So I don't think the Moon Druid needs a nerf so much as it needs to have a more linear ramp up.
It outshines other classes at level 2-4, generally speaking, and then flattens out after level 5. I'd like to see it be a bit more tame at lower levels, but also become slightly more powerful after level 5 so that it doesn't feel stagnant. I realize that the Druid's power is versatility, but if there was some way to make Combat Wild Shape more balanced, I'd love to hear it.
I was thinking that maybe the animal's stats could scale with the Druid's level - so maybe the Hit Dice, number of attacks and modifiers could change as the Druid goes up in level.
So maybe a level 2 Druid as a Brown Bear, for example, would have: 2D10 +6 HPs, one attack only (choose between bite or claw), and also maybe the duration should scale with level as well. Then add 1 attack at levels 5, 10, 15, and 20 (for all creatures).
I also feel like 2 Wild Shapes per short rest is overly generous. Maybe 1 Wild Shape per short rest and then add one at levels 5, 10, 15 and 20.
I’m not sure about the rest, but twice per short rest being generous depends on your table. Typically for my table we get one short rest between long rests. And a number of combat encounters where you might have to fight without a wild shape available. But it varies.
Edit: would it be a good idea or bad to base shapes off of how Tasha’s summon spells work? Maybe have a template that you can choose a beast shape but your stats, attacks, hp, etc is based your level or proficiency bonus?
I’m on my phone and can’t research thoroughly, but suspect that a Primal Beast (from Tasha’s) would scale very well if you used Druid level in place of Ranger level, and added multi attack after 6 or 7.
I wouldn't mess with wild shape quantity. That is baked into the core of the class, and messing with it also harms Wild Shape utility.
I think a slightly different scaling is all you need. Its not a pretty formula on paper, but I like (Druid Level *0.5)-1, with a minimum of CR 1/2. That translates to
Levels 2-3: CR 1/2
Levels 4-7: unchanged from current
Levels 8-20: faster scaling.
Then, since your level 6 feature (scaling CR) is baked into the subclass from the start, you can probably afford another small boost as your level 6 feature.
Circle Forms: The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, when you use Wild Shape, Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1/2 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there). Starting at 4th level, you can transform into a beast with a challenge rating less than your druid level divided by 2, rounded down.
Primal Strike: Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. If you are wielding a magical druid implement at the time you use wild shape, you may apply its magical properties that apply to weapon attacks to your natural weapon attacks. If you are wearing non-metal magical armor at the time you wild shape, you may apply its magical properties to your creature's hide.
That gives better forms starting at level 8, and means magic items help you about as much as they help other classes.
The Druid must know the animal be wants to turn into, so you as a DM can already limit the selection of beasts. You can also homebrew new beasts to improve the higher lvls if you want to.
I was thinking that maybe the animal's stats could scale with the Druid's level - so maybe the Hit Dice, number of attacks and modifiers could change as the Druid goes up in level.
This design approach was used a lot in Tasha's, so the necessary skeleton for the homebrew is already there - beast master rangers and battlesmith armorers get scaling pets. You could absolutely redesign druids in a similar fashion, giving them a sharply limited number of scaling stat blocks to choose from.
I'm not sure what you mean by flattening out after five. 6 opens up the Giant Constrictor Snake, which is Serious Business. 7 is flat, but 8, 9, and 10 all open up genuinely interesting new options. There's a fairly large gap from 11 to 14 where nothing particularly interesting happens, though. CR4 doesn't offer any leaps in shape utility I can think of.
I know this thread is from a while ago, but if the poster sees this, this is what I came up with.
2nd 1/2
4th1
6th2
8th3
9th4
12th5
15th6
18th7
I reduced the lower levels but removed the restrictions on movement so the moon druid from 2-4 just gets their shapes a couple levels earlier and better mobility and the rest is just a straight shot to CR7 at 18th level. I also added a (Beast) tag to appropriate monstrosities and and changed the elemental wildshape feature at lvl 10 to allow the character to choose monstrosities with that tag when they wildshape.
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So I don't think the Moon Druid needs a nerf so much as it needs to have a more linear ramp up.
It outshines other classes at level 2-4, generally speaking, and then flattens out after level 5. I'd like to see it be a bit more tame at lower levels, but also become slightly more powerful after level 5 so that it doesn't feel stagnant. I realize that the Druid's power is versatility, but if there was some way to make Combat Wild Shape more balanced, I'd love to hear it.
I was thinking that maybe the animal's stats could scale with the Druid's level - so maybe the Hit Dice, number of attacks and modifiers could change as the Druid goes up in level.
So maybe a level 2 Druid as a Brown Bear, for example, would have: 2D10 +6 HPs, one attack only (choose between bite or claw), and also maybe the duration should scale with level as well. Then add 1 attack at levels 5, 10, 15, and 20 (for all creatures).
I also feel like 2 Wild Shapes per short rest is overly generous. Maybe 1 Wild Shape per short rest and then add one at levels 5, 10, 15 and 20.
Any thoughts appreciated.
I’m not sure about the rest, but twice per short rest being generous depends on your table. Typically for my table we get one short rest between long rests. And a number of combat encounters where you might have to fight without a wild shape available. But it varies.
Edit: would it be a good idea or bad to base shapes off of how Tasha’s summon spells work? Maybe have a template that you can choose a beast shape but your stats, attacks, hp, etc is based your level or proficiency bonus?
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
I’m on my phone and can’t research thoroughly, but suspect that a Primal Beast (from Tasha’s) would scale very well if you used Druid level in place of Ranger level, and added multi attack after 6 or 7.
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
I wouldn't mess with wild shape quantity. That is baked into the core of the class, and messing with it also harms Wild Shape utility.
I think a slightly different scaling is all you need. Its not a pretty formula on paper, but I like (Druid Level *0.5)-1, with a minimum of CR 1/2. That translates to
Then, since your level 6 feature (scaling CR) is baked into the subclass from the start, you can probably afford another small boost as your level 6 feature.
I suggest (changes are bolded)
That gives better forms starting at level 8, and means magic items help you about as much as they help other classes.
The Druid must know the animal be wants to turn into, so you as a DM can already limit the selection of beasts. You can also homebrew new beasts to improve the higher lvls if you want to.
This design approach was used a lot in Tasha's, so the necessary skeleton for the homebrew is already there - beast master rangers and battlesmith armorers get scaling pets. You could absolutely redesign druids in a similar fashion, giving them a sharply limited number of scaling stat blocks to choose from.
I'm not sure what you mean by flattening out after five. 6 opens up the Giant Constrictor Snake, which is Serious Business. 7 is flat, but 8, 9, and 10 all open up genuinely interesting new options. There's a fairly large gap from 11 to 14 where nothing particularly interesting happens, though. CR4 doesn't offer any leaps in shape utility I can think of.
I know this thread is from a while ago, but if the poster sees this, this is what I came up with.
I reduced the lower levels but removed the restrictions on movement so the moon druid from 2-4 just gets their shapes a couple levels earlier and better mobility and the rest is just a straight shot to CR7 at 18th level. I also added a (Beast) tag to appropriate monstrosities and and changed the elemental wildshape feature at lvl 10 to allow the character to choose monstrosities with that tag when they wildshape.