Wild Shape is undeniably the feather in the cap of the Druid class in Dungeons & Dragons, and that remains true in the 2024 Player’s Handbook. Changes to the 2024 Wild Shape rules now allow you to use it with greater ease and more often!
Being able to transform into a litany of beasts is one of the main appeals of the Druid for many players. Plus, Druid subclasses often use your Wild Shape as an expendable resource to power their features.
If you’re a fan of playing Druids or are going to have Druids at your table as a Dungeon Master, we’re here to introduce you to the Wild Shape updates found in the 2024 Player’s Handbook.
- Changes to Wild Shape in the 2024 Player’s Handbook
- A Closer Look at 2024 Wild Shape Rules
- 2024 Circle of the Moon Druid Wild Shape Changes
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Changes to Wild Shape in the 2024 Player’s Handbook
Wild Shape functions largely the same in the 2024 Player’s Handbook as it did in the 2014 version, with a few changes made to streamline and clarify usage and make it easier for 2024 Druids to access the feature. We’ll start with a broad overview of both versions for the base Druid class.
If an aspect isn’t listed, there’s no significant change. For example, in both the 2014 and 2024 Wild Shape rules, as a Druid, you gain access to Wild Shape at level 2, and you can stay in your Beast form for a number of hours equal to half your Druid level.
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Replenishing Uses of Wild Shape |
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A Closer Look at 2024 Wild Shape Rules
Now that you’ve seen a side-by-side comparison of the 2014 and 2024 Wild Shape, let’s talk about some of the major benefits of the 2024 version.
Shifting Wild Shape into a Bonus Action for the 2024 Druid is a major improvement in how easy it is to access your Beast forms during combat. Now your Druid of any subclass can shift into a Brown Bear or Wolf without having to wait a turn to start swinging your claws at foes.
Staying in Wild Shape
One of my personal biggest frustrations with playing a 2014 Druid at higher levels is that during combat, sometimes I’d spend my turn to shift into a Beast form, then before my next turn came around in the Initiative order, I’d take enough damage to push me back out of it. As a result, I’d ostensibly lost a turn and expended a pretty finite resource.
Although you no longer get a separate pool of Hit Points by shape-shifting, getting knocked out of Beast form is harder as you retain your Druid's Hit Points. You also get Temporary Hit Points to act as a buffer.
The 2024 Wild Shape rules really come from a place of understanding that shape-shifting into a Beast is a major appeal of the Druid class. By making it easier to stay in Beast form and allowing you to expend spell slots to replenish a usage of Wild Shape, the 2024 Player’s Handbook is really geared toward making you eager and excited to use this ability.
A new feature for the 2024 Druid is the ability to expend a use of Wild Shape or a spell slot to cast the Find Familiar spell without any material components. This was an optional feature introduced in Tasha’s Cauldron of Everything that is now part of the base class for the 2024 Druid. This means Druids who don’t want to spend their time shape-shifting can still interact with an animal companion! The familiar also now lasts until you finish a Long Rest, rather than a duration tied to your Druid level.
Making Druids a Force to Be Reckoned With
At level 7, the 2024 Druid gets a feature called Elemental Fury. This lets players pick from two options, Primal Strike or Potent Spellcasting. Potent Spellcasting allows you to add your Wisdom modifier to your damage dealt with a Druid cantrip, and at level 15 the range of your ranged cantrips increases by 300 feet.
The Primal Strike option lets you deal an extra 1d8 of Cold, Fire, Lightning, or Thunder damage once per turn with your attacks at level 7, and 2d8 at level 15. This feature leans heavily into the primeval forces that fuel a Druid’s magic. By giving Druids the ability to deal their choice of elemental damage in melee combat, the 2024 Player’s Handbook emphasizes that a Druid is more than just a Wizard in Birkenstocks.
Known Shapes
One thing that might stick out is the new rule on 2024 Druids having a pool of known shapes to choose from for their Wild Shape versus any Beast known to them from the 2014 Druid rules.
What might feel like just a limitation at first glance, this change means DMs and Druid players can be on the same page about whether or not a Beast is known to the Druid. It also helps Druid players have their Beast stat blocks for their Wild Shape forms ready to go when combat begins, not unlike having a prepared spell list ready.
This change also allows for a bit more roleplay inspiration. Having a set number of forms that are known to the 2024 Druid means your druid has spent time thinking about their relationships and reverence for different Beasts and which Wild Shape forms are specifically important to them.
That means you can think about why they chose these forms, what they might have done to study them, and what sort of exercises or rituals they might have done to maintain their hold on those forms during Long Rests. Or, if you choose to swap out a form when completing a Long Rest, consider what your character did to master this new form.
2024 Circle of the Moon Druid Wild Shape Changes
The Circle of the Moon Druid has always been the subclass that doubles down on Wild Shape. If you’re worried that the improvements to the base class take away from the impact of picking this iconic Druid subclass, fret not. Let’s quickly look at some of the ways the 2024 Player’s Handbook beefs up the Circle of the Moon Druid.
Circle Forms — Level 3
The 2024 Circle of the Moon Druid gets a huge boost to your Beast forms. At level 3, your first level in this subclass, your AC in Beast form becomes 13 plus your Wisdom modifier, unless your Beast form’s AC is higher. But you also gain three times your Druid level in Temporary Hit Points, meaning you’ll get 9 Temporary Hit Points at level 3, all the way up to 60 Temporary Hit Points at level 20! The 2024 Circle of the Moon Druid's maximum CR for the form equals your Druid level divided by 3.
Subclasses Now Start at Level 3
In the 2024 Player’s Handbook, subclasses have been standardized as starting at level 3, so classes like Druids, Clerics, and Warlocks that used to get subclasses earlier now get them at 3. To balance out this change, each affected base class also gets some features at earlier levels.
For example, Druids now get a level 1 feature called Primal Order. It allows you to either gain proficiency with Martial weapons and Medium armor or gain an extra cantrip and a boost to your Arcana or Nature checks.
Circle of the Moon Spells — Level 3
Like the 2014 Druid, the base class gains the ability to cast spells in Beast form at level 18, except when a spell consumes a Material component or requires a component of a specific cost. But the 2024 Circle of the Moon Druid can start casting the spells from your Circle of the Moon Spells table as early as level 3! This means you don’t have to choose between staying in your Beast form or casting Cure Wounds on an ally.
Improved Circle Forms — Level 6
At level 6, your Circle of the Moon Druid can choose to deal an attack’s normal damage type or Radiant damage, and you can add your Wisdom modifier to your Constitution saving throws. This replaces the 2014 feature of making your mundane attacks deal magical damage.
Moonlight Step — Level 10
The 2024 Circle of the Moon no longer gains the Elemental Wild Shape feature. It has been replaced by the more moon-flavored Moonlight Step, which allows you to use a Bonus Action to teleport up to 30 feet to an unoccupied space and gain Advantage on your next attack roll before the end of your turn.
Lunar Form — Level 14
The Lunar Form feature at level 14 replaces the Thousand Forms feature of the 2014 Circle of the Moon Druid. With Lunar Form, once per turn you deal an additional 2d10 Radiant damage to a target you hit with a Wild Shape form’s attack. This means at level 15, on a hit you would deal your base damage, plus 2d10 Radiant damage, plus the 2d8 damage of your choice if you picked Primal Strikes as your Elemental Fury. So, note to self: Don’t make a Circle of the Moon Druid want to hit me.
This feature also lets you take a nearby creature with you when you use Moonlight Step to teleport.
Staying Wild
The 2024 Player’s Handbook is now available on the D&D Beyond marketplace, which means it's time to set out on new adventures with fresh or familiar characters!
The 2024 Druid has a lot of versatile new features and improvements, but preserving the impact and excitement of Wild Shape was extremely important. The updated Wild Shape feature still leans into the fantasy of a Druid turning into a ferocious creature to fight on the frontline alongside their party members.
A lot of changes are underway in the 2024 core rules revisions, so stay tuned for additional class, subclass, and features guides as we roll them out. And especially, stay tuned for the 2024 Monster Manual for inspiration for your next Beast forms!
We’re delighted to share with you the changes to fifth edition D&D that appear in the 2024 Player’s Handbook. Make sure to keep an eye out on D&D Beyond for more useful guides on using the wealth of new options, rules, and mechanics found in the 2024 Player's Handbook!
Riley Silverman (@rileyjsilverman) is a contributing writer to D&D Beyond, Nerdist, and SYFY Wire. She DMs the Theros-set Dice Ex Machina for the Saving Throw Show, and has been a player on the Wizards of the Coast-sponsored The Broken Pact. Riley also played as Braga in the official tabletop adaptation of the Rat Queens comic for HyperRPG, and currently plays as The Doctor on the Doctor Who RPG podcast The Game of Rassilon. She currently lives in Los Angeles.
This article was updated on August 13, 2024, to issue corrections or expand coverage for the following features:
- Wild Companion: Expanded coverage to include the familiar now lasts until you finish a Long Rest.
- Potent Spellcasting: Revised to add that this feature increases your cantrip's range at level 15.
- Primal Strike: Clarifed that the elemental damage dealt is extra.
- Improved Circle Forms: Revised to add that this feature allows you to add your Wisdom modifier to Constitution saving throws.
- Lunar Form: Added that this feature allows you to take a nearby willing creature when you Moonlight Step.
That has always been the case, note that hit points and hit dice are also technically listed as a class feature but those were not retaining in 2014 WS despite that same "you retain your class features" being in the description.
And now they are, making the rewording even more obvious that you should retain your PB. There's also numerous times with the 2014 version where Crawford has stated the intent is that you keep your PB while Wild Shaped and use that bonus for anything you have proficiency in unless the beast's is higher, and since you now get all of the beasts proficiencies there's a very obvious logical conclusion.
We may disagree on our interpretations of the text, fortunately we never have to play at the same table.
The interpretation of the text hasn't changed. Here is how it is currently implemented in D&D Beyond using the 2014 rules:
Crocodile Wild Shape form for a level 15 Moon Druid in 2014:
Hold Breath. The crocodile can hold its breath for 15 minutes.
Wild Shape. You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
Revert Form. You can revert to your normal form by using a bonus action on your turn.
Bite. Melee Weapon Attack:+4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.
Note that my Druid has proficiency in Athletics, Survival, Medicine, Nature, a +2 INT, +4 WIS and +0 CHA, as well as Con, Int, and Wis saving throws (and a magic item granting +2 to INT saves).
The Crocodile has proficiency in Stealth.
Note that the Attack roll and the Grapple/Restrain DC does not change to use my druid's +5 proficiency bonus despite the fact that both of them add the crocodile's proficiency bonus and its Strength modifier, but the skills & saving throws do.
We can agree to disagree (unless you have a compulsion to need to be correct), you interpret it your way, I'll interpret it mine and we never have to play at the same table.
This is very disappointing. I really don't like most of the 2024 changes. Probably won't ever play with these crappy rules. The way they nerfed druid, paladin and ranger is unforgivable. Giving the ranger it's FIRST hunters mark upgrade at level 13 while telling us how vital it is to the class is just dumb. These people don't seem to care at all.
I swear they just proved they dont care at all about making this work. I'm embarrassed for them honestly. They proved they dont thos seriously. Lost all respect for the creators.
Just a personal opinion of course but I really wish they had made the wildshape hitpoints an increase to your max rather than temp. There's so many ways to get temp hp in 2024 and moon druids can't take advantage of them because they'd have to trade in their own and also it means healers need to be sure they don't try to heal moon druids until they've gone through their temp hp which means you're gonna have to call out what you've lost.
It is what it is, hopefully druids will get a little love in the errata as I do feel they have been nerfed rather than side-stepped. It really does make me laugh that this post says
"But you also gain three times your Druid level in Temporary Hit Points, meaning you’ll get 9 Temporary Hit Points at level 3, all the way up to 60 Temporary Hit Points at level 20! "
The exclamation mark after the 20 is funny, like this is a buff compared to 2014 ( at half the level we used to get 126 real hit points. lol).
300feet?!
Hello Druid community.
I d like to understand something : the new moon druid, i would say is more or less ok to me.
I wont debate on all the features cause i think (my personal opinion) that nerfing the HP pool is ok and fair, casting some spells while in beast form at lvl 3 is good as well, and damage will be better than version 2014.
But there is a limitation to me, that wasnt adressed at all, and no body or few people are complaining about this : this is the attack roll.
IMO the beast attack chance doesnt scale with higher level, doesnt benefits from any magical items (no speaking about homebrew), no possibility to add profeciency bonus and finaly, being able to do great damage is nice, but if you miss all the time your target ... this is frustrating.
That said, it seems that the majority of the druids are not complaining about that, so i should have miss something.
Could someone explain to me, how to make the hit chance of a beast competitive regarding other classes ? Is there really an issue with beast hit chance ?
Any rules, items, ... that can help to make it playable ?
Thank you all
The temp hp for wildshape has literally made them not worth playing anymore. The fact they are saying “lets you stay in wild shape longer” is blatantly untrue unless you are only talking about creatures that no one uses for combat like a mouse. To have a druid wildshape into a bear and only have 4temp hp on top of their already small hp is a joke. The fact they also took base medium armour away is just a kick in the teeth at this point. If you wanted to get rid of druids you should have just gotten rid of them instead of making them so nerfed that they aren’t worth playing.
pretty good i think ,Just a question how do we put our new wild shape in the new dnd beyond sheet plz
There is massive issues with the beast's chance to hit. In the 2014 rules this was mitigated by Elemental Forms at 10th level as some of the elementals have up to +8 to hit or have non-attack based abilities that are pretty decent. Which kept WS going into level 14 or so at which point you'd swap to being a full spellcaster in boss combats and only use WS in minor encounters.
If you want a HB rule to make WS effective all the way to level 20, then you could just let them use their spell attack modifier for the beast's attacks. Otherwise there is nothing. However with a lot of the changes to Druid spellcasting WS is still viable for the purpose of movement / grappling to synergize with your concentration-AoE spells like Moonbeam and Conjure Woodland Beings.
These changes can take a hike. Absolutely gutting the fun of playing a Druid. Sounds about right when everything is designed by AI.
Fully agree. I can't understand why they did not allow the druid's PB to be used for attacks and can only assume it was to simplify combat (since otherwise the druid would need to do some simple math to compute his/her melee attack bonus). Druids have a great spell list in 2024, but the changes to wildshape are a nerf. The removal of elemental forms is also gutting a core concept of the druid dating back to 1e.
Where is the What's New 2024 versus 2014 Druid comparison article? I can't find it in the Post section. Thanks to anyone who can share a link!
A lvl 3 moon druid with a +1 con modifier will have exactly 8+1+5+1+5+1 = 21 HP with more or less if u roll for HP + 9 temp from wild shape. That's 30 HP with 16 AC at wisdom 16 ( +3). If you take the farmer background u get +2 per level from origin feat, if u get higher con ( and u should start with 16 as a moon druid) u get aditional +2/ level . U can go Dwarf for aditional +1 / level. So at lvl 3 u can max out at 36 base HP + 9 temp HP. I would say that 45 is really respectable for a full caster at lvl 3. More if you roll well on HP maxing out at 51 with the temp hp