Have a generic resource (Channel Nature) instead of wildshape as the core druid resource. Some druids do not want to focus on wildshape, and I think it let the designer to be more creative with new subclasses.
Since druid belongs to priest group, it should have an option to use its core resource (channel nature or wildshape use) for healing.
Druid should have a way of benefiting from magic objects, like any other class, bearing in mind that he or she cannot manipulate these objects like a human being.
Keep the basic wildshape feature based on stat block, like in 5e, because it bring a lot of versatility and fun (but for moon druid combat form, it could work in a different way).
For Moon druid:
For roleplaying, the choice of beast form (what it looks like) should not be restricted by the Monster Manual. There is a poor choice of beast form at higher level. Sometime, an elephant or a mammoth does not fit the character background or the game settings.
The rules “CR = druid level / 3” does not scale well. It is too strong in early game (brown bear) and too weak in higher level, even in the last UA.
Bring “beast spell” earlier, but make it possible for a moon druid to be efficient without spellcasting even at high level: have a choice between beast spell and a little more melee damage. (I personally don't like being a big bear who gesticulates with his paws and mumbles incantations in the middle of a fight :-) )
Since druid belongs to priest group, it should be able to heal and support even in beast form (see “alternating form” below).
Resources (HP, spell slots, Channel Nature …) should be shared between beast shape and caster shape. Otherwise it's like having a new character when the first one almost die. So, we should have a way to use spell slots in beast shape to do something suitable for a dire beast that fight in melee (something that enhances its melee combat skills).
Moon druid in beast shape should be able to have a decent Armor Class, but it may require an investment in Dexterity to maximize its CA.
DRUID:
1ST LEVEL: DRUIDIC
<same as UA6>
1ST LEVEL: PRIMAL ORDER
<same as UA6>
1ST LEVEL: SPELLCASTING
<same as UA6>
2ND LEVEL: CHANNEL NATURE
The magic of nature infuses you. Tapping into that power, you can create various magical effects. You start with three such effect: Wild Shape, Healing Growth, Wild Companion, which is described below. Each time you use this Channel Nature, you choose which effect to create from among those you have from this class. You can use Channel Nature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Druid levels, as shown in the Channel Nature column of the Druid table. If a Channel Nature effect requires a saving throw, the DC equals the Spell Save DC from this class’s Spellcasting feature.
Wild Shape.
<same s UA6, except for the following point>
Objects. Your gear is subsumed by the creature’s shape, so you cannot access it. You cannot activate a magic item on your person, but a magic item that confers a passive effect, such as a ring of protection, continues to do so.
Healing Growth.
As a Magic action, you channel healing energy by pointing a creature within 60 feet of yourself. This creature regains 1d4 hit points at the beginning of each of its turn, for the duration of the effect (a number of round equals to your Wisdom modifier). The healing effect amplifies when you reach certain Druid level: 7 level (1d6 per round), 13 level (1d8 per round), 18 level (1d10 per round).
Wild Companion.
<same as UA6>
5TH LEVEL: MIGHT OF THE WILD
Choose one of the following option:
Beast Spells. While using Wild Shape, you can cast spells in Beast form, except for any spell that has a Material component with a cost specified or that consumes its Material component.
Quick Attack. When you use the Attack action on your turn, you can make one additional attack on the same action with an Unarmed Strike or a Natural Weapon.
Wild Resurgence. If you have no uses of Channel Nature left, you can give yourself one use by expending a spell slot (no action required). You can do so only once per turn. In addition, you can expend one use of Channel Nature (no action required) to give yourself a 1 level spell slot, and you can do so a number of times equal to your Wisdom modifier (minimum of once) until you finish a Long Rest.
7TH LEVEL: ELEMENTAL FURY
<same as UA6>
9TH LEVEL: COMMUNE WITH NATURE
<same as UA6>
13TH LEVEL: RESTORATION
In addition to the healing effect, Healing Growth can end one disease or one condition afflicting your target. The condition can be blinded, deafened, paralyzed, or poisoned. Choose a disease or a condition and this disease or condition ends the first time Healing Growth heals your target.
15TH LEVEL: IMPROVED ELEMENTAL FURY
<same as UA6>
18TH LEVEL: THOUSAND FORMS
You have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will. Moreover, when you use a spell on yourself to alter your form (Alter Self, Polymorph …), you don’t have to concentrate on the Spell once you cast it; it lasts for its full duration, until you end it as a Bonus Action, or until you are Incapacitated.
20TH LEVEL: ARCHDRUID
<same as UA6>
CIRCLE OF THE MOON (or maybe another name for a wildshape focus circle)
3RD LEVEL: CIRCLE FORM
The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 3rd level, you know two more animal forms for your Wild Shape ability: Animal of the Land and Animal of the Sea (see description below). This new forms do not count into the number of know forms for your Wild Shape Ability.
ANIMAL OF THE LAND
Medium, or Large Terrestrial Animal (Your Creature Type Doesn’t Change)
Armor Class 14 + your Dexterity modifier
Hit Points you continue to use your Hit Points and Hit Dice but gain a number of Temporary Hit Points equal to three times your Druid level.
Speed 40 ft., Climb 40 ft.
STR, CON equal your Wisdom score
DEX, INT, WIS, CHA use your scores
Senses Darkvision 60 ft.
Languages the languages you know
Proficiency Bonus equals your Proficiency Bonus
Keen Senses. You have Advantage on Wisdom (Perception) checks.
Wild Strike. Your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Pounce / Charge. If you move at least 20 feet straight toward a creature and then hits it with an attack on the same turn, that target must succeed on a Strength saving throw (vs your druid spell DC) or be knocked prone. If the target is prone, you can make one bestial strike attack against it as a bonus action.
ACTIONS
Bestial Strike. Melee Attack: your Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d8 + your Wisdom modifier Bludgeoning, Piercing, or Slashing damage.
ANIMAL OF THE SEA
Medium, or Large Aquatic or Semiaquatic Animal (Your Creature Type Doesn’t Change)
Armor Class 14 + your Dexterity modifier
Hit Points you continue to use your Hit Points and Hit Dice but gain a number of Temporary Hit Points equal to three times your Druid level.
Speed 20 ft., Swim 40 ft.
STR equals your Wisdom score
DEX, CON, INT, WIS, CHA use your scores
Senses Darkvision 90 ft.
Languages the languages you know
Proficiency Bonus equals your Proficiency Bonus
Amphibious. You can breathe air and water.
Wild Strike. Your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
ACTIONS
Bestial Strike. Melee Attack: your Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d8 + your Wisdom modifier Bludgeoning, Piercing, or Slashing damage.
3RD LEVEL: ALTERNATING FORMS
You can now rapidly shift between a Wild Shape form and your normal form. If you’re in a Wild Shape form, you can switch to your normal form as a Bonus Action, and you can then switch back into that Wild Shape form within the next minute as a Bonus Action. Neither switch expends a use of Wild Shape. If you switch to normal form and cast an abjuration spell in the same turn, you can switch back to Wild Shape form immediately (no Bonus Action required).
6TH LEVEL: WILD DRIVES
Just as you build spells by tapping into nature's primal essence, you gain the ability to harness that same essence to perform exploits when you adopt your wild form. Your wild nature then expresses itself, like uncontrollable drives, consuming your spell slots.
At level 6, you choose 2 Wild Drives from the following list. You can choose one more at level 10 and 14. Moreover, whenever you gain a Druid level, you can replace one of your Wild Drive with another Wild Drive of your choice from the list.
Druid level
Wild drive
6
2
10
3
14
4
To benefit from this abilities, on you turn, you consume one of your spell slots and choose a Wild Drive effect you know. You can’t have more than one active wild drive effect at a time.
Instinctive reactions (bonus action). You seem to anticipate all actions around you, guided by your instinct. You benefit from a +2 bonus to AC (dodge) and gain advantage on Dexterity saving throws for a number of round equal to the level of the consumed spell slot.
Voracious bite (bonus action). If the attack following activation of this ability hits, you tear away part of the opponent's defense (armor, shield, carapace, etc.). The target then loses part of its defense (1AC every 3 levels of the consumed spell slot) until the end of the confrontation. Ineffective on magic objects (armor, shield, etc.).
Frenzy (bonus action). You enter a form of trance, guided by fury. During your turn, you can attack once more with your bestial strike for every 2 levels of spell slot consumed.
Smell of blood (bonus action). The smell of blood transcends you. After hitting your target, activate this ability to gain advantage against it for a number of turns equal to the level of the consumed spell slot. In addition, while this ability is active, each of your attacks that hits adds 1d6 damage. Ineffective on undead and artificial creatures.
Wild tornado (action). Like a tornado, you attack anything that comes near you. Each creature within 5 feet of you must make a Dexterity saving throw (DC = your druid spell DC). On a failed saved, each creature suffers 1d8 damage per level of consumed spell slot, or half as much damage on a successful one.
Pack spirit (bonus action). You call upon the spirits of your pack, conjuring up 2 ghosts, similar in appearance to you, who distract your enemies for the duration of the wild drive. As long as the ghosts are by your side, you have advantage on attack rolls, and your opponents attack you with disadvantage.
Bloodthirsty relentlessness (bonus action). After one of your attacks hits, you lash out at your target, sinking your fangs, claws or talons even deeper into the flesh. Your attack does 1d6 additional damage per level of consumed spell slot. In addition, the creature must succeed on a Strength saving throw or be knocked prone.
Unbreakable will (bonus action). For a number of round equal to the level of the consume spell slot, while you engage a grapple with a creature, the creature have a disadvantage to its saving throws and attack made to you while grapple.
Race for life (action). Like a fury, you race across the battlefield, ignoring all obstacles. Your movement speed is doubled. You don't provoke opportunity attacks, and you ignore difficult terrain. Duration: a number of round equals to the level of the consume spell slots.
10TH LEVEL: PRIMAL ROAR
With an action, you let out all the savagery inside you in a primal roar. Each hostile creature in a 20 ft radius that can hear you, must make a Wisdom saving throw against your Spell Save DC. On a failed save, the target has the Frightened condition for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can roar a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
10TH LEVEL: AERIAL FORM
You learn a new form for your Wild Shape: Animal of the Sky, which is described below. This new form does not count into the number of know forms for your Wild Shape Ability.
ANIMAL OF THE SKY
Medium, or Large Winged Animal (Your Creature Type Doesn’t Change)
Armor Class 12 + your Dexterity modifier
Hit Points you continue to use your Hit Points and Hit Dice but gain a number of Temporary Hit Points equal to three times your Druid level.
Speed 20 ft., Fly 40 ft.
STR equals your Wisdom score
DEX, CON, INT, WIS, CHA use your scores
Senses Darkvision 120 ft.
Languages the languages you know
Proficiency Bonus equals your Proficiency Bonus
Flyby. You don’t provoke Opportunity Attacks when you fly out of an enemy’s reach.
Keen Senses. You have Advantage on Wisdom (Perception) checks.
Wild Strike. Your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
ACTIONS
Bestial Strike. Melee Attack: your Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d6 + your Wisdom modifier Bludgeoning, Piercing, or Slashing damage.
14TH LEVEL: HUGE FORM
When you transform into Animal of the Land, Animal of Sea or Animal of the Sky with your Wild Shape ability, you can consume two use of channel nature instead of one to gain a Huge size. When you do so, you gain resistance to bludgeoning, piercing and slashing damage and your attack die for bestial strike increases by 1 die size (d8 to d10 and d6 to d8). Moreover, you have advantage on Strength saving throws and disadvantage on Dexterity saving throws.
Let me know what you think about this, and I hope that my english is not too bad.
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MOTIVATIONS
For druid:
For Moon druid:
DRUID:
1ST LEVEL: DRUIDIC
<same as UA6>
1ST LEVEL: PRIMAL ORDER
<same as UA6>
1ST LEVEL: SPELLCASTING
<same as UA6>
2ND LEVEL: CHANNEL NATURE
The magic of nature infuses you. Tapping into that power, you can create various magical effects. You start with three such effect: Wild Shape, Healing Growth, Wild Companion, which is described below. Each time you use this Channel Nature, you choose which effect to create from among those you have from this class. You can use Channel Nature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Druid levels, as shown in the Channel Nature column of the Druid table. If a Channel Nature effect requires a saving throw, the DC equals the Spell Save DC from this class’s Spellcasting feature.
Wild Shape.
<same s UA6, except for the following point>
Objects. Your gear is subsumed by the creature’s shape, so you cannot access it. You cannot activate a magic item on your person, but a magic item that confers a passive effect, such as a ring of protection, continues to do so.
Healing Growth.
As a Magic action, you channel healing energy by pointing a creature within 60 feet of yourself. This creature regains 1d4 hit points at the beginning of each of its turn, for the duration of the effect (a number of round equals to your Wisdom modifier). The healing effect amplifies when you reach certain Druid level: 7 level (1d6 per round), 13 level (1d8 per round), 18 level (1d10 per round).
Wild Companion.
<same as UA6>
5TH LEVEL: MIGHT OF THE WILD
Choose one of the following option:
7TH LEVEL: ELEMENTAL FURY
<same as UA6>
9TH LEVEL: COMMUNE WITH NATURE
<same as UA6>
13TH LEVEL: RESTORATION
In addition to the healing effect, Healing Growth can end one disease or one condition afflicting your target. The condition can be blinded, deafened, paralyzed, or poisoned. Choose a disease or a condition and this disease or condition ends the first time Healing Growth heals your target.
15TH LEVEL: IMPROVED ELEMENTAL FURY
<same as UA6>
18TH LEVEL: THOUSAND FORMS
You have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will. Moreover, when you use a spell on yourself to alter your form (Alter Self, Polymorph …), you don’t have to concentrate on the Spell once you cast it; it lasts for its full duration, until you end it as a Bonus Action, or until you are Incapacitated.
20TH LEVEL: ARCHDRUID
<same as UA6>
CIRCLE OF THE MOON (or maybe another name for a wildshape focus circle)
3RD LEVEL: CIRCLE FORM
The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 3rd level, you know two more animal forms for your Wild Shape ability: Animal of the Land and Animal of the Sea (see description below). This new forms do not count into the number of know forms for your Wild Shape Ability.
3RD LEVEL: ALTERNATING FORMS
You can now rapidly shift between a Wild Shape form and your normal form. If you’re in a Wild Shape form, you can switch to your normal form as a Bonus Action, and you can then switch back into that Wild Shape form within the next minute as a Bonus Action. Neither switch expends a use of Wild Shape. If you switch to normal form and cast an abjuration spell in the same turn, you can switch back to Wild Shape form immediately (no Bonus Action required).
6TH LEVEL: WILD DRIVES
Just as you build spells by tapping into nature's primal essence, you gain the ability to harness that same essence to perform exploits when you adopt your wild form. Your wild nature then expresses itself, like uncontrollable drives, consuming your spell slots.
At level 6, you choose 2 Wild Drives from the following list. You can choose one more at level 10 and 14. Moreover, whenever you gain a Druid level, you can replace one of your Wild Drive with another Wild Drive of your choice from the list.
Druid level
Wild drive
6
2
10
3
14
4
To benefit from this abilities, on you turn, you consume one of your spell slots and choose a Wild Drive effect you know. You can’t have more than one active wild drive effect at a time.
Instinctive reactions (bonus action). You seem to anticipate all actions around you, guided by your instinct. You benefit from a +2 bonus to AC (dodge) and gain advantage on Dexterity saving throws for a number of round equal to the level of the consumed spell slot.
Voracious bite (bonus action). If the attack following activation of this ability hits, you tear away part of the opponent's defense (armor, shield, carapace, etc.). The target then loses part of its defense (1AC every 3 levels of the consumed spell slot) until the end of the confrontation. Ineffective on magic objects (armor, shield, etc.).
Frenzy (bonus action). You enter a form of trance, guided by fury. During your turn, you can attack once more with your bestial strike for every 2 levels of spell slot consumed.
Smell of blood (bonus action). The smell of blood transcends you. After hitting your target, activate this ability to gain advantage against it for a number of turns equal to the level of the consumed spell slot. In addition, while this ability is active, each of your attacks that hits adds 1d6 damage. Ineffective on undead and artificial creatures.
Wild tornado (action). Like a tornado, you attack anything that comes near you. Each creature within 5 feet of you must make a Dexterity saving throw (DC = your druid spell DC). On a failed saved, each creature suffers 1d8 damage per level of consumed spell slot, or half as much damage on a successful one.
Pack spirit (bonus action). You call upon the spirits of your pack, conjuring up 2 ghosts, similar in appearance to you, who distract your enemies for the duration of the wild drive. As long as the ghosts are by your side, you have advantage on attack rolls, and your opponents attack you with disadvantage.
Bloodthirsty relentlessness (bonus action). After one of your attacks hits, you lash out at your target, sinking your fangs, claws or talons even deeper into the flesh. Your attack does 1d6 additional damage per level of consumed spell slot. In addition, the creature must succeed on a Strength saving throw or be knocked prone.
Unbreakable will (bonus action). For a number of round equal to the level of the consume spell slot, while you engage a grapple with a creature, the creature have a disadvantage to its saving throws and attack made to you while grapple.
Race for life (action). Like a fury, you race across the battlefield, ignoring all obstacles. Your movement speed is doubled. You don't provoke opportunity attacks, and you ignore difficult terrain. Duration: a number of round equals to the level of the consume spell slots.
10TH LEVEL: PRIMAL ROAR
With an action, you let out all the savagery inside you in a primal roar. Each hostile creature in a 20 ft radius that can hear you, must make a Wisdom saving throw against your Spell Save DC. On a failed save, the target has the Frightened condition for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can roar a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
10TH LEVEL: AERIAL FORM
You learn a new form for your Wild Shape: Animal of the Sky, which is described below. This new form does not count into the number of know forms for your Wild Shape Ability.
14TH LEVEL: HUGE FORM
When you transform into Animal of the Land, Animal of Sea or Animal of the Sky with your Wild Shape ability, you can consume two use of channel nature instead of one to gain a Huge size. When you do so, you gain resistance to bludgeoning, piercing and slashing damage and your attack die for bestial strike increases by 1 die size (d8 to d10 and d6 to d8). Moreover, you have advantage on Strength saving throws and disadvantage on Dexterity saving throws.
Let me know what you think about this, and I hope that my english is not too bad.