Not really discussing wild shape as there are plenty of those threads elsewhere, it's not going anywhere - it's simply going to be a matter of how it looks.
I was thinking more on the powers of druids and deep dived into the interwebs for ancient/historic stuff and what might fit into the UA Channel Nature that would or could improve by level
Controlling the Elements, Shapeshifting, Hypnosis, and control of Vegetation (turning trees to men or bringing trees to life) are mentioned multiple times. Snowstorms, rains of fire, forced memory loss and hallucinations, growth of hedges, great waves, turning day to night, throwing mountains at enemies, invisibility etcetera.
so what in all that could be condensed into a class ability that would sit squarely with a druid?
Shapeshifting - wild shape (utility or combat, it's not going anywhere)
Hypnosis/hallucinations as an area of effect - sort of looks like Turn Undead (stick it in a subclass?)
Controlling the Elements, now that might be interesting as a Channel Nature class abillity that could expand by level.
level 1 Channel Nature: as base - Fog cloud (or dust cloud as an option), then options to increase the area of effect (or cumulative effects) and/or start adding damage (buffeting winds, embers, ice). Duration increases with level.
And as the druid levels up
Fog Cloud - Sleet - Snowstorm - Blizzard
Dust Cloud - Ember Cloud - Conflagration - Wildfire
Put find familiar away in a subclass and the same with the healing blossoms.
I'm baffled that no one, including devs, has thought of a most iconic use of Channel Nature, the very first thing that usually comes to mind when you think about druid. The ability to soothe/befriend animals and plants. Like a cleric turns undead, the druid is supposed to be the friend of natural beings.
Circle of Land might control weather or use a spell associated with the biome they're currently in.
Circle of Spores (I'd rather make it Circle of Rot) could use it to spread pestilence and animate corpses. Mold, flies, and worms are also part of cycle of life.
Natural attunement: By spending one use of nature channeling, you will be able to cast a ritual of your Druid spells with the extra time of 1 minute instead of 10 minutes, additionally while the spell lasts you will not need to concentrate on it. Starting at level 13, you can use it to shorten the cast time of "Plant Growth" or "Reawakening", reducing the cast time from 8 hours to 1 or 2 hours. It will also double the range and duration of the ritual affected by this natural attunement.
This will facilitate the use of certain useful rituals, such as communicating with plants or animals, detecting poisons and diseases, Communion with nature, etc. or the 2 extra spells that it also affects... likewise, in later levels it will enhance these rituals.
Alternatively, there could be an effect that makes it easier to befriend animals and plants for a certain time, or heal a radius of 15 meters (Increasing the radius or effect by having more druid levels and/or with certain circles) the soil, plants and animals affected by diseases, something that poisons, corrupts or makes the soil sterile, etc.
If you let it be usable to recover a spell slot X times per day, similar to Harness Divine Power from Tasha's, then it can do everything on the OP's list and more. Then subclasses can branch out even further.
Finally! Someone is talking about this! I get the excitement of wildshape, but this is the other half of the Druid issue. There’s so much stuff about wildshape and nothing else. I still think Find Familiar should be a Druid spell since they can summon everything else. That would make room for something more thematic. Healing Blossums should also level up. Personally, I think the most iconic thing for druids is nature growth or animal friendship, so I was actually thinking a big version of entangle that levels up or something nature oriented or and Find Familiar should replaced with some bigger or more animal themed.
Not really discussing wild shape as there are plenty of those threads elsewhere, it's not going anywhere - it's simply going to be a matter of how it looks.
I was thinking more on the powers of druids and deep dived into the interwebs for ancient/historic stuff and what might fit into the UA Channel Nature that would or could improve by level
Controlling the Elements, Shapeshifting, Hypnosis, and control of Vegetation (turning trees to men or bringing trees to life) are mentioned multiple times. Snowstorms, rains of fire, forced memory loss and hallucinations, growth of hedges, great waves, turning day to night, throwing mountains at enemies, invisibility etcetera.
so what in all that could be condensed into a class ability that would sit squarely with a druid?
Shapeshifting - wild shape (utility or combat, it's not going anywhere)
Hypnosis/hallucinations as an area of effect - sort of looks like Turn Undead (stick it in a subclass?)
Controlling the Elements, now that might be interesting as a Channel Nature class abillity that could expand by level.
level 1 Channel Nature: as base - Fog cloud (or dust cloud as an option), then options to increase the area of effect (or cumulative effects) and/or start adding damage (buffeting winds, embers, ice). Duration increases with level.
And as the druid levels up
Fog Cloud - Sleet - Snowstorm - Blizzard
Dust Cloud - Ember Cloud - Conflagration - Wildfire
Put find familiar away in a subclass and the same with the healing blossoms.
Thats my two copper pieces given.
This is what I’m talking about right here. Love this idea!
Animal friendship, Animal messenger, Speak with animals, Beast sense, and locate animal or plant are all ritual spells. I literally learned this like an hour or two ago while trying not to sound stupid in a reply on another topic. Now most of the other stuff is handled in the primal spell list and would cost a spell slot. So their is the option of just doing what Tasha’s did and let players expend channels for spell slots back.
I'm baffled that no one, including devs, has thought of a most iconic use of Channel Nature, the very first thing that usually comes to mind when you think about druid. The ability to soothe/befriend animals and plants. Like a cleric turns undead, the druid is supposed to be the friend of natural beings.
Circle of Land might control weather or use a spell associated with the biome they're currently in.
Circle of Spores (I'd rather make it Circle of Rot) could use it to spread pestilence and animate corpses. Mold, flies, and worms are also part of cycle of life.
CN Healing Blossoms and Wild Companion (scrap both and change to order )
Subclass
Discussion. The play test shifts the current druid sub-class selection to L3. what are the existing L2 abilities from the subclasses and can they (or should they) be changed to a L2 Channel Nature ability like WotC tried to do with Find Familiar and Healing Blossoms?
Dreams: Balm of the Summer Court (hp)
Stars: Starry Form (dmg, hp & con save bonus)
Wildfire: Summon Wildfire Spirit (companion – heals at L10)
Land: Natural Recovery (my suggestion shift this to L1 CN)
Moon: Circle forms
Shepherd: Speech of the Woods, spirit totem
Spores: Halo (necrotic dmg, temp hp)
how about an order at L2 similar to the Cleric and base it on Druid or Shamanic themes?
Elementalism. Gain elemental damage & resistance (1 minute as an action, ranged spell attack, 60 ft., one target, damage of type chosen by druid: cold, fire, lightning, thunder. gain resistance to the chosen dmg type or reduce dmg taken by Xd4/6 for 1 minute) increases by level from one target to multiple targets or an area of effect (include dmg resistance in area of effect).
Guardian. Gain abilities associated with Beasts and Plants: Speak with Beasts and Plants, Summon Beast or Find Familiar (Fey), Calm Emotions (Beasts & Plants) – basically rehash the Shepherd circle to be a druid order and/or steal some stuff from Nature Cleric
Shaman. Gain abilities based on divination, healing, spirits or hypnosis: Suggestion - Hypnotic Pattern - Geas – Mass Suggestion, Sleep (increase by 2d8 at L5 & L7), Divination, gain advantage on Int/Wis/Cha. something based on those spell ideas. Stick the healing blossoms here.
Druid level progression would look something like
Channel Nature (Wild Shape & Natural Recovery)
Order: Elementalism, Guardian, Shaman (adding options to Channel Nature like elemental damage & resistance)
Druid Subclass (choose from Dreams, Stars, Wildfire, Land, Moon & Spores. Shepherd would be gone incorporated into order)
You're elementalist guardian shaman is too specific and way too similar to a subclass. The priest order is a choose ur approach with generic content (tho having a second choice that early makes it a bit meh)
I agree WotC should really rebuild Druid in the same shape as the Cleric in terms of subclass features.
Level 1: Channel Nature : Wildshape as it is in 5e with a suggested list of form. Channel Nature: Calm Animals & Plants : As an action you calm all plants and animals within 30 ft of you, each plant and beast creature in the area must make Wisdom saving throw or be charmed by you for 1 minute. While charmed in this way they will not flee from you nor attack you or creatures you designate. In addition, difficult terrain caused by plants in the area does not affect you or your allies for 1 minute.
Level 1: Spellcasting
Level 2: Druidic Order
Guardian - As part of a long rest, you can create one non-magical martial weapon and one set of non-magical light or medium armour out of animal remains, wood, or other natural components. You are proficient with this weapon and armour, you can only have one such weapon or armour at a time.
Companion - You can communicate simple ideas to beast and plants in your vicinity. You can cast Find Familiar as a ritual spell without requiring material components, your familiar must have the "Fey" type.
Elementalist - You learn two cantrips from any spell list that deals fire, cold, lightning, or thunder damage. These spells count as druid spells for you.
Shaman - You gain one additional use of you Channel Nature. As an action you can expend your channel nature to regain one expended 1st level spell slot.
Ritualist - Choose two spells with the ritual tag from the Primal spell list of a level you have spell slots for. You always have these spells prepared and once per day you can cast them as a ritual using their normal casting time. You can change which spells you have chosen each time you gain a level in this class.
Dancer - Your walking speed increases by 10 ft, attacks of opportunity made against you are rolled at disadvantage.
Level 3: Subclass Level 4: ASI
Level 5: Aquatics : You gain aquatic forms for your Wildshape, and you gain Channel Nature: Control Water - You can use your Channel nature to change the current within any area of water within 30 ft of you for 1 minute.
Level 6: Subclass
Level 7: Druidic Order - gain one additional option from your Druidic Order feature.
Level 8: ASI
Level 9: Aerial : You gain flying forms for your Wildshape, and you can gain Channel Nature: Winds - You can use your channel nature to control the winds to help or hinder other creature. You each creature within 30 ft of you either has their movement speed increased by 10ft and their jump distance doubled, or has their movement speed reduced by 10 ft and their jump distance halved. This effect lasts for 10 minutes.
Level 10: Subclass Feature
Level 11: Druidic Order - gain one additional option from your Druidic Order feature.
Level 12: ASI
Level 13: Control Weather : You can perform a 1 hour ceremony to influence the weather in a 5 mile radius of yourself. Choose one of the following weather types: Foggy, Heavy rain, Sunny, Windy, Stormy, Overcast. This weather is not sufficiently extreme to cause damage to creature or structures.
Level 14: Subclass Feature
Level 15: Beast Spells : you can cast spells while in Wildshape.
Level 16: ASI
Level 17: Hybrid Forms : When you use your Wildshape feature you can combine actions, senses, movement speeds, and abilities of two beasts into a new hybrid form.
Level 18: Natural Resistance : Whenever you finish a long rest you gain resistance to one damage type of your choice from: fire, cold, thunder, lightning, poison. This resistance lasts until you use this feature again.
I agree WotC should really rebuild Druid in the same shape as the Cleric in terms of subclass features.
Level 1: Channel Nature : Wildshape as it is in 5e with a suggested list of form. Channel Nature: Calm Animals & Plants : As an action you calm all plants and animals within 30 ft of you, each plant and beast creature in the area must make Wisdom saving throw or be charmed by you for 1 minute. While charmed in this way they will not flee from you nor attack you or creatures you designate. In addition, difficult terrain caused by plants in the area does not affect you or your allies for 1 minute.
Level 1: Spellcasting
Level 2: Druidic Order
Guardian - As part of a long rest, you can create one non-magical martial weapon and one set of non-magical light or medium armour out of animal remains, wood, or other natural components. You are proficient with this weapon and armour, you can only have one such weapon or armour at a time.
Companion - You can communicate simple ideas to beast and plants in your vicinity. You can cast Find Familiar as a ritual spell without requiring material components, your familiar must have the "Fey" type.
Elementalist - You learn two cantrips from any spell list that deals fire, cold, lightning, or thunder damage. These spells count as druid spells for you.
Shaman - You gain one additional use of you Channel Nature. As an action you can expend your channel nature to regain one expended 1st level spell slot.
Ritualist - Choose two spells with the ritual tag from the Primal spell list of a level you have spell slots for. You always have these spells prepared and once per day you can cast them as a ritual using their normal casting time. You can change which spells you have chosen each time you gain a level in this class.
Dancer - Your walking speed increases by 10 ft, attacks of opportunity made against you are rolled at disadvantage.
Level 3: Subclass Level 4: ASI
Level 5: Aquatics : You gain aquatic forms for your Wildshape, and you gain Channel Nature: Control Water - You can use your Channel nature to change the current within any area of water within 30 ft of you for 1 minute.
Level 6: Subclass
Level 7: Druidic Order - gain one additional option from your Druidic Order feature.
Level 8: ASI
Level 9: Aerial : You gain flying forms for your Wildshape, and you can gain Channel Nature: Winds - You can use your channel nature to control the winds to help or hinder other creature. You each creature within 30 ft of you either has their movement speed increased by 10ft and their jump distance doubled, or has their movement speed reduced by 10 ft and their jump distance halved. This effect lasts for 10 minutes.
Level 10: Subclass Feature
Level 11: Druidic Order - gain one additional option from your Druidic Order feature.
Level 12: ASI
Level 13: Control Weather : You can perform a 1 hour ceremony to influence the weather in a 5 mile radius of yourself. Choose one of the following weather types: Foggy, Heavy rain, Sunny, Windy, Stormy, Overcast. This weather is not sufficiently extreme to cause damage to creature or structures.
Level 14: Subclass Feature
Level 15: Beast Spells : you can cast spells while in Wildshape.
Level 16: ASI
Level 17: Hybrid Forms : When you use your Wildshape feature you can combine actions, senses, movement speeds, and abilities of two beasts into a new hybrid form.
Level 18: Natural Resistance : Whenever you finish a long rest you gain resistance to one damage type of your choice from: fire, cold, thunder, lightning, poison. This resistance lasts until you use this feature again.
Level 19: ASI
Level 20: Epic Boon
Guardian needs better language. I had to read it a few times to understand your intent. It needs to state that your great sword made of bone is just as effective as a real greatsword.
I like the basic idea of Channel Nature and would like subclasses to expand on it. I don't think the current uses in the UA are that great or thematic.
I wouldn't even mind if Channel Nature: Wildshape was removed from the base class completely (its useless as it currently is in the UA anyway) and became a moon druid-specific use of Channel Nature, with other subclasses getting their own unique Channel Nature abilities.
I like @Kamchatmonk's idea of using it to soothe/befriend animals and plants. That seems like a great and thematic use of Channel Nature for the druid base class.
I wouldn't even mind if Channel Nature: Wildshape was removed from the base class completely (its useless as it currently is in the UA anyway) and became a moon druid-specific use of Channel Nature, with other subclasses getting their own unique Channel Nature abilities.
NOOOOO!!!! Don't mention that, because it could be unlucky for it to be fulfilled D: NO, NEVER EVER , Any Druid should be able to use Wild Shape, the only difference is that those of the circle of the moon should take advantage of it more, that it can be used in combat, which is the most important/central because it is a subclass specialized in that mechanic (The rest, except if by a subclass other than the moon one gets some other benefit in that form, it should be used in utility, and be pretty flexible about it)
If you take that away, and only leave those of the moon, you would be further diluting the druids, so why would there be druids? better just use a mage or priest subclass focused on nature... Ugh, pass, I'm not interested at all in a priest or a mage with a little natural orientation, NO, what I want is a Druid, and not one watered down, that it gradually loses what differentiates it... If so, then remove the bard's inspirations, the sorcerer his metamagic, the monk his monk blows, the rogue his sneak damage, Artifices without his infusions, etc, and only remain Basic classes, without identity and weakened, many very similar to others, only differing a little by subclasses. I would not like that scenario
I agree WotC should really rebuild Druid in the same shape as the Cleric in terms of subclass features.
Level 1: Channel Nature : Wildshape as it is in 5e with a suggested list of form. Channel Nature: Calm Animals & Plants : As an action you calm all plants and animals within 30 ft of you, each plant and beast creature in the area must make Wisdom saving throw or be charmed by you for 1 minute. While charmed in this way they will not flee from you nor attack you or creatures you designate. In addition, difficult terrain caused by plants in the area does not affect you or your allies for 1 minute.
Level 1: Spellcasting
Level 2: Druidic Order
Guardian - As part of a long rest, you can create one non-magical martial weapon and one set of non-magical light or medium armour out of animal remains, wood, or other natural components. You are proficient with this weapon and armour, you can only have one such weapon or armour at a time.
Companion - You can communicate simple ideas to beast and plants in your vicinity. You can cast Find Familiar as a ritual spell without requiring material components, your familiar must have the "Fey" type.
Elementalist - You learn two cantrips from any spell list that deals fire, cold, lightning, or thunder damage. These spells count as druid spells for you.
Shaman - You gain one additional use of you Channel Nature. As an action you can expend your channel nature to regain one expended 1st level spell slot.
Ritualist - Choose two spells with the ritual tag from the Primal spell list of a level you have spell slots for. You always have these spells prepared and once per day you can cast them as a ritual using their normal casting time. You can change which spells you have chosen each time you gain a level in this class.
Dancer - Your walking speed increases by 10 ft, attacks of opportunity made against you are rolled at disadvantage.
Level 3: Subclass Level 4: ASI
Level 5: Aquatics : You gain aquatic forms for your Wildshape, and you gain Channel Nature: Control Water - You can use your Channel nature to change the current within any area of water within 30 ft of you for 1 minute.
Level 6: Subclass
Level 7: Druidic Order - gain one additional option from your Druidic Order feature.
Level 8: ASI
Level 9: Aerial : You gain flying forms for your Wildshape, and you can gain Channel Nature: Winds - You can use your channel nature to control the winds to help or hinder other creature. You each creature within 30 ft of you either has their movement speed increased by 10ft and their jump distance doubled, or has their movement speed reduced by 10 ft and their jump distance halved. This effect lasts for 10 minutes.
Level 10: Subclass Feature
Level 11: Druidic Order - gain one additional option from your Druidic Order feature.
Level 12: ASI
Level 13: Control Weather : You can perform a 1 hour ceremony to influence the weather in a 5 mile radius of yourself. Choose one of the following weather types: Foggy, Heavy rain, Sunny, Windy, Stormy, Overcast. This weather is not sufficiently extreme to cause damage to creature or structures.
Level 14: Subclass Feature
Level 15: Beast Spells : you can cast spells while in Wildshape.
Level 16: ASI
Level 17: Hybrid Forms : When you use your Wildshape feature you can combine actions, senses, movement speeds, and abilities of two beasts into a new hybrid form.
Level 18: Natural Resistance : Whenever you finish a long rest you gain resistance to one damage type of your choice from: fire, cold, thunder, lightning, poison. This resistance lasts until you use this feature again.
Level 19: ASI
Level 20: Epic Boon
I like some of the ideas. But just like on the Cleric UA survey I think that instead of giving another choice of Order at a later level (you give at 7 and 11 and Cleric does at 9, I believe) I think those features should expand on that particular Order. So if you choose Elementalist, at level 7 instead of choosing another Order, your Elementalist feature gets a boost. Maybe you get another cantrip (same restrictions) and/or the cantrip gets bonus damage or a rider effect boost. Or you get to choose a 1st level spell (same restrictions) from any list and maybe a 2nd level spell at the 11th level feature.
I agree WotC should really rebuild Druid in the same shape as the Cleric in terms of subclass features.
Level 1: Channel Nature : Wildshape as it is in 5e with a suggested list of form. Channel Nature: Calm Animals & Plants : As an action you calm all plants and animals within 30 ft of you, each plant and beast creature in the area must make Wisdom saving throw or be charmed by you for 1 minute. While charmed in this way they will not flee from you nor attack you or creatures you designate. In addition, difficult terrain caused by plants in the area does not affect you or your allies for 1 minute.
Level 1: Spellcasting
Level 2: Druidic Order
Guardian - As part of a long rest, you can create one non-magical martial weapon and one set of non-magical light or medium armour out of animal remains, wood, or other natural components. You are proficient with this weapon and armour, you can only have one such weapon or armour at a time.
Companion - You can communicate simple ideas to beast and plants in your vicinity. You can cast Find Familiar as a ritual spell without requiring material components, your familiar must have the "Fey" type.
Elementalist - You learn two cantrips from any spell list that deals fire, cold, lightning, or thunder damage. These spells count as druid spells for you.
Shaman - You gain one additional use of you Channel Nature. As an action you can expend your channel nature to regain one expended 1st level spell slot.
Ritualist - Choose two spells with the ritual tag from the Primal spell list of a level you have spell slots for. You always have these spells prepared and once per day you can cast them as a ritual using their normal casting time. You can change which spells you have chosen each time you gain a level in this class.
Dancer - Your walking speed increases by 10 ft, attacks of opportunity made against you are rolled at disadvantage.
Level 3: Subclass
Level 4: ASI
Level 5: Aquatics : You gain aquatic forms for your Wildshape, and you gain Channel Nature: Control Water - You can use your Channel nature to change the current within any area of water within 30 ft of you for 1 minute.
Level 6: Subclass
Level 7: Druidic Order - gain one additional option from your Druidic Order feature.
Level 8: ASI
Level 9: Aerial : You gain flying forms for your Wildshape, and you can gain Channel Nature: Winds - You can use your channel nature to control the winds to help or hinder other creature. You each creature within 30 ft of you either has their movement speed increased by 10ft and their jump distance doubled, or has their movement speed reduced by 10 ft and their jump distance halved. This effect lasts for 10 minutes.
Level 10: Subclass Feature
Level 11: Druidic Order - gain one additional option from your Druidic Order feature.
Level 12: ASI
Level 13: Control Weather : You can perform a 1 hour ceremony to influence the weather in a 5 mile radius of yourself. Choose one of the following weather types: Foggy, Heavy rain, Sunny, Windy, Stormy, Overcast. This weather is not sufficiently extreme to cause damage to creature or structures.
Level 14: Subclass Feature
Level 15: Beast Spells : you can cast spells while in Wildshape.
Level 16: ASI
Level 17: Hybrid Forms : When you use your Wildshape feature you can combine actions, senses, movement speeds, and abilities of two beasts into a new hybrid form.
Level 18: Natural Resistance : Whenever you finish a long rest you gain resistance to one damage type of your choice from: fire, cold, thunder, lightning, poison. This resistance lasts until you use this feature again.
Level 19: ASI
Level 20: Epic Boon
Some good suggestions there, however if druid is rebuilt similar to cleric then there are too many options at L2 (defeating the purpose of the shift to L3 sub-classes), we would need to roll some of those options together at L2 to have only three so it is not overwhelming for new players.
Cleric has Order and at first i went with this but now i propose Affinity as it feels more primal to me. This helps with possible IP issues with "elementalist" but then what word should be used for the druid that has affinity with beasts and plants? below i have used *Environmental as a place holder even though it could be confused with Elemental.
L2 Druid Affinity
Elemental
*Environmental
Spiritual
Elemental Affinity: you have a primal connection to the elements. This affinity allows you to channel elemental wrath into your Weapon and Spell strikes. You can expend a use of Channel Nature to cause extra damage for 1 minute equal to 1d4 + Druid level. The extra damage is fire, cold, lightning, or thunder.
- higher levels regain HP equal to the elemental damage dealt, or the damage die could increase to d6 - d8, or no impact on the druid from cold or hot climates? learn spells that are always prepared and don't count towards the spell numbers (fog, blizzard etc)?
*Environmental Affinity: you have a primal connection to flora & fauna. At will you can communicate simple ideas to beasts and plants. This affinity allows you to expend a use of Channel Nature to gain the following benefit. For one-minute difficult terrain is normal terrain for you and your speed increases by 10 ft. Place the latest UA wildshape pick & mix form here?
- higher levels gain freedom of movement or be unable to be restrained by beasts & plants, or spells associated with beasts and plants (as above, always prepared and not counting towards spell limits)?
Spiritual Affinity: you have a primal connection to spirits. You learn the spell find familiar (fey) which counts as a druid spell for you (none of this expend a CN and spam this). Place the latest UA Healing blossoms here.
- higher levels the healing blossoms die increase to d6-d8 and gain spells like hypnotic pattern etc (spell conditions as above)
i like "Guardian" more than "Enviromental", but i also like "Elemental" more than "Elementalist" (IP issues?)
@Stavros those features are much too powerful and build on each other too much they are essentially subclasses, not a core class feature with a few flavours.
Since we are still playing with this idea how about this:
L1 Channel Nature: Wild Shape, Animal Companion
L2 Druidic Training
Beastial Affinity- Living amongst the wild has honed your body and skills, you gain Proficiency in two of the following Skills of your choice: Athletics, Acrobatics, Sleight of Hand, Stealth. Whenever you make an Ability Check using either Skill, you gain a bonus to the check equal to your Wisdom Modifier.
Natural Fighting- Druidic combat training has thickened your skin and honed your natural weapons, you gain a +1 bonus to your AC if your aren’t wearing medium or heavy armor (this includes while in Wild Shape forms). You gain a Beastial Strike while in your normal form. It uses your wisdom for attack rolls, has a reach of 5ft, and deals 1d8+ wis bludgeoning, piercing, or slashing damage. While in Wild Shape form your Bestial Strike deals and additional 1d4 damage.
Spiritual Magics: You connect deeper with your Primal magical abilities, you gain two new uses for you Channel Nature: Healing Blossoms and Shape Nature. In addition, you regain one additional expended use of your Channel Nature whenever you finish a Short Rest. Shape Nature as a bonus action you gain small amount of control of nature within 60ft of you, you can cast the cantrips Control Flames, Gust, Mold Earth, and Shape Water as an action or bonus action for one minute with these exceptions: The spell’s range is 60ft while this feature is active. The spell’s area is doubled, so if it normally effects a 5ft cube it would effect a 10ft cube while this feature active. If you cast the same spell multiple times while this feature is active, you can have up to four of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action or bonus action. You may cast a different one of these cantrips for each action or bonus action and you do not need to have the cantrip prepared to cast it using this feature.
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Not really discussing wild shape as there are plenty of those threads elsewhere, it's not going anywhere - it's simply going to be a matter of how it looks.
I was thinking more on the powers of druids and deep dived into the interwebs for ancient/historic stuff and what might fit into the UA Channel Nature that would or could improve by level
Controlling the Elements, Shapeshifting, Hypnosis, and control of Vegetation (turning trees to men or bringing trees to life) are mentioned multiple times. Snowstorms, rains of fire, forced memory loss and hallucinations, growth of hedges, great waves, turning day to night, throwing mountains at enemies, invisibility etcetera.
so what in all that could be condensed into a class ability that would sit squarely with a druid?
Controlling the Elements, now that might be interesting as a Channel Nature class abillity that could expand by level.
level 1 Channel Nature: as base - Fog cloud (or dust cloud as an option), then options to increase the area of effect (or cumulative effects) and/or start adding damage (buffeting winds, embers, ice). Duration increases with level.
And as the druid levels up
Put find familiar away in a subclass and the same with the healing blossoms.
Thats my two copper pieces given.
I'm baffled that no one, including devs, has thought of a most iconic use of Channel Nature, the very first thing that usually comes to mind when you think about druid. The ability to soothe/befriend animals and plants. Like a cleric turns undead, the druid is supposed to be the friend of natural beings.
Circle of Land might control weather or use a spell associated with the biome they're currently in.
Circle of Spores (I'd rather make it Circle of Rot) could use it to spread pestilence and animate corpses. Mold, flies, and worms are also part of cycle of life.
Natural attunement: By spending one use of nature channeling, you will be able to cast a ritual of your Druid spells with the extra time of 1 minute instead of 10 minutes, additionally while the spell lasts you will not need to concentrate on it. Starting at level 13, you can use it to shorten the cast time of "Plant Growth" or "Reawakening", reducing the cast time from 8 hours to 1 or 2 hours. It will also double the range and duration of the ritual affected by this natural attunement.
This will facilitate the use of certain useful rituals, such as communicating with plants or animals, detecting poisons and diseases, Communion with nature, etc. or the 2 extra spells that it also affects... likewise, in later levels it will enhance these rituals.
Alternatively, there could be an effect that makes it easier to befriend animals and plants for a certain time, or heal a radius of 15 meters (Increasing the radius or effect by having more druid levels and/or with certain circles) the soil, plants and animals affected by diseases, something that poisons, corrupts or makes the soil sterile, etc.
If you let it be usable to recover a spell slot X times per day, similar to Harness Divine Power from Tasha's, then it can do everything on the OP's list and more. Then subclasses can branch out even further.
The big things are 1) make any option scale. That's the problem with the healing option given, no scaling.
2) something unique to each subclass, if the subclass calls for it.
Finally! Someone is talking about this! I get the excitement of wildshape, but this is the other half of the Druid issue. There’s so much stuff about wildshape and nothing else. I still think Find Familiar should be a Druid spell since they can summon everything else. That would make room for something more thematic. Healing Blossums should also level up. Personally, I think the most iconic thing for druids is nature growth or animal friendship, so I was actually thinking a big version of entangle that levels up or something nature oriented or and Find Familiar should replaced with some bigger or more animal themed.
This is what I’m talking about right here. Love this idea!
Animal friendship, Animal messenger, Speak with animals, Beast sense, and locate animal or plant are all ritual spells. I literally learned this like an hour or two ago while trying not to sound stupid in a reply on another topic.
Now most of the other stuff is handled in the primal spell list and would cost a spell slot. So their is the option of just doing what Tasha’s did and let players expend channels for spell slots back.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
channel essence, or even mako :>
Still thinking about this...
Current play test
Cleric
Druid
Discussion. The play test shifts the current druid sub-class selection to L3. what are the existing L2 abilities from the subclasses and can they (or should they) be changed to a L2 Channel Nature ability like WotC tried to do with Find Familiar and Healing Blossoms?
how about an order at L2 similar to the Cleric and base it on Druid or Shamanic themes?
Elementalism. Gain elemental damage & resistance (1 minute as an action, ranged spell attack, 60 ft., one target, damage of type chosen by druid: cold, fire, lightning, thunder. gain resistance to the chosen dmg type or reduce dmg taken by Xd4/6 for 1 minute) increases by level from one target to multiple targets or an area of effect (include dmg resistance in area of effect).
Guardian. Gain abilities associated with Beasts and Plants: Speak with Beasts and Plants, Summon Beast or Find Familiar (Fey), Calm Emotions (Beasts & Plants) – basically rehash the Shepherd circle to be a druid order and/or steal some stuff from Nature Cleric
Shaman. Gain abilities based on divination, healing, spirits or hypnosis: Suggestion - Hypnotic Pattern - Geas – Mass Suggestion, Sleep (increase by 2d8 at L5 & L7), Divination, gain advantage on Int/Wis/Cha. something based on those spell ideas. Stick the healing blossoms here.
Druid level progression would look something like
The Channel Nature abilities would not need concentration, giving the bonus of being able to have concentration stuff occuring and CN.
You're elementalist guardian shaman is too specific and way too similar to a subclass.
The priest order is a choose ur approach with generic content (tho having a second choice that early makes it a bit meh)
I agree WotC should really rebuild Druid in the same shape as the Cleric in terms of subclass features.
Level 1: Channel Nature : Wildshape as it is in 5e with a suggested list of form. Channel Nature: Calm Animals & Plants : As an action you calm all plants and animals within 30 ft of you, each plant and beast creature in the area must make Wisdom saving throw or be charmed by you for 1 minute. While charmed in this way they will not flee from you nor attack you or creatures you designate. In addition, difficult terrain caused by plants in the area does not affect you or your allies for 1 minute.
Level 1: Spellcasting
Level 2: Druidic Order
Guardian - As part of a long rest, you can create one non-magical martial weapon and one set of non-magical light or medium armour out of animal remains, wood, or other natural components. You are proficient with this weapon and armour, you can only have one such weapon or armour at a time.
Companion - You can communicate simple ideas to beast and plants in your vicinity. You can cast Find Familiar as a ritual spell without requiring material components, your familiar must have the "Fey" type.
Elementalist - You learn two cantrips from any spell list that deals fire, cold, lightning, or thunder damage. These spells count as druid spells for you.
Shaman - You gain one additional use of you Channel Nature. As an action you can expend your channel nature to regain one expended 1st level spell slot.
Ritualist - Choose two spells with the ritual tag from the Primal spell list of a level you have spell slots for. You always have these spells prepared and once per day you can cast them as a ritual using their normal casting time. You can change which spells you have chosen each time you gain a level in this class.
Dancer - Your walking speed increases by 10 ft, attacks of opportunity made against you are rolled at disadvantage.
Level 3: Subclass
Level 4: ASI
Level 5: Aquatics : You gain aquatic forms for your Wildshape, and you gain Channel Nature: Control Water - You can use your Channel nature to change the current within any area of water within 30 ft of you for 1 minute.
Level 6: Subclass
Level 7: Druidic Order - gain one additional option from your Druidic Order feature.
Level 8: ASI
Level 9: Aerial : You gain flying forms for your Wildshape, and you can gain Channel Nature: Winds - You can use your channel nature to control the winds to help or hinder other creature. You each creature within 30 ft of you either has their movement speed increased by 10ft and their jump distance doubled, or has their movement speed reduced by 10 ft and their jump distance halved. This effect lasts for 10 minutes.
Level 10: Subclass Feature
Level 11: Druidic Order - gain one additional option from your Druidic Order feature.
Level 12: ASI
Level 13: Control Weather : You can perform a 1 hour ceremony to influence the weather in a 5 mile radius of yourself. Choose one of the following weather types: Foggy, Heavy rain, Sunny, Windy, Stormy, Overcast. This weather is not sufficiently extreme to cause damage to creature or structures.
Level 14: Subclass Feature
Level 15: Beast Spells : you can cast spells while in Wildshape.
Level 16: ASI
Level 17: Hybrid Forms : When you use your Wildshape feature you can combine actions, senses, movement speeds, and abilities of two beasts into a new hybrid form.
Level 18: Natural Resistance : Whenever you finish a long rest you gain resistance to one damage type of your choice from: fire, cold, thunder, lightning, poison. This resistance lasts until you use this feature again.
Level 19: ASI
Level 20: Epic Boon
Guardian needs better language. I had to read it a few times to understand your intent. It needs to state that your great sword made of bone is just as effective as a real greatsword.
Dancer feels like it needs a better name.
I like the basic idea of Channel Nature and would like subclasses to expand on it. I don't think the current uses in the UA are that great or thematic.
I wouldn't even mind if Channel Nature: Wildshape was removed from the base class completely (its useless as it currently is in the UA anyway) and became a moon druid-specific use of Channel Nature, with other subclasses getting their own unique Channel Nature abilities.
I like @Kamchatmonk's idea of using it to soothe/befriend animals and plants. That seems like a great and thematic use of Channel Nature for the druid base class.
NOOOOO!!!! Don't mention that, because it could be unlucky for it to be fulfilled D: NO, NEVER EVER , Any Druid should be able to use Wild Shape, the only difference is that those of the circle of the moon should take advantage of it more, that it can be used in combat, which is the most important/central because it is a subclass specialized in that mechanic (The rest,
except if by a subclass other than the moon one gets some other benefit in that form, it should be used in utility, and be pretty flexible about it)If you take that away, and only leave those of the moon, you would be further diluting the druids, so why would there be druids? better just use a mage or priest subclass focused on nature... Ugh, pass, I'm not interested at all in a priest or a mage with a little natural orientation, NO, what I want is a Druid, and not one watered down, that it gradually loses what differentiates it... If so, then remove the bard's inspirations, the sorcerer his metamagic, the monk his monk blows, the rogue his sneak damage, Artifices without his infusions, etc, and only remain Basic classes, without identity and weakened, many very similar to others, only differing a little by subclasses. I would not like that scenario
I like some of the ideas. But just like on the Cleric UA survey I think that instead of giving another choice of Order at a later level (you give at 7 and 11 and Cleric does at 9, I believe) I think those features should expand on that particular Order. So if you choose Elementalist, at level 7 instead of choosing another Order, your Elementalist feature gets a boost. Maybe you get another cantrip (same restrictions) and/or the cantrip gets bonus damage or a rider effect boost. Or you get to choose a 1st level spell (same restrictions) from any list and maybe a 2nd level spell at the 11th level feature.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Some good suggestions there, however if druid is rebuilt similar to cleric then there are too many options at L2 (defeating the purpose of the shift to L3 sub-classes), we would need to roll some of those options together at L2 to have only three so it is not overwhelming for new players.
Cleric has Order and at first i went with this but now i propose Affinity as it feels more primal to me. This helps with possible IP issues with "elementalist" but then what word should be used for the druid that has affinity with beasts and plants? below i have used *Environmental as a place holder even though it could be confused with Elemental.
L2 Druid Affinity
Elemental Affinity: you have a primal connection to the elements. This affinity allows you to channel elemental wrath into your Weapon and Spell strikes. You can expend a use of Channel Nature to cause extra damage for 1 minute equal to 1d4 + Druid level. The extra damage is fire, cold, lightning, or thunder.
- higher levels regain HP equal to the elemental damage dealt, or the damage die could increase to d6 - d8, or no impact on the druid from cold or hot climates? learn spells that are always prepared and don't count towards the spell numbers (fog, blizzard etc)?
*Environmental Affinity: you have a primal connection to flora & fauna. At will you can communicate simple ideas to beasts and plants. This affinity allows you to expend a use of Channel Nature to gain the following benefit. For one-minute difficult terrain is normal terrain for you and your speed increases by 10 ft. Place the latest UA wildshape pick & mix form here?
- higher levels gain freedom of movement or be unable to be restrained by beasts & plants, or spells associated with beasts and plants (as above, always prepared and not counting towards spell limits)?
Spiritual Affinity: you have a primal connection to spirits. You learn the spell find familiar (fey) which counts as a druid spell for you (none of this expend a CN and spam this). Place the latest UA Healing blossoms here.
- higher levels the healing blossoms die increase to d6-d8 and gain spells like hypnotic pattern etc (spell conditions as above)
i like "Guardian" more than "Enviromental", but i also like "Elemental" more than "Elementalist" (IP issues?)
@Stavros those features are much too powerful and build on each other too much they are essentially subclasses, not a core class feature with a few flavours.
Since we are still playing with this idea how about this:
L1 Channel Nature: Wild Shape, Animal Companion
L2 Druidic Training
Shape Nature as a bonus action you gain small amount of control of nature within 60ft of you, you can cast the cantrips Control Flames, Gust, Mold Earth, and Shape Water as an action or bonus action for one minute with these exceptions: The spell’s range is 60ft while this feature is active. The spell’s area is doubled, so if it normally effects a 5ft cube it would effect a 10ft cube while this feature active. If you cast the same spell multiple times while this feature is active, you can have up to four of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action or bonus action. You may cast a different one of these cantrips for each action or bonus action and you do not need to have the cantrip prepared to cast it using this feature.