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
The 2024 Player’s Handbook is Now Available!
Buy the 2024 Player’s Handbook today and dive into revised rules, enhanced character options, and exciting gameplay innovations.
Get your copy on the D&D Beyond marketplace and seamlessly integrate your new content with D&D Beyond's library of digital tools built to make D&D easier, so you can focus on the fun!
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.
WILD SHAPE RULE |
2014 WILD SHAPE |
2024 WILD SHAPE |
---|---|---|
|
|
|
Number of Uses |
|
|
Replenishing Uses of Wild Shape |
|
|
Hit Points in Wild Shape |
|
|
Beast Form Limitations |
|
|
Damage in Wild Shape |
|
|
|
|
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.
The amount of Temp HP is staggeringly low.
Do not like this nerf to Moon Druid. Current Moon Druid lv 3 can Wildshape into a brown bear with a HP of 34 and if they get knocked out they can Wildshape again so roughly 68 HP shield to use. New lv 3 Moon Druid will have roughly 10-12 HP depending on CON modifier, they Wildshape into the same brown bear and only get 9 temp HP. Yes you get to stay in Whildshape but you loose that padded HP to use your own HP causing your character greater risk.
They went from saying people had a hard time remembering animal stats to now how it interacts with features when something drops to 0 hp? If that’s the case are they going to rework Polymorph which is essentially the same thing?
A 68 HP shield at level 3 is pretty obviously imbalanced. There should always be a risk.
THANK YOU!
Weak sauce. Wonder if the 2014 rules on higher challenge rating for Moon druids earlier on remain intact. At level 3, with a CON of 16, a druids average hp is 34-ish. I get the need for an early game nerf, but having to wait until level 11 to get the same hp buff that 2014 druids got at level 2 is a substantial bummer.
If they have to abide by the same CR restrictions as all the other druids, and your best option is a wolf....you're just a marginally tougher wolf, and stay a wolf until you bail or get actually knocked out.
Also, being able to turn into an earth or air elemental is way better than turning into a teleporting elk, especially for being able to hold concentration on your spells. And the ability to deal a less-impactful-at-high-level extra 20 points avg of extra damage is, in my opinion, less good than having the creative freedom of being able to cast alter self at will. Now you have to spend finite resources to be able to swim or do some extra damage with unarmed strikes.
That’s only true for low levels. Around levels 6/7 other classes start out passing the CR that a moon Druid can turn into. It’s not until the Moon Druid can do elemental wild shape (which they also took away) are they able to start tanking for the party’s current CR levels they would be facing.
What do people think / expect / already know about whether players should be able to multi class using a core and subclass from (say) PHB24 with a class from Tasha’s or other older source (especially using a race not covered in PHB24?
my gut tells me that those players who get their jollies by building absurdly powerful optimised characters are immediately going to head in this direction. To me that sounds like a nightmare for a DM.
my sincere hope is that the PHB will advise / warn against allowing mixed source multi class but I’m not holding breath.
what do you guys think ?
I see WotC skipped the Warlock article.
When during the campaign did they say that? I've been dying to know when they would drop the 2024 vs. 2014 for both the warlock and the druid since Tuesday!
I also just want to add that they had mentioned during playtesting that they will be making magic items that will help boost the combat effectiveness for wild shaping, cause without that most creatures fall short in terms of being able to hit since you can't add you're own proficiency bonus to the beast attack rolls.
This all seems pretty awesome. 1 question, I cant seem to find the article on the Warlock. Are you deciding not to post that one?
I imagine the invocations will need their own video. I can't wait to see free-action, non-spell, Eldritch Smite.
I think it will be up to individual DMs to ensure that a player doesn't min/max their way into a multi-class that includes new and legacy content. Obviously there was no problem with multi-classing in a subclass from Tasha's with something from 2014 PHB, and since they seem to be using Tasha's subclasses in the new PHB, there probably won't be an issue with mixing Tahsa's and 2024 rules either, but taking a 2014 Moon druid and adding in all the new benefits of a 2024 PHB class might be a bit broken.
I would say, pick one or the other, but it'll be up to the DM ultimately.
I think temporary hp of 1hp/3hp per druid level is too low. There would no reason to ever transform then, at least not for combat. The Druid was already the least played class and the few people who did play it almost all played it for the moon druid's wild shaping. This just makes the druid class an even weaker choice compared to every other class out there. The idea of temp hp instead of beasts hp would make sense at maybe 2x that amount 2hp/4-5hp per level. They already suffer from one of the worst spell lists out there. And though some beasts had high hp, their AC and attack bonuses were so low, so they often got knocked out in 1 or 2 rounds. At low levels they could be a bit more powerful, but this quickly fades. The scaling temp hp would fix the low level 45hp beast, but it also cuts it down so far that it is completely useless. Compare being a beast with your AC and only 5 extra hp at 5th level to a raging barbarian at 5th level.
Especially as the templates provided were terrible, which likely shifted the 50/50 toward the stats direction
Where did they post it I would love a look at the warlock or sorcerer, but druid looks great
I wish my druid could still be come an elemental but meh in any case they look AMAZING!!!!
Yeah the THP change is a *big* nerf
I still am of the opinion that the temporary hitpoints is a bad idea. using the hitpoints of the beast has always made sense, and i get urked by the idea of an extremely tanky spider, or a rhino with nowhere near enough hitpoints.
So instead of having a bunch of unique features that may be unbalanced or some be lacking were all mediocre now. The capstone is now in line with a generic useless capstones that give you an extra use of something. This is mostly a PVE co-op game. Why not make all the classes decent instead of making all of them mediocre