Considering that all of the Druid subclasses in Tasha's Cauldron of Everything received alternative ways to use their Wild Shape feature (i.e. Circle of Spores gains temporary hit points and a buff to melee damage; Circle of Stars gains improved damage, healing, or concentration saving throws; and Circle of Wildfire gains a pet fire elemental), I decided to design new ways for most of the other Druid subclasses to use their Wild Shape feature.
EDIT (5/5/22): I've posted updated versions of the Dreamy Form and the Shepard's Companion features.
EDIT (5/7/22): Removed spell level scaling from Shepard's Companion.
Dreamy Form (Circle of Dreams only) UPDATED
At 2nd level, you gain the ability to harness the power of the Feywild to alter your form. As a bonus action, you can expend a use of your Wild Shape feature to take on a dreamy form, rather than transforming into a beast.
While in your dreamy form, you retain your game statistics, but your body acquires whimsical traits of the Feywild. You determine your appearance, or generate it randomly by rolling on the Dreamy Form Traits table.
Dreamy Form Traits
1d6
Traits
1
Lush leaves, fragrant flowers, or shimmering insect wings sprout from your hair.
2
Horns or antlers sprout from your head.
3
You grow one or several bushy tails.
4
Your skin, hair, and eyes change color to match one of the four seasons.
5
Your face and fingers become gnarled and stretched.
6
Fairy wings sprout from your back.
The form lasts for 1 hour. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.
Whenever you assume your dreamy form, you gain temporary hit points equal to your druid level plus your Wisdom modifier. In addition, you choose which of the following moods your dreamy form embodies; your choice gives you certain benefits while in the form:
Beguiling. You gain proficiency in the Deception skill. In addition, whenever a creature you can see within 60 feet of you is about to attack a target (which can be you), you can use your reaction to befuddle its mind. If the creature can see or hear you, it must succeed on a Wisdom saving throw against your spell save DC or become charmed or frightened (your choice) of the target until the end of the current turn.
Jubilant. You gain proficiency in the Persuasion skill. In addition, whenever you or a creature you can see within 120 feet of you fails a saving throw, you can use your reaction to bolster its resolve. If the creature can see or hear you, it can reroll its saving throw and must use the new roll.
Spiteful. You gain proficiency in the Intimidation skill. In addition, whenever a creature you can see within 30 feet of you damages a target (which can be you), you can use your reaction to scold it. If the creature can see or hear you, it takes psychic damage equal to half your druid level (rounded-up).
Once you reach 10th level in this class, you can change your mood at the start of each of your turns while in your dreamy form.
Dreamy Form (Circle of Dreams only) ORIGINAL
At 2nd level, you gain the ability to harness the power of the Feywild to alter your form. As a bonus action, you can expend a use of your Wild Shape feature to take on a dreamy form, rather than transforming into a beast.
While in your dreamy form, you retain your game statistics, but your body acquires wondrous traits of the Feywild (such as your hair transforms into leaves and vines, horns or antlers sprout from your head, or your hands and facial features elongate). The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.
Whenever you assume your dreamy form, you gain temporary hit points equal to your druid level plus your Wisdom modifier, and you can choose a number of creatures you can see and that can see you within 120 feet of you, up to a number equal to your proficiency bonus. Each creature gains temporary hit points equal to your Wisdom modifier. In addition, you choose which of the following moods your dreamy form embodies; your choice gives you certain benefits while in the form:
Beguiling. You gain proficiency in the Deception skill. In addition, when a creature you can see within 60 feet of you is about to attack a target (which can be you), you can use your reaction to befuddle its mind. If the creature can see or hear you, it must succeed on a Wisdom saving throw against your spell save DC or become charmed or frightened (your choice) of the target until the end of the current turn.
Mirthful. You gain proficiency in the Persuasion skill. In addition, when a creature you can see within 120 feet of you (which can be yourself) fails a saving throw against being charmed or frightened, you can use your reaction to bolster its resolve. If the creature can see or hear you, it can reroll its saving throw and must take the new roll.
Spiteful. You gain proficiency in the Intimidation skill. In addition, when a creature you can see within 30 feet of you damages a target (which can be you), you can use your reaction to scold it. If the creature can see or hear you, it takes psychic damage equal to your Wisdom modifier.
Once you reach 10th level in this class, you can change your mood at the start of each of your turns while in your dreamy form.
Nature's Balm (Circle of the Land only)
At 2nd level, you gain the ability to harness the power of the land to invigorate yourself and your companions. As an action, you can touch one creature and expend one use of your Wild Shape feature to confer one of the following benefits of your choice to that creature:
Roll a number of d6s equal to your proficiency bonus. The creature regains hit points equal to the total roll plus your druid level, and is cured of one disease or poison that is afflicting it (the creature's choice). Once a creature receives this benefit, that creature can’t receive it again until after a short or long rest.
The creature regains one expended spell slot of its choice, the level of which is equal to or lower than half your proficiency modifier, rounded up. Once a creature receives this benefit, that creature can’t receive it again until after a long rest.
Shepard's Companion (Circle of the Shepard only) UPDATED
At 2nd level, you can summon a bestial spirit bound to your soul. As an action, you can expend a use of your Wild Shape feature to gain the benefits of Summon Beast as if it were cast with a 2nd level spell slot. The summoned beast appears in an unoccupied space of your choice that you can see within 30 feet of you. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.
The spell lasts for 1 hour (requiring no concentration), until the beast drops to 0 hit points, until you use this feature to summon the beast again, or until you die.
Shepard's Companion (Circle of the Shepard only) ORIGINAL
At 2nd level, you can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your beast spirit, rather than assuming a beast form.
The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you.
The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Beast Spirit stat block, which uses your proficiency bonus (PB) in several places. When you summon the spirit, choose an environment: Air, Land, or Water. The spirit resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block.
In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.
Once you reach 6th level in this class, the damage from the spirit’s natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
Beast Spirit Stat Block ORIGINAL
BEAST SPIRIT
Small beast
Armor Class: 12 + PB (natural armor)
Hit Points: 5 + five times your druid level (Land and Water only) or 4 + four times your druid level (Air only)
Speed: 40 ft., climb 30 ft. (Land only); 10 ft., fly 60 ft. (Air only); or 5 ft., swim 40 ft. (Water only)
STR
DEX
CON
INT
WIS
CHA
5 (Air only, -3) or 13 (Land and Water only, +1)
14 (+2)
14 (+2)
8 (-1)
14 (+2)
11 (+0)
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus (PB): equals your bonus
Amphibious (Water only). The beast can breathe both air and water.
Flyby (Air only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Pack Tactics (Land and Water only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
ACTIONS
Maul (Land and Water only).Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 1 + PB bludgeoning, piercing, or slashing damage (your choice).
Shred (Air only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 2 + PB slashing or piercing damage (your choice).
Please let me know what you think about these alternative Wild Shape uses. I'd love to hear your feedback, so I can refine this homebrew before I introduce it into my own games.
All I have to say is wow! I think these are great. I can see where you drew inspiration from for mechanics and stats. But the flavor is also very fun and interesting as well! Frankly, I'd use all of these with little to no modification in the game I am running. I have a Circle of Dreams player and I think she'd really like this. The only thing I would consider changing is the moods for the dreamy form. In my game my players tend not to use combat abilities outside of combat. I believe it is to conserve spells, and abilities for serious encounters. Which is why I think I'd remove the proficiency for the skill infavor of something that requires less on the fly math. But I think I would just add the "while you are in this form you have advantage on deception, intimidation, and persuasion checks." As I said at my table I would assume this ability will be used in combat and if I know my players against unwilling allies, and enemies. Which I'd say is done at disadvantage. Thus making it a straight roll. But that's how I'd do it. All and all amazing stuff here, keep up the good work!
Thanks for the positive feedback! My goal for the Dreamy Form was to allow the Circle of Dreams druid to become the party's Face / Negotiator, with each mood providing a different way of approaching a social encounter.
Want a shopkeeper to give you a discount? Persuade him with a fragrant rose plucked from you lush, bountiful hair.
Want to make a guard believe that your party didn't start a bar fight? Deceive him with a confident posture, a coy smile, and a pair of sparkling horns.
Want to scare-off an annoying gang of street urchins? Intimidate them by cackling and shrieking like a banshee as you face and fingers become stretched and sharp.
In my first draft of the Dreamy Form, I actually had each mood grant advantage for their particular charisma skill. However, after reviewing the druid's spell list, I noticed that they already gain the enhance ability spell, which can provided advantage on all charisma checks. So, to alleviate some redundancy, I simply swapped out the advantage for proficiency.
Still, if you want to modify my Dreamy Form to better suit your game, go for it! I'm just happy that my homebrew has inspired you!! :)
P.S. - Thanks to your wonderful feedback, I've decided to upload the updated versions of the Dreamy Form and the Shepard's Companion that I've been tinkering with for the past few months. Most notably I've increased the duration of the Dreamy From from 10 minutes to 1 hour (which should make it easier for your player's druid to use outside of combat encounters) and overhauled the Shepard's Companion to make it simpler to use.
I like these too, although as a DM for a Shepard, I die a little bit inside at the thought of yet another creature on the board getting all those bonuses from their other features. Especially at higher levels when they're cranking out the equivalent of two free level 5-6 spells (without concentration) every short rest. For a class balanced around the idea that their WS is essentially just a utility tool, that's a lot.
All of them are really on-brand conceptually though. Very nice.
Thanks for the positive feedback! Yeah, I've always felt that Shepard's Companion was a little strong compared to Nature's Balm and Dreamy Form. And in hindsight, it also steps on the Beastmaster's toes. The Shepard's Companion should be more of a border collie rather than a wolf: a loyal pet rather than a deadly killer.
I'm going to update it (again), this time ditching the scaling of the spell's level by proficiency modifier, and just fix it at 2nd level. Being able to cast the spell without a spell slot and without concentration should've always been more than enough to compensate.
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Considering that all of the Druid subclasses in Tasha's Cauldron of Everything received alternative ways to use their Wild Shape feature (i.e. Circle of Spores gains temporary hit points and a buff to melee damage; Circle of Stars gains improved damage, healing, or concentration saving throws; and Circle of Wildfire gains a pet fire elemental), I decided to design new ways for most of the other Druid subclasses to use their Wild Shape feature.
EDIT (5/5/22): I've posted updated versions of the Dreamy Form and the Shepard's Companion features.
EDIT (5/7/22): Removed spell level scaling from Shepard's Companion.
Dreamy Form (Circle of Dreams only) UPDATED
At 2nd level, you gain the ability to harness the power of the Feywild to alter your form. As a bonus action, you can expend a use of your Wild Shape feature to take on a dreamy form, rather than transforming into a beast.
While in your dreamy form, you retain your game statistics, but your body acquires whimsical traits of the Feywild. You determine your appearance, or generate it randomly by rolling on the Dreamy Form Traits table.
Dreamy Form Traits
The form lasts for 1 hour. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.
Whenever you assume your dreamy form, you gain temporary hit points equal to your druid level plus your Wisdom modifier. In addition, you choose which of the following moods your dreamy form embodies; your choice gives you certain benefits while in the form:
Beguiling. You gain proficiency in the Deception skill. In addition, whenever a creature you can see within 60 feet of you is about to attack a target (which can be you), you can use your reaction to befuddle its mind. If the creature can see or hear you, it must succeed on a Wisdom saving throw against your spell save DC or become charmed or frightened (your choice) of the target until the end of the current turn.
Jubilant. You gain proficiency in the Persuasion skill. In addition, whenever you or a creature you can see within 120 feet of you fails a saving throw, you can use your reaction to bolster its resolve. If the creature can see or hear you, it can reroll its saving throw and must use the new roll.
Spiteful. You gain proficiency in the Intimidation skill. In addition, whenever a creature you can see within 30 feet of you damages a target (which can be you), you can use your reaction to scold it. If the creature can see or hear you, it takes psychic damage equal to half your druid level (rounded-up).
Once you reach 10th level in this class, you can change your mood at the start of each of your turns while in your dreamy form.
Dreamy Form (Circle of Dreams only) ORIGINAL
At 2nd level, you gain the ability to harness the power of the Feywild to alter your form. As a bonus action, you can expend a use of your Wild Shape feature to take on a dreamy form, rather than transforming into a beast.
While in your dreamy form, you retain your game statistics, but your body acquires wondrous traits of the Feywild (such as your hair transforms into leaves and vines, horns or antlers sprout from your head, or your hands and facial features elongate). The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.
Whenever you assume your dreamy form, you gain temporary hit points equal to your druid level plus your Wisdom modifier, and you can choose a number of creatures you can see and that can see you within 120 feet of you, up to a number equal to your proficiency bonus. Each creature gains temporary hit points equal to your Wisdom modifier. In addition, you choose which of the following moods your dreamy form embodies; your choice gives you certain benefits while in the form:
Beguiling. You gain proficiency in the Deception skill. In addition, when a creature you can see within 60 feet of you is about to attack a target (which can be you), you can use your reaction to befuddle its mind. If the creature can see or hear you, it must succeed on a Wisdom saving throw against your spell save DC or become charmed or frightened (your choice) of the target until the end of the current turn.
Mirthful. You gain proficiency in the Persuasion skill. In addition, when a creature you can see within 120 feet of you (which can be yourself) fails a saving throw against being charmed or frightened, you can use your reaction to bolster its resolve. If the creature can see or hear you, it can reroll its saving throw and must take the new roll.
Spiteful. You gain proficiency in the Intimidation skill. In addition, when a creature you can see within 30 feet of you damages a target (which can be you), you can use your reaction to scold it. If the creature can see or hear you, it takes psychic damage equal to your Wisdom modifier.
Once you reach 10th level in this class, you can change your mood at the start of each of your turns while in your dreamy form.
Nature's Balm (Circle of the Land only)
At 2nd level, you gain the ability to harness the power of the land to invigorate yourself and your companions. As an action, you can touch one creature and expend one use of your Wild Shape feature to confer one of the following benefits of your choice to that creature:
Shepard's Companion (Circle of the Shepard only) UPDATED
At 2nd level, you can summon a bestial spirit bound to your soul. As an action, you can expend a use of your Wild Shape feature to gain the benefits of Summon Beast as if it were cast with a 2nd level spell slot. The summoned beast appears in an unoccupied space of your choice that you can see within 30 feet of you. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.
The spell lasts for 1 hour (requiring no concentration), until the beast drops to 0 hit points, until you use this feature to summon the beast again, or until you die.
Shepard's Companion (Circle of the Shepard only) ORIGINAL
At 2nd level, you can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your beast spirit, rather than assuming a beast form.
The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you.
The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Beast Spirit stat block, which uses your proficiency bonus (PB) in several places. When you summon the spirit, choose an environment: Air, Land, or Water. The spirit resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block.
In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.
Once you reach 6th level in this class, the damage from the spirit’s natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
Beast Spirit Stat Block ORIGINAL
BEAST SPIRIT
Small beast
Armor Class: 12 + PB (natural armor)
Hit Points: 5 + five times your druid level (Land and Water only) or 4 + four times your druid level (Air only)
Speed: 40 ft., climb 30 ft. (Land only); 10 ft., fly 60 ft. (Air only); or 5 ft., swim 40 ft. (Water only)
STR
DEX
CON
INT
WIS
CHA
5 (Air only, -3) or 13 (Land and Water only, +1)
14 (+2)
14 (+2)
8 (-1)
14 (+2)
11 (+0)
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus (PB): equals your bonus
Amphibious (Water only). The beast can breathe both air and water.
Flyby (Air only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Pack Tactics (Land and Water only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
ACTIONS
Maul (Land and Water only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 1 + PB bludgeoning, piercing, or slashing damage (your choice).
Shred (Air only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 2 + PB slashing or piercing damage (your choice).
Please let me know what you think about these alternative Wild Shape uses. I'd love to hear your feedback, so I can refine this homebrew before I introduce it into my own games.
All I have to say is wow! I think these are great. I can see where you drew inspiration from for mechanics and stats. But the flavor is also very fun and interesting as well! Frankly, I'd use all of these with little to no modification in the game I am running. I have a Circle of Dreams player and I think she'd really like this. The only thing I would consider changing is the moods for the dreamy form. In my game my players tend not to use combat abilities outside of combat. I believe it is to conserve spells, and abilities for serious encounters. Which is why I think I'd remove the proficiency for the skill infavor of something that requires less on the fly math. But I think I would just add the "while you are in this form you have advantage on deception, intimidation, and persuasion checks." As I said at my table I would assume this ability will be used in combat and if I know my players against unwilling allies, and enemies. Which I'd say is done at disadvantage. Thus making it a straight roll. But that's how I'd do it. All and all amazing stuff here, keep up the good work!
Thanks for the positive feedback! My goal for the Dreamy Form was to allow the Circle of Dreams druid to become the party's Face / Negotiator, with each mood providing a different way of approaching a social encounter.
Want a shopkeeper to give you a discount? Persuade him with a fragrant rose plucked from you lush, bountiful hair.
Want to make a guard believe that your party didn't start a bar fight? Deceive him with a confident posture, a coy smile, and a pair of sparkling horns.
Want to scare-off an annoying gang of street urchins? Intimidate them by cackling and shrieking like a banshee as you face and fingers become stretched and sharp.
In my first draft of the Dreamy Form, I actually had each mood grant advantage for their particular charisma skill. However, after reviewing the druid's spell list, I noticed that they already gain the enhance ability spell, which can provided advantage on all charisma checks. So, to alleviate some redundancy, I simply swapped out the advantage for proficiency.
Still, if you want to modify my Dreamy Form to better suit your game, go for it! I'm just happy that my homebrew has inspired you!! :)
P.S. - Thanks to your wonderful feedback, I've decided to upload the updated versions of the Dreamy Form and the Shepard's Companion that I've been tinkering with for the past few months. Most notably I've increased the duration of the Dreamy From from 10 minutes to 1 hour (which should make it easier for your player's druid to use outside of combat encounters) and overhauled the Shepard's Companion to make it simpler to use.
I like these too, although as a DM for a Shepard, I die a little bit inside at the thought of yet another creature on the board getting all those bonuses from their other features. Especially at higher levels when they're cranking out the equivalent of two free level 5-6 spells (without concentration) every short rest. For a class balanced around the idea that their WS is essentially just a utility tool, that's a lot.
All of them are really on-brand conceptually though. Very nice.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Thanks for the positive feedback! Yeah, I've always felt that Shepard's Companion was a little strong compared to Nature's Balm and Dreamy Form. And in hindsight, it also steps on the Beastmaster's toes. The Shepard's Companion should be more of a border collie rather than a wolf: a loyal pet rather than a deadly killer.
I'm going to update it (again), this time ditching the scaling of the spell's level by proficiency modifier, and just fix it at 2nd level. Being able to cast the spell without a spell slot and without concentration should've always been more than enough to compensate.