level 7)
You can make a special attack with your Beastal Strike as an action to bite an opponent and hold on. If successful the creature takes half damage but is grappled in your maw not taking any of your limbs
Venemous (Level 9) Pre-req Fangs
You can make a special attack with your Beastal Strike as an action to inject venom into a creature. IF the attack hits, it deals its normal 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 turn.
Paralyse (Level 11) Pre-Req Venemous
You can make a special attack with your Beastal 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 turn.
Regurgitate
You are able to regurgitate acidic bile on opponents as your Beastal Strike in melee. Your Beastal Strikes now do an additional 1d4 acid damage
This increases to 2d4 at level 7, 3d4 at level 11 and 4d4 at level 15.
Spitter (Level 7) Pre-req Regurgitate
You are able to spit acid up to 60' as your Beastal Strike using your Dexterity proficiency to hit. On a successful hit the target takes 2d6 acid damage. This increases to 3d6 at level 11 and 4d6 and level 15
Face Spitter (Level 11) Pre-req Spitter
You can make a special attack with your Beastal Strike 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 agaisnt 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 turn.
Glide (Level 7)
When you fall you can slow your rate to 60'/round and take no damage when you land. You may also guide, descending 5' for every 5' of forward movement or 10' if you change direction.
Flight (Level 9)
You gain a flight speed of 20' as long as your creature is Medium or smaller
Great Flight (Level 11) - Pre-Req Flight
Your Flight speed increases by 40' and you can fly as a Large creature if you are able to transform into one.
Subterranean
You gain a burrowing speed of 20' through soil, sand, snow and other loose earth which immediately collapses behind you as you progress, leaving only dirt that must be burrowed through again.
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 11) - 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.
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.
Blindsight (Level 9)
You have blindsight awareness to 10'
Treeborn
You have a climbing speed equal to your walking speed
Grip pads (Level 9) 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 trippled
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 11) Pre-Req Leap
Your High jump is as high as 40' if you have sufficient move and requires no runup
Nocternal
You have Darkvision to 120'
Roar
You can use your action to let out a loud beastal sound, audible to 600' that has a chance to frighten opponents, on a failed Wisdom save against your Druid save DC, in a 60' cone ahead of you until the end of their next turn.
Critter (Level 9)
You can become a tiny creature, dealing half damage on your attacks and 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 11)
You can become so small that others struggle to hit you or see you. You have advantage on stealth and dexterity saves and double your dexterity bonuxs for determing AC. 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 beastal strikes.
Built (Level 7)
You can 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
You can become a Huge creature. You have advantage on Strength and Constitution which both equal your druid's WIS saves and checks but disadvantage on stealth and dexterity becomes 10 with disadvantage on saves and checks. Your Beastal Strikes deal an additional 1D8 damage and your may add your Constitution modifier to your AC.
Hide (Level 7)
You have a thick hide and can add +2 to your AC
Chitin (Level 9) - pre-req Hide
You have a hardened exterior and gain resistance to Slashing, Piercing and Bludgeoning damage
Scaled (Level 11) - pre-req Chitin
Your AC is 18
DETAIL EXAMPLE
At Level 5 you Gain Alterations/Instincts that you can apply to your Wild Shape Form. You can choose 3 Alterations/Instincts and apply one of them to your Wild Shape when you Transform.
At Level 7 you gain an additional 3 Alterations/Instincts and can apply 2 to your Wild Shape
At Level 9 you gain an additional 3 Alterations/Instincts and can apply 3 to your Wild Shape
At Level 11 you gain an additional 3 Alterations/Instincts
At Level 15 you gain an additional 2 Alterations/Instincts and can apply 4 to your Wild Shape
The reality is, wild shape wasn't dozens of different beasts worth of flexible, because in most cases there was one clearly superior choice for any given purpose -- typically you have Fight, Grapple, Run Fast, and Sneak options, with some rare utility options like a giant badger. A good system would actually have real choices, not the illusion of choice. However, I don't think a menu of choices can work, most creatures have too many choices. Also, I'm inclined to actually remove things like giant spiders, they really aren't all that 'natural', and it makes the feature balance easier to manage. Here's an attempt with 6 forms: Bear, Constrictor Snake, Deer, Panther, Poisonous Snake, and Wolf:
WILD Shape
Small or Medium beast
Armor Class 10+Proficiency Bonus + Wisdom Modifier
Hit Points Unchanged
Speed 30' (Snake), 40' (bear), 50' (all others); Climb 30' (bear), 40' (Panther).
Saves same as original, adjusted for new Dex.
Skills same as original, adjusted for new Dex.
Senses darkvision 60 ft (Panther only), blindsight 10' (Snake only), Tremorsense 30' (Snake Only)
Languages unchanged
Challenge — Proficiency Bonus equals your bonus
Extra Attack (Requires level 5). You may make an extra attack when you take the Attack action during your turn.
Improved Bite (Bear). You may bite as a bonus action.
Improved Grab (Constrictor Snake). You may grapple as a bonus action, and targets you have grappled are restrained until the grapple ends.
Improved Jump (Panther). Jump distance is doubled.
Improved Stealth (Constrictor Snake, Panther, Poisonous Snake). You have advantage on stealth checks.
Improved Trip (Wolf). You may trip as a bonus action.
Keen Senses. You have advantage on perception tests for hearing and smell.
Pack Tactics (Wolf Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Pounce (Panther). If you move at least 20' towards an enemy and hit it with a claws attack, the target, if no more than one size category larger than you, must make a Strength save against your spell save DC or be knocked prone. If the target fails, you may use Bite as a bonus action.
Actions
Bite (Bear, Panther). Melee Weapon Attack: Your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + Wisdom modifier slashing damage.
Bite (Snake). Melee Weapon Attack: Your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + Wisdom modifier piercing damage. If you are a poisonous snake, the target must make a Constitution save against your spell DC or suffer 2d6 poison damage, halved on a successful save.
Bite (Wolf). Melee Weapon Attack: Your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + Wisdom modifier piercing damage.
Claws (Bear, Panther). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d4 + Wisdom modifier slashing damage.
Constrict (Constrictor Snake). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d6 + Wisdom modifier bludgeoning damage.
Horns (Deer). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + Wisdom modifier piercing damage. If you moved at least 20' towards the target immediately before making the attack, do +1d8 damage and if the target is not more than one size type larger than you they must make a Strength save against your spell save DC or be knocked prone.
Hooves (Deer). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + Wisdom modifier piercing damage, +1d6 vs prone targets.
In terms of fighting ability:
Some additional features:
While I really, really like this idea, I can't help but think about what unholy mutated abominations inevitable optimization will produce. Huge acid-spitting flying octopuses that roar...
This is the problem though. Wildshape was great NOT because of its fighting ability. The only druid that is supposed to use Wildshape in combat is Moon Druid. So giving WS various combat stats doesn't solve anything! Non-Moon Druids (i.e. what should be the majority of druids in a well-balanced game) want to use their spells in combat, and for that they cannot be using Wildshape. However, if they are using their spells in combat, then what they want out of Wildshape is utility so that they don't need to use their spells outside of combat for utility purposes. The UA WS is fundamentally broken because it is designed to be a combat feature as baseline, which either means it has to be good enough that every druid is now a Moon Druid, otherwise the WS is utterly useless. This is bad! WS should be designed to be a utility / exploration feature baseline, and Moon druids along get a buff that brings it up to being a viable option in combat.
Similar to the other proposal there is very little in these invocations that isn't combat focused. Only the Moon Druid is supposed to be using WS in combat regularly, the other druid subclasses are meant to be using their spells in combat. Thus the baseline WS should be focused on utility not combat.
I initially hated the Druid UA but I am starting to change my mind on a few things. It's still not great and needs work, but I like the template idea, they just need some adjustments.
I like the Instincts/Alterations idea, but something like this I can see as another complete class. Not part of the Druid, as I don't think WotC wants this kind of complexity. I think of the Land, Sea, Sky forms as a chassis that can be built upon. It should be serviceable enough for non-Moon druids to use (so UA version needs improvements), mainly for utility with combat as a backseat option. And then Moon Druid taking that chassis and building onto it. Like an improved AC calculation. A bonus to HP or Temp HP, maybe an additional boost to multiattack (3 attacks at 11 or 17) or a boost to damage die at later levels.
You should be able to retain your saving throws and skills. I don't know if class or species features or feats need to be retained as they may cause unexpected issues.
Maybe the general template could have boosts to speed, additional movement options like spider climb at a certain level. Grant additional abilities like a bonus to Stealth checks or a pounce or charge feature. Again, most, if not all, Druids that are not a Moon Druid, typically are not WS for combat use. Spores has a different use for their wildshape use (now Channel Nature) that doesn't involve changing shape. Same with some others.
I'm not so angry about the base template, though I think it needs some kind of work, but unless I'm playing a Moon Druid I don't need it to have a huge AC as I wasn't fighting in WS anyway. I don't need to do huge damage because I wasn't fighting in WS anyway. I did, however, use it for limited scouting, carrying party members over obstacles with my Giant Spider form. I turned into a cat in an inn/tavern to eavesdrop on a conversation because the innkeeper had cats to keep the mice and rats away. So I was not out of place. A small/medium sized cat probably would have been noticed. So maybe you can do Tiny size forms at 1st level, but they only last a shorter duration. Kind of like you can switch to your normal form for 1 minute and back again in Alternating Forms in the UA.
EDIT: Wildshape doesn't have to be Universally good for all Druids. You're a full caster and some of the WS features in the UA could be removed and replaced with something that helps the nature feel of all the "nature magicians" out there. (looking at you, Wild Resurgence)
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It also grants keen senses, various enhanced senses, improved stealth in some forms, and improved movement in most forms. But yes, I realize on reflection that that should really be the level 3 form (for moon druids), and there should be a level 1 form.
Here's my pitch on how I would use this concept while still retaining the simplicity of a single Stat Block regardless of creature.
Right off the bat... lose the Animal of Sea/Sky. Just one default creature. Instead, the different movement types are Instincts. So if you want to Swim or Fly that will always consume one of your Instincts, which leaves the terrestrial build still viable, since that creature type will always have more Instincts available.
When you activate Wildshape, you can assign your new form a number of Instincts equal to your Proficiency Bonus. At early levels you have very limited Instincts... simple stuff like Temp HP, higher AC, increased movement speed, etc. Then at higher levels you unlock more Instincts... Swim Speed/Amphibious breathing is just an instinct, Pack Tactics is an Instinct, Keen Senses is an Instinct. Being Tiny is an instinct, and I would add the caveat to the Tiny Instinct that, if you choose to be Tiny, you lose your Wildshape if you take any damage.
So let's say you want to turn into a Squirrel... Wildshape, select the Climb Instinct and Tiny Instinct, now you can do some simple scouting. Turn into a Bear, take the Temp HP Instinct and Extra Attack Instinct. Every Instinct should be very simple, so there's no need to assign them Costs or anything like that... some Instincts won't be as impactful as others, but they'll be there just to help with becoming specific creatures.
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I think this works a little better but some of these instincts should just be baked into the cake. For example, I think the swim w/ water breathing should come online at 7th as long as the form taken has the anatomy for it. And flying should come online at 9th if the anatomy would allow it, so yeah, you need a form with wings. I add this because I don't necessarily want to see a brown bear fly or a donkey swimming like a fish and breathing water. But if you wanted to turn into a crocodile or eagle, you can. The problem, I think, is the introduction of "hybrids" in the UA so you can be an Owlbear if you want. Players will just say, "my wolf now has gills and it's tail is kind of fin-like for propulsion". One of the reasons I like the template is that if you want to be a druid that is themed around a panther form you can, instead of figuring out what stat block is best for the CR you can turn into and then trying to shoehorn the panther form into it, if it isn't already some form of big cat.
Some of the instincts you mentioned should be part of the Moon Druids kit by default. It's what the subclass is designed for, like the Temp HP and extra attack.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
I don't think Build-A-Beast is going to be a thing; while I've played plenty of systems that let you do that, D&D isn't one of them, and in practice it's time consuming enough that you're going to just build standard templates before the start of play. At which point the game might as well just provide those templates.
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.
I honestly don't think this is going to be implemented in OneDnD, but it's definitely how I would solve the problem of Druids being overly complex if I had the authority to do so.
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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).
I actually like the direction of they went with the Moon Druid. I will admit I am a little biased because it now has similarities to Circle of the beast king homebrew I made years ago on dndbeyond. For me all the moon Druid is missing is tanky-ness, utility and the versatility that using monster stat blocks gave us. I do like this idea for Elemental shape, I’m just happy without it.
While true, why is this a bad thing exactly? In the current iteration of Wildshape I almost never open the monster manual on my turn and start hunting for forms. What I do is research form options ahead of time, write down little templates so I can track them, and then look at that list on my turn to decide which form I wanna use.
The same would be true here. Players should be encouraged by the manual to build their own beast templates so that they have a list of options they can choose from when the time comes. Heck, maybe even have a suggestion that you run your templates by the DM before employing them to make sure they suit the campaign.
The issue with relying on Wizards to provide the templates is that inevitably there will be a bunch of animals that aren't represented. If I want to play a dinosaur druid and there aren't any templates in the book that suit that theme I just can't play the theme. But if I can make my own templates I can make sure I've got two or three forms that fit my vision for a dinosaur that'd suit the roles I've made those templates for.
Yes. If they want to limit the complexity of Druid. They should provides a flexible template builder and have something like: