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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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.
It is balanced by the fact that druids can only get a couple wild shapes per day, and they have the normal beasts AC. They have fixed that by giving you a tiny amount of temp HP but more AC, and many more uses of this now mediocre feature.
A lvl 15 Druid would get 45THP on top of their current HP when they wild shape. That’s for each time they Wild shape.
"Wild Companion
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!"
Does it mean that you can cast Find Familiar as Ritual and not spend any spellslots or wildshape at all? or have they change ritual rules?
The Warlock is coming soon, but the Sorcerer still hasn't been revealed.
no wonder you're making a new monster manual the moon druid subclass just got huge! boost in action economy and DPS. I can only hope the all the monsters gain bonus actions and reactions to help give them a chance to fight...as teleporting 30 feet to every few seconds with no cost is going to drive me insane as a DM & means i need all my mobs to have 60-80 feet mobility to keep attacking...as a player utterly amazing. "restriction" on who you can now wild shape into is a restriction as i now no longer have a huge pool of creatures to pick from. Casting spells at 3rd level is very OP and makes the druid look like a Swiss army knife of i can do everything in one go...the only good part about this release is the add magic attack damage that gives weaker forms extra dps to keep up & makes ghosts or other mods less of a threat.
The wild shape changes seem like a major nerf to Druids .. they might be somewhat more flexible in use but the temporary hit points are meagre for either normal or even moon Druids.
A level 6 moon Druid changes to a CR2 beast and gets 18 temporary hit points .. rather than the 42 hit points of a polar bear. The comment about being knocked out of beast form before you can take an action in the current version is disingenuous since in the new version, the character will instead be dead making the entire beast form switch rather useless.
In addition, beast CR doesn’t scale into tier 3 and 4 … CR 4,5,6 beast shapes are limited in choice, most are huge or gargantuan, and aren’t very useful.
Elementals shapes were useful for a reason .. though even these aren’t very competitive at higher levels unless the DM uses the player proficiency bonus rather than the beast’s for to hit calculations (as a house rule).
Without that, high level wild shape use will have no place in actual play because they will generally be pretty useless unfortunately.
I realize that there was a desire to correct the moon Druid balance in the level 2-4 range but moon Druids VERY quickly lost their luster after that and these changes just continued to nerf the class. Adding a d8 or 2d8 to damage once a turn at higher levels is also pretty pathetic. A cleric who relies on spells like spirit guardians gets the same to boost their one attack. The poor wild shaped moon Druid has 1-3 fairly pathetic attacks and nothing in the subclass to boost those attacks .. yet they seem to still give up most of their spell casting while wild-shaped (not sure what they have access to beyond the curing spell mentioned).
personally the only potential issue i have is the way the wildshape hp works since is just flat tied to your druid level rather than say your druid level times or plus some number, especially at lower levels
Y'all are really underselling the tankiness of the new moon druid. Yes it's less than the old one, but the old one was overpowered and completely too tanky.
Now you can spend spell slots to wild shape. Meaning at level 5 you can spend your wild shapes each for 15 temp hp whenever you lose those temp hp. Then continue to do so with your spell slots. A level 5 druid can spend their 2 wild shapes and their 4 1st level spell slots on a total of 90 temp hp. And then still have their 2nd and 3rd level slots.
At 10th level they can spend their 3 wild shape uses and their 4 1st level slots and 3 2nd level slots on a total of 10 uses of wild shape at 30 temp hp per use, meaning they would have 300 total temp hp, that's not something you could have done with the old moon druid at this level, at least not without a short rest.
Those temp hp may not stack but all you have to do is reuse wild shape whenever you lose them.
At an average of 3 rounds of combat that's 90 temp hp for a combat. With 10 uses of it, only using low level slots, that's 3 combats that you will have a huge damage buffer and using higher level slots or getting short rests extends that capability.
And now they have much better damage potential instead of just being tanks that don't do much damage wise. They can also heal and cast a few spells while still in wild shape.
Overall better balanced, better moon flavor, with still huge tank potential, now you just have to invest in that potential instead of just being a tank that then becomes a spellcaster.
You say it was too overpowered and tanky, but it had low AC and very limited uses per day. I don't DM a lot so I personally don't see that big of an issue of having an overpowered mechanic In A PVE co-op game. It's not like players are attacking each other that often. I personally would love a subclass that lets me go in back to be a tank.
It's disappointing that they didn't reveal more about Circle of the Land Druids; I might be upset over nothing.
Land's Aid is a less effective use of wild shape compared to Moon, Stars, or Sea Druids. While it's understandable since Land Druids can recover spell slots and have flexibility in choosing spells, it should at least be a Bonus Action.
They nerfed Natural Recovery: now you can only cast one of your 1st-level spells from the Land you chose for free, instead of any spell from the list. Casting Burning Hands, Sleep, or Ray of Sickness at higher levels isn't very useful.
Nature's Ward remains the same as in the playtest. It's alright.
Nature's Sanctuary doesn't seem strong enough for a final ability.
Limiting the number of known wildshapes by so much is incredibly lame. A massive part of the fun of wild shape is its versatility.
You don't DM a lot, so the problem doesn't fall to you to balance encounters around extremely powerful effects. Twice per short rest was still enough uses to trivialize a lot of encounters.
Yes the game is PvE, but inter-party balance is important as to not make other players characters feel less inferior.
When your cleric character keeps dropping to 0 hit points and spending spell slots and the Druid in the party is a formidable tank that once they reach 0 hit points with a wild shape that has as many hit points as you do and then start to spend their spell slots as a completely healthy full caster, you will likely feel inferior.
When as a DM you are attempting to challenge your party and the Moon Druid basically has 2 hit point pools that makes them tankier than the Barbarian and they keep trivializing your encounters, you feel bad. And if you increased the difficulty to challenge the Druid the encounters would be far too hard and punishing for the other characters.
There has to be some semblance of inter-party balance. If one character fulfills the roles of 2-3 characters, the rest of the party will likely feel overshadowed and inferior.
Beyond that, you still can be extremely tanky, you just now have to spend spell slots to do so, rather than being tanky for free and a full caster as well. You actually have to choose as you play your character.
Wild Resurgence is amazing for continuing to be a tanky animal and now there isn't one subclass that so obviously overshadows the others to the point of being banned at many tables.
Oh boy, I hate to say this Temp HP rule is not it, to me it functionally makes it kinda useless for me to be a beast in wildshape, perhaps I get more utility out of my shape, but this temp HP (that cant stack based on temp HP rules, or be healed because its temp HP and not actual HP) is at no point going to be more useful than the CR 1/4 wolf who had 13. At level 2 getting 13 more HP to use before yours got touched was no small boost, a level 20 druid only getting 20 temp hp is one attack at that level of play. Circle of moon getting 3 times your level is not to terribly much better, especially with their wildshape getting access to higher CR transformations who would absolutely have more functional HP than any temp that they gained just doesnt feel right. I dont see how thematically being a brown bear (usually with an HP of 32) would give you less temp HP than he actually has.
A fix to this in my eyes is to give you the creatures HP in temp HP, for example if you became a rat with an HP of 1, than you get 1 temp HP, if you did become that bear with 32 HP then boom, 32 temp HP. I still really like the rule of not reverting back when you lose them. I also really like the idea of moon druids having a "better" temp hp pool to make them feel like better shifters, but when I think of beasts influenced by the moon I think more of their ability to take any hit unless its silver, regenerate minor wounds and such, I think a way to balance the moon with my previously suggested changes is maybe they gain Temp HP at the start of their turns when wild shaped equal to 2 times their druid level, a "regeneration" effect that isnt to broken because you cant just sit back and heal all day, but while wild shaped they are built like a warebeast. Im still toying around with how im gonna have to make this work in my home games, but my druids all feel like they just lost all motivation to ever use wildshape to be a beast, which is such a defining feature of this class.
Overall I felt the problem with druid was that each subclass needed more to do with their wildshape, not to take away the want to use it for its baseline properties. Even if you take all the choices to upgrade your wildshape attacks, your cantrips are just starting to go up in damage and will probably outweigh the useful of a pretty small bump up in damage I also feel that if maybe that damage went up just one more time, say levels 5 10 and 15 then it would dang near keep up and match cantrip growth and give me a real choice between a spell with maybe an extra effect, vs a little more wildshape damage.
Overall the update to subclasses was much needed, but I really need to see wildshape improve a bit before I move my players out of the 2014 edition
I often play a circle of the moon Druid and I find I’m not liking the new temp hp rule. As it stands now at level 6 if I were to transform into a giant constructor snake at level 6 I’d get 60 hp from the snake. This a a huge amount when compared to the underwhelming 18 you get with the new rules. I do get that being able to add your wisdom modifier would possibly help with AC but, there are other ways around this. I would also use and often plan to be purposefully knocked from my wildshape to avoid having to use a bonus action. For example if I wanted to cast an AOE spell I’d maneuver myself into harms way, take a huge beating and when I was knocked from my wildshape I’d cast my spell then revert back if able and get the heck out of there.
x2 , I don't like that the circle of the moon is receiving so much attention, it is not the only subclass of the druid, and it is the most hated in 2014 because of how broken it was at certain levels that overshadowed the rest, they would have made a thread for all the subclasses of the druid instead of just this one, or at most if it was one for an entire subclass it should have been a new one.
I just read above that this weekend they will publish the post on the warlock 2024 (He still doesn't have it even though the video of him is there.) and another on the druid that does cover all his subclasses. But even so, it doesn't seem appropriate or fair to me that they would have created this one that is centered for this subclass (and the wild shape base change.).
I'm loving these changes to the Druid! They were already my favorite class but they're even better now.
What a terrible level 10 feature. That's seriously supposed to replace being an elemental? And to act like temporary hitpoints lets you stay in wildshape longer is a ridiculous idea. The animal hit points are way more than temporary hitpoints, and the bonus action reshape and the extra wildshapes took care of the issue of being knocked out of shape. And then if you were knocked out of shape you would still have spells and your own druid hitpoints. It's frustrating because there is a lot of good here and then garbage.
The limited number of known forms seems like such a weird and unnecessary restriction on Wild Shape to me, and having to pick them in advance each day.
Non-Moon druids aren't going to use Wild Shape in melee now they have to use their own HP while getting wounded all the time due to a beast's relatively low AC.
That's fine if you want only Circle of the Moon to be combat Wild Shapers. But the limited forms restriction really nerfs Wild Shape's flexibility as a utility power that can be used creatively in all sorts of other non-combat situations.
Wild Shape is the druid's USP but these changes unfortunately make it a bit of a waste of time for anyone who's not Circle of the Moon.
And it's exactly this class as to why I have no intentions of getting the 2024 books. I'll stick with the 2014 versions thank you very much.
From the video, it seems like all druids can speak with animals without expending a spell slot, and while that's amazing--that was a core feature of the Circle of the Shepherd druids. What do they get in exchange, since they no longer have a unique 2nd level feature? Can they get some circle spells, like all the other circles have?