Honestly it's wild to me that they tried to turn so many other things into a spell, but didn't try it with Wildshape where it would make the most sense.
I'm sure plenty of people would object to this, but it would be an appropriate cost for temporary martial equivalency (scaling your CR with spell level), and to be as good as a martial all day, you'd have to spend all your higher spell slots so you'd be trading your spellcaster goodies. It would still be superior because you'd have the option of one or another, but it would be a heck of a lot closer to fair than current 5e.
Frankly, I would still have it as a class feature fueled by spell slots, rather than a set of spells. First, I'd like to see that as a definitive druid feature, much like paladins' smites or sorcerers' metamagic. Second, I don't think it should be dispelled, counterspelled, or require vocal or somatic components. And I also think druids should have more convenience and power and less limitations in using their shapeshifting compared to a wizard with polymorph spell. After all, it's the druid thing.
And indeed, more powerful forms requiring higher level spel slots is a natural way of limiting more powerful forms to higher levels, things like turning into a flying creature should require the same level of spell slot as the flight spell, provided that druid retains the ability to shift back and forth while the shapeshifting effect lasts. Spell slots could also be used to buff the forms with thicker hide or sharper claws (but not additional tentacles, mind you), or power special abilities like basilisk's stone gaze.
I think the simplest fix is to just to change which spells are castable in wild shape. Toss the ability to cast abjurations, people don't choose moon druid because they want to have fur while they're healing people, they choose moon druid because they want to turn into a bear and maul people. Instead, give them self-buffs and smite type spells.
I think the simplest fix is to just to change which spells are castable in wild shape. Toss the ability to cast abjurations, people don't choose moon druid because they want to have fur while they're healing people, they choose moon druid because they want to turn into a bear and maul people. Instead, give them self-buffs and smite type spells.
Self-buffs and self-healing could be universal, but I think universal "primal smite" would kind of water it down. Making individual abilities for every shape - or at least a group of shapes - would be much more interesting and natural. Like, overcharge actions that are already on the stat block, like charge with extra power, trampling everything in a line, or maul for double damage with topple effect, etc. And there's temporary buffs, hell, why not let shapeshifted druids have a limited version of barbarian's rage for the price of spell slot? The more ways to control what and how you do while shapeshifted, the better. Although shapeshifted druid shouldn't end up becoming barbarian+.
I think the simplest fix is to just to change which spells are castable in wild shape. Toss the ability to cast abjurations, people don't choose moon druid because they want to have fur while they're healing people, they choose moon druid because they want to turn into a bear and maul people. Instead, give them self-buffs and smite type spells.
I think balancing the list of spells could be pretty difficult without ending up with a giant table of specific allowed spells.
It would be a lot easier to just give them the ability to spend spell slots to bolster their wildshapes, either to bolster attacks, defence or heal (or all three if you don't mind spending the slots more quickly). This way a moon druid's ability to compete with martial classes comes directly at the cost of its spellcasting when it shifts back.
The ability to cast full spells normally while shifted can then come later, though it should probably still be limited.
I think the simplest fix is to just to change which spells are castable in wild shape. Toss the ability to cast abjurations, people don't choose moon druid because they want to have fur while they're healing people, they choose moon druid because they want to turn into a bear and maul people. Instead, give them self-buffs and smite type spells.
I think balancing the list of spells could be pretty difficult without ending up with a giant table of specific allowed spells.
It would be a lot easier to just give them the ability to spend spell slots to bolster their wildshapes, either to bolster attacks, defence or heal (or all three if you don't mind spending the slots more quickly). This way a moon druid's ability to compete with martial classes comes directly at the cost of its spellcasting when it shifts back.
The ability to cast full spells normally while shifted can then come later, though it should probably still be limited.
Why? Why not just let them cast all their spells while in WS? Swords Bards, Valor Bards, War Clerics, and Bladesingers all are completely functional martials while still keeping their full spellcasting at the same time. Why shouldn't Moondruid have the same thing?
Why? Why not just let them cast all their spells while in WS? Swords Bards, Valor Bards, War Clerics, and Bladesingers all are completely functional martials while still keeping their full spellcasting at the same time. Why shouldn't Moondruid have the same thing?
As much as I love Swords Bards, and while spending their Bardic Inspiration uses on Blade Flourishes they can compete a bit, mostly they're still very much a Bard first and a fighter second (an increasingly distant second into later tiers). Likewise with Bladesingers and War Clerics; the War Cleric is just as reliant on spells as any other cleric to be any good in melee, and Bladesingers don't really need to do much attacking at all, as Blade Song is a purely defensive buff so it's just as good for blasting at range, being able to hold your own a little in melee is more of a bonus in practice.
I don't want moon druid to be another caster with a little bit of martial flavour that falls away at higher levels; I'd like something actually different. Being able to trade casting to properly compete with martials in bursts would be a lot more interesting, and allow moon druids to actually be all about the wildshaping if/when they want to be. I don't want to be a bear with spells on it, I want to be a bear that gets to maul things to pieces for a bit.
I mean theoretically they could do it in a way where both are options, e.g- allow access to casting, but also allow specifically boosting the wildshape by spending slots, so it's up the druid which they do; not unlike a Paladin choosing to Divine Smite rather than do much casting. But that's a far more difficult thing to do.
Plus we're not talking about a sub-class that can currently do unrestricted casting in 5e, but one that currently can't do any at all until very high levels; I'd rather have a simpler and balanced way to spend spell slots to keep my wildshaped form viable rather than risk moon druid rendering all other classes totally obsolete, or wildshaped casting being introduced with so many restrictions you need to have the description handy at all times just to know what you can do on each turn.
I doubt I'm in the minority in thinking that the appeal of moon druid is to be a badass in bear form (or whatever else you prefer) as much as you possibly can; it doesn't strike me as aiming for a sub-class fantasy where you're still a control or support caster at the same time, let other druids do that stuff.
Bladesinger doesn't need to play in melee but if they want to they absolutely can stand toe-to-toe with martials using BB + 1 attack + another attack from Haste, or getting 4d8+DEX damage on each hit with Shadowblade (depending on how your DM rules BB+Shadowblade), with an AC miles above that of a Paladin.
They are never going to make WS comparable offensively to a well-built weapon user for the same reason they will never do that for a Monk. Weapon feats majorly boost offense for weapon users but they are optional so the devs will not balance around them because they want new players to not be required to take weapon feats - and weapon feats are supposed to be a choice otherwise they should bake them into martial classes like how Fighting Styles / Weapon Mastery is.
And since everyone apparently absolutely hates Moon druids excelling at hp-tanking, they will not be allowed to be good at that either in 5eR. So they are not allowed to be as good as martials in melee combat. However, we have seen WotC relenting on casting spells while in WS first just defensive but now also an offensive one so turning them into a Bladesinger equivalent for druid seems like it might be on the table.
Actually... thinking about it... All we need to do is change the Alter Self spell.
You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes and natural weapons deal an extra 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose. Finally, your natural weapons are magic and you have a +1 bonus to the attack and damage rolls you make using it.
At higher levels. When you cast this spell with a 3rd or 4th level slot the extra damage you deal with your Natural weapons increases to 2d6 and the bonus to attack rolls increases to +2, If you cast this spell with a 5th level slot or higher the damage increases to 3d6 and the bonus to attack rolls increases to +3.
instead of a long list, just need to name a few spells that an animal-form moon druid caster could always have prepared. or just say it uses up a spell slot to activate the spell as an ability. Warding Wind, Flame Blade (held in your mouth? or as a horn?), Wither and Bloom to start. and later, lightning bolt. might say they're all range 'self' or 'touch' if that's important. no cantrips because if you're not mauling thing with claws and teeth, then why are you fuzzy right now? just a few spicy buttons to press while in bear form, not comprehensive utility.
Why? Why not just let them cast all their spells while in WS? Swords Bards, Valor Bards, War Clerics, and Bladesingers all are completely functional martials while still keeping their full spellcasting at the same time. Why shouldn't Moondruid have the same thing?
None of those are completely functional martials. They're spellcasters who in a pinch are semi-effective at hitting things with weapons.
Why? Why not just let them cast all their spells while in WS? Swords Bards, Valor Bards, War Clerics, and Bladesingers all are completely functional martials while still keeping their full spellcasting at the same time. Why shouldn't Moondruid have the same thing?
None of those are completely functional martials. They're spellcasters who in a pinch are semi-effective at hitting things with weapons.
How do you define "completely functional martials"? A Bladesinger with Shadowblade deals more damage than a Paladin and has a higher AC than a Paladin, and has Absorb Elements to mitigate AoE damage better than a Paladin. So how it is not a functional martial?
Why? Why not just let them cast all their spells while in WS? Swords Bards, Valor Bards, War Clerics, and Bladesingers all are completely functional martials while still keeping their full spellcasting at the same time. Why shouldn't Moondruid have the same thing?
None of those are completely functional martials. They're spellcasters who in a pinch are semi-effective at hitting things with weapons.
How do you define "completely functional martials"? A Bladesinger with Shadowblade deals more damage than a Paladin and has a higher AC than a Paladin, and has Absorb Elements to mitigate AoE damage better than a Paladin. So how it is not a functional martial?
Until it gets hit because it’s in melee and loses concentration. By RAW BB doesn’t work with Shadow blade so you are losing some damage. I know JC said he would allow it, but that is not how it is written. I saw you suggested haste in another post and that is risky since losing concentration is also losing a turn and you had to spend an action to cast it. Whether you use Shadow blade or Haste you also can’t do them attack with them on the first turn of combat. Bladesong requires your bonus action, so you could haste as your action and wait until your second turn to join the fight, or go into melee and make your one attack from haste, but if you lose concentration on that turn it was really wasted. Shadow Blade uses the same bonus action as Bladesong so you have to juggle which one you are activating the first round of combat.
How do you define "completely functional martials"? A Bladesinger with Shadowblade deals more damage than a Paladin and has a higher AC than a Paladin, and has Absorb Elements to mitigate AoE damage better than a Paladin. So how it is not a functional martial?
The bladesinger is very poorly balanced, but it's only an effective martial at a narrow range of levels, and then is just a spellcaster with a high AC.
How do you define "completely functional martials"? A Bladesinger with Shadowblade deals more damage than a Paladin and has a higher AC than a Paladin, and has Absorb Elements to mitigate AoE damage better than a Paladin. So how it is not a functional martial?
The bladesinger is very poorly balanced, but it's only an effective martial at a narrow range of levels, and then is just a spellcaster with a high AC.
Which range of levels? And why does it switch? I mean Moondruids also usually end up playing as fullspellcasters once they've got level 6+ spells in boss fights.
Why? Why not just let them cast all their spells while in WS? Swords Bards, Valor Bards, War Clerics, and Bladesingers all are completely functional martials while still keeping their full spellcasting at the same time. Why shouldn't Moondruid have the same thing?
None of those are completely functional martials. They're spellcasters who in a pinch are semi-effective at hitting things with weapons.
How do you define "completely functional martials"? A Bladesinger with Shadowblade deals more damage than a Paladin and has a higher AC than a Paladin, and has Absorb Elements to mitigate AoE damage better than a Paladin. So how it is not a functional martial?
Until it gets hit because it’s in melee and loses concentration. By RAW BB doesn’t work with Shadow blade so you are losing some damage. I know JC said he would allow it, but that is not how it is written. I saw you suggested haste in another post and that is risky since losing concentration is also losing a turn and you had to spend an action to cast it. Whether you use Shadow blade or Haste you also can’t do them attack with them on the first turn of combat. Bladesong requires your bonus action, so you could haste as your action and wait until your second turn to join the fight, or go into melee and make your one attack from haste, but if you lose concentration on that turn it was really wasted. Shadow Blade uses the same bonus action as Bladesong so you have to juggle which one you are activating the first round of combat.
Which is why Bladesong buffs your concentration saves so you'll basically never lose concentration. I've got a Moon Druid with Resilient Con + Warcaster and I cannot remember the last time her concentration was broken on a spell.
PS you don't NEED either Haste or Shadowblade to match the DPR & defense of a sword & board paladin, BB will do that just fine. Haste / Shadowblade will get you over the top in terms of other paladin builds though.
And since everyone apparently absolutely hates Moon druids excelling at hp-tanking
People don't hate them excelling at HP-tanking, they hate that it can become incredibly exploitative; WotC already fixed that issue in the first Druid playtest by making wildshape no longer infinite use at the highest level, which is where the problem really came in. In the newer playtest moon druid even now gets extra temporary hit-points on top of the wildshape, so they're clearly not getting rid of HP-tanking for them.
And being able to burn spell slots specifically to bolster, and double down upon, the wildshape would mean they'd still be able to compete as solid martials; nobody's asking for moon druid to be nerfed into uselessness here, we just want it to be something balanced, and that's not even remotely easy with full spellcasting accessible while wildshaped because wildshape is already equivalent to at least one strong spell.
The idea behind "slot spending" is simple; it allows the moon druid to become a martial for as long as they can keep their wildshape going, without returning to being a fully resourced full-caster when it ends, because otherwise moon druid is Fighter + Druid rather than any kind of hybrid, which cannot be anything other than broken.
And since everyone apparently absolutely hates Moon druids excelling at hp-tanking
People don't hate them excelling at HP-tanking, they hate that it can become incredibly exploitative; WotC already fixed that issue in the first Druid playtest by making wildshape no longer infinite use at the highest level.
That was a non-issue b/c nobody ever plays at level 20 because half the classes/subclasses are bonkers broken at level 20. E.g. a level 20 moondruid has lower survivability than a level 20 Zealot Barbarian, or arguably a level 20 Way of the Long Death monk.
Some limited spell casting while Wildshaped would be pretty cool. Like allow Cantrips and some other spells like Speak with Animals, Animal Friendship, Longstrider, and Jump.
Why? Why not just let them cast all their spells while in WS? Swords Bards, Valor Bards, War Clerics, and Bladesingers all are completely functional martials while still keeping their full spellcasting at the same time. Why shouldn't Moondruid have the same thing?
As much as I love Swords Bards, and while spending their Bardic Inspiration uses on Blade Flourishes they can compete a bit, mostly they're still very much a Bard first and a fighter second (an increasingly distant second into later tiers). Likewise with Bladesingers and War Clerics; the War Cleric is just as reliant on spells as any other cleric to be any good in melee, and Bladesingers don't really need to do much attacking at all, as Blade Song is a purely defensive buff so it's just as good for blasting at range, being able to hold your own a little in melee is more of a bonus in practice.
I don't want moon druid to be another caster with a little bit of martial flavour that falls away at higher levels; I'd like something actually different. Being able to trade casting to properly compete with martials in bursts would be a lot more interesting, and allow moon druids to actually be all about the wildshaping if/when they want to be. I don't want to be a bear with spells on it, I want to be a bear that gets to maul things to pieces for a bit.
I mean theoretically they could do it in a way where both are options, e.g- allow access to casting, but also allow specifically boosting the wildshape by spending slots, so it's up the druid which they do; not unlike a Paladin choosing to Divine Smite rather than do much casting. But that's a far more difficult thing to do.
Plus we're not talking about a sub-class that can currently do unrestricted casting in 5e, but one that currently can't do any at all until very high levels; I'd rather have a simpler and balanced way to spend spell slots to keep my wildshaped form viable rather than risk moon druid rendering all other classes totally obsolete, or wildshaped casting being introduced with so many restrictions you need to have the description handy at all times just to know what you can do on each turn.
I doubt I'm in the minority in thinking that the appeal of moon druid is to be a badass in bear form (or whatever else you prefer) as much as you possibly can; it doesn't strike me as aiming for a sub-class fantasy where you're still a control or support caster at the same time, let other druids do that stuff.
Totally agree with you. However, maybe it can be a choice between spellcasting in WS and enhacing WS.
Something like this (see 5th level druid feature) :
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.
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.
Wild drive. 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 2, you choose 2 Wild Drives from the following list. You can choose one more at level 8 and 16. 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. 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 (one round per level of the consumed spell slot). 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.
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 use your scores
Senses Darkvision 60 ft.
Keen Senses. You have Advantage on Wisdom (Perception) checks.
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 use your scores
Senses Darkvision 90 ft.
Amphibious. You can breathe air and water.
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.
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: 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. Moreover, whenever you assume a Circle Form, choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. While in that form, you have Resistance to the chosen damage type, and the form’s Bestial Strike can deal damage of that type rather than its normal type—with you choosing between the types when you hit.
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.
Sorry GreenBritain but that's not even close to parity with a martial, and puts us back in the "Why would I use WS?" category. It's not as bad as the first UA, but it is still very far from being 'good'. Sure the WS AC is now comparable to a two-weapon using martial, but the damage is a fraction of that of the equivalent martial.
Instinctive reactions (bonus action). -> Consider, a Paladin can use a 1st level spellslot as a BA to give themselves +2 AC for 10 minutes (Shield of Faith), and a Bladesinger can use a 1st level spellslot as a reaction to give themselves +5 AC for 1 round, and a Barbarian just has flat Adv on Dex saves all the time with no resource cost at all.
Voracious bite (bonus action).-> Consider, Bless effectively decreases the AC of all enemies by 2.5 for 1 minute for a 1st level spellslot.
Frenzy (bonus action). -> Consider that any other martial can have an additional BA attack for free every round with PAM or Two-Weapon Fighting.
Smell of blood (bonus action). -> A Paladin adds a guaranteed 2d8 damage for a 1st level slot, this adds maybe 1d6 damage for a 1st level slot.
Wild tornado (action). -> Word of Radiance and Thunderclap are cantrips that deal 2d6 damage to each creature in a 5ft radius at 5th level....
Pack spirit (bonus action). -> This one is ok, but Consider than Entangle is a 1st level Druid spell that can target multiple creatures and last for multiple rounds and gives enemies Dis on all attacks and all your party members Adv on attacks against them on a failed save.
Bloodthirsty relentlessness (bonus action). -> Consider Smite is 1d8+1d8 damage per level of consumed spellslot and every weapon with topple can knock prone on every single hit for free.
Unbreakable will (bonus action). -> Consider: Grappling sucks now, so I doubt anyone will ever attempt grapples ever again.
Race for life (action). -> This one sucks, a Rogue can Dash as a BA and Disengage with their action to do this for free, a Ranger can use Zephyr Strike to do this plus get Adv on an attack plus an bonus 1d8 damage for a 1st level slot.
While in Wildshape you can cast any spells that don't have Material components with a gold cost or that consume their components.
Moon Druid
Wild Ferocity
When you are in Wildshape you can cast the following spells, you can cast one of these spells on yourself when you transform as part of the same action (this requires a spellslot as normal):
Frankly, I would still have it as a class feature fueled by spell slots, rather than a set of spells. First, I'd like to see that as a definitive druid feature, much like paladins' smites or sorcerers' metamagic. Second, I don't think it should be dispelled, counterspelled, or require vocal or somatic components. And I also think druids should have more convenience and power and less limitations in using their shapeshifting compared to a wizard with polymorph spell. After all, it's the druid thing.
And indeed, more powerful forms requiring higher level spel slots is a natural way of limiting more powerful forms to higher levels, things like turning into a flying creature should require the same level of spell slot as the flight spell, provided that druid retains the ability to shift back and forth while the shapeshifting effect lasts. Spell slots could also be used to buff the forms with thicker hide or sharper claws (but not additional tentacles, mind you), or power special abilities like basilisk's stone gaze.
I think the simplest fix is to just to change which spells are castable in wild shape. Toss the ability to cast abjurations, people don't choose moon druid because they want to have fur while they're healing people, they choose moon druid because they want to turn into a bear and maul people. Instead, give them self-buffs and smite type spells.
Self-buffs and self-healing could be universal, but I think universal "primal smite" would kind of water it down. Making individual abilities for every shape - or at least a group of shapes - would be much more interesting and natural. Like, overcharge actions that are already on the stat block, like charge with extra power, trampling everything in a line, or maul for double damage with topple effect, etc. And there's temporary buffs, hell, why not let shapeshifted druids have a limited version of barbarian's rage for the price of spell slot? The more ways to control what and how you do while shapeshifted, the better. Although shapeshifted druid shouldn't end up becoming barbarian+.
I think balancing the list of spells could be pretty difficult without ending up with a giant table of specific allowed spells.
It would be a lot easier to just give them the ability to spend spell slots to bolster their wildshapes, either to bolster attacks, defence or heal (or all three if you don't mind spending the slots more quickly). This way a moon druid's ability to compete with martial classes comes directly at the cost of its spellcasting when it shifts back.
The ability to cast full spells normally while shifted can then come later, though it should probably still be limited.
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Why? Why not just let them cast all their spells while in WS? Swords Bards, Valor Bards, War Clerics, and Bladesingers all are completely functional martials while still keeping their full spellcasting at the same time. Why shouldn't Moondruid have the same thing?
As much as I love Swords Bards, and while spending their Bardic Inspiration uses on Blade Flourishes they can compete a bit, mostly they're still very much a Bard first and a fighter second (an increasingly distant second into later tiers). Likewise with Bladesingers and War Clerics; the War Cleric is just as reliant on spells as any other cleric to be any good in melee, and Bladesingers don't really need to do much attacking at all, as Blade Song is a purely defensive buff so it's just as good for blasting at range, being able to hold your own a little in melee is more of a bonus in practice.
I don't want moon druid to be another caster with a little bit of martial flavour that falls away at higher levels; I'd like something actually different. Being able to trade casting to properly compete with martials in bursts would be a lot more interesting, and allow moon druids to actually be all about the wildshaping if/when they want to be. I don't want to be a bear with spells on it, I want to be a bear that gets to maul things to pieces for a bit.
I mean theoretically they could do it in a way where both are options, e.g- allow access to casting, but also allow specifically boosting the wildshape by spending slots, so it's up the druid which they do; not unlike a Paladin choosing to Divine Smite rather than do much casting. But that's a far more difficult thing to do.
Plus we're not talking about a sub-class that can currently do unrestricted casting in 5e, but one that currently can't do any at all until very high levels; I'd rather have a simpler and balanced way to spend spell slots to keep my wildshaped form viable rather than risk moon druid rendering all other classes totally obsolete, or wildshaped casting being introduced with so many restrictions you need to have the description handy at all times just to know what you can do on each turn.
I doubt I'm in the minority in thinking that the appeal of moon druid is to be a badass in bear form (or whatever else you prefer) as much as you possibly can; it doesn't strike me as aiming for a sub-class fantasy where you're still a control or support caster at the same time, let other druids do that stuff.
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Bladesinger doesn't need to play in melee but if they want to they absolutely can stand toe-to-toe with martials using BB + 1 attack + another attack from Haste, or getting 4d8+DEX damage on each hit with Shadowblade (depending on how your DM rules BB+Shadowblade), with an AC miles above that of a Paladin.
They are never going to make WS comparable offensively to a well-built weapon user for the same reason they will never do that for a Monk. Weapon feats majorly boost offense for weapon users but they are optional so the devs will not balance around them because they want new players to not be required to take weapon feats - and weapon feats are supposed to be a choice otherwise they should bake them into martial classes like how Fighting Styles / Weapon Mastery is.
And since everyone apparently absolutely hates Moon druids excelling at hp-tanking, they will not be allowed to be good at that either in 5eR. So they are not allowed to be as good as martials in melee combat. However, we have seen WotC relenting on casting spells while in WS first just defensive but now also an offensive one so turning them into a Bladesinger equivalent for druid seems like it might be on the table.
Actually... thinking about it... All we need to do is change the Alter Self spell.
You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes and natural weapons deal an extra 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose. Finally, your natural weapons are magic and you have a +1 bonus to the attack
and damagerolls you make using it.At higher levels. When you cast this spell with a 3rd or 4th level slot the extra damage you deal with your Natural weapons increases to 2d6 and the bonus to attack rolls increases to +2, If you cast this spell with a 5th level slot or higher the damage increases to 3d6 and the bonus to attack rolls increases to +3.
instead of a long list, just need to name a few spells that an animal-form moon druid caster could always have prepared. or just say it uses up a spell slot to activate the spell as an ability. Warding Wind, Flame Blade (held in your mouth? or as a horn?), Wither and Bloom to start. and later, lightning bolt. might say they're all range 'self' or 'touch' if that's important. no cantrips because if you're not mauling thing with claws and teeth, then why are you fuzzy right now? just a few spicy buttons to press while in bear form, not comprehensive utility.
None of those are completely functional martials. They're spellcasters who in a pinch are semi-effective at hitting things with weapons.
How do you define "completely functional martials"? A Bladesinger with Shadowblade deals more damage than a Paladin and has a higher AC than a Paladin, and has Absorb Elements to mitigate AoE damage better than a Paladin. So how it is not a functional martial?
Until it gets hit because it’s in melee and loses concentration. By RAW BB doesn’t work with Shadow blade so you are losing some damage. I know JC said he would allow it, but that is not how it is written. I saw you suggested haste in another post and that is risky since losing concentration is also losing a turn and you had to spend an action to cast it. Whether you use Shadow blade or Haste you also can’t do them attack with them on the first turn of combat. Bladesong requires your bonus action, so you could haste as your action and wait until your second turn to join the fight, or go into melee and make your one attack from haste, but if you lose concentration on that turn it was really wasted. Shadow Blade uses the same bonus action as Bladesong so you have to juggle which one you are activating the first round of combat.
The bladesinger is very poorly balanced, but it's only an effective martial at a narrow range of levels, and then is just a spellcaster with a high AC.
Which range of levels? And why does it switch? I mean Moondruids also usually end up playing as fullspellcasters once they've got level 6+ spells in boss fights.
Which is why Bladesong buffs your concentration saves so you'll basically never lose concentration. I've got a Moon Druid with Resilient Con + Warcaster and I cannot remember the last time her concentration was broken on a spell.
PS you don't NEED either Haste or Shadowblade to match the DPR & defense of a sword & board paladin, BB will do that just fine. Haste / Shadowblade will get you over the top in terms of other paladin builds though.
People don't hate them excelling at HP-tanking, they hate that it can become incredibly exploitative; WotC already fixed that issue in the first Druid playtest by making wildshape no longer infinite use at the highest level, which is where the problem really came in. In the newer playtest moon druid even now gets extra temporary hit-points on top of the wildshape, so they're clearly not getting rid of HP-tanking for them.
And being able to burn spell slots specifically to bolster, and double down upon, the wildshape would mean they'd still be able to compete as solid martials; nobody's asking for moon druid to be nerfed into uselessness here, we just want it to be something balanced, and that's not even remotely easy with full spellcasting accessible while wildshaped because wildshape is already equivalent to at least one strong spell.
The idea behind "slot spending" is simple; it allows the moon druid to become a martial for as long as they can keep their wildshape going, without returning to being a fully resourced full-caster when it ends, because otherwise moon druid is Fighter + Druid rather than any kind of hybrid, which cannot be anything other than broken.
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That was a non-issue b/c nobody ever plays at level 20 because half the classes/subclasses are bonkers broken at level 20. E.g. a level 20 moondruid has lower survivability than a level 20 Zealot Barbarian, or arguably a level 20 Way of the Long Death monk.
Some limited spell casting while Wildshaped would be pretty cool. Like allow Cantrips and some other spells like Speak with Animals, Animal Friendship, Longstrider, and Jump.
Totally agree with you. However, maybe it can be a choice between spellcasting in WS and enhacing WS.
Something like this (see 5th level druid feature) :
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:
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 (one round per level of the consumed spell slot). 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.
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: 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. Moreover, whenever you assume a Circle Form, choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. While in that form, you have Resistance to the chosen damage type, and the form’s Bestial Strike can deal damage of that type rather than its normal type—with you choosing between the types when you hit.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.
Sorry GreenBritain but that's not even close to parity with a martial, and puts us back in the "Why would I use WS?" category. It's not as bad as the first UA, but it is still very far from being 'good'. Sure the WS AC is now comparable to a two-weapon using martial, but the damage is a fraction of that of the equivalent martial.
Instinctive reactions (bonus action). -> Consider, a Paladin can use a 1st level spellslot as a BA to give themselves +2 AC for 10 minutes (Shield of Faith), and a Bladesinger can use a 1st level spellslot as a reaction to give themselves +5 AC for 1 round, and a Barbarian just has flat Adv on Dex saves all the time with no resource cost at all.
Voracious bite (bonus action). -> Consider, Bless effectively decreases the AC of all enemies by 2.5 for 1 minute for a 1st level spellslot.
Frenzy (bonus action). -> Consider that any other martial can have an additional BA attack for free every round with PAM or Two-Weapon Fighting.
Smell of blood (bonus action). -> A Paladin adds a guaranteed 2d8 damage for a 1st level slot, this adds maybe 1d6 damage for a 1st level slot.
Wild tornado (action). -> Word of Radiance and Thunderclap are cantrips that deal 2d6 damage to each creature in a 5ft radius at 5th level....
Pack spirit (bonus action). -> This one is ok, but Consider than Entangle is a 1st level Druid spell that can target multiple creatures and last for multiple rounds and gives enemies Dis on all attacks and all your party members Adv on attacks against them on a failed save.
Bloodthirsty relentlessness (bonus action). -> Consider Smite is 1d8+1d8 damage per level of consumed spellslot and every weapon with topple can knock prone on every single hit for free.
Unbreakable will (bonus action). -> Consider: Grappling sucks now, so I doubt anyone will ever attempt grapples ever again.
Race for life (action). -> This one sucks, a Rogue can Dash as a BA and Disengage with their action to do this for free, a Ranger can use Zephyr Strike to do this plus get Adv on an attack plus an bonus 1d8 damage for a 1st level slot.
Here's a simpler way to do it:
Beast Spells
While in Wildshape you can cast any spells that don't have Material components with a gold cost or that consume their components.
Moon Druid
Wild Ferocity
When you are in Wildshape you can cast the following spells, you can cast one of these spells on yourself when you transform as part of the same action (this requires a spellslot as normal):
1st level: Longstrider, Zephyr Strike, Hunter's Mark, Jump,
3rd level: Enlarge/Reduce, Mirror Image, Branding Smite
5th level: Haste, Fly, Blinding Smite
7th level: Staggering Smite, Freedom of Movement
9th level: Banishing Smite, Dispel Evil & Good