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.
Oh no, my level 5 druid is going to only have an additional 5 temp hp whenever I wildshape... not moon druid
Moon Druids get 3x their druid level THP, so lvl 15 would be 45 THP per wildshape.
They massacred my boy!
Well, i loved playing a moon druid from 1-20. Thanks 2014 dnd for that experience.
2024 dnd says my fun is wrong and that i should want a higher AC and more damage at the expense of anything interesting or unique. how boring.
Well, I kind of knew they were going to take the fun out of a Moon Druid. Our table has always used the creature you change into as TempHP and when you loose the TempHP you revert back into Druid. The whole thing with the druid in my opinion was that the low AC made it okay that they had a bunch more HP to soak the damage and thus making sure that other damage dealer could do their work.
Then the "known animals" to change into, it makes the build quite locked in, "oh I can choose what animals I want at rest" Well, I want to be able to think on my feet, "this animal would suit the occasion, or perhaps that one" now its going to be more, well I could do something but I have to rest first...
Swapping Elemental Wild Shape to be able to teleport 30 feet... I fail to see how that is inspired by the moon, can I only use it when the moon is out and use it to teleport between the glow of the moon? No you can still use it in broad daylight or even inside... One of the biggest nerf to a subclass I've ever seen. Going to use 2014 in our table when I DM.
So you took the subclass about powerful wildshapes, themed around turning into deadly creatures, viscous predators, hunters, etc., the subclass themed around the concept of LYCANTHROPY...
And made it class with weaker wildshapes and magical moon/space themed abilities. Even though we already HAVE a space themed druid with the Stars druid.
Good job. You dropped the ball.
I m playing in a campaign where ennemies have a high defense (ac).
In 2014 edition even at 18 lvl you transform into beast having +7, +8 to hit with no possibility to improve.
When you have an opponent having 22 ac, you hit on 15+ on a roll.
this can be mitigate with other classes : have a magical weapon, profeciency bonus, high primary stat.
So a fighter having 20 force, à +3 weapon, and +5 bonus profeciency goes to +13 to hit.
I was happy to see in the first design proposal that the moon form was scaling with the level.
And we revert back to an option that doesnt scale, with the same issue ?
Why ?
Seriously?! No archdruid anymore?! What's the point then?!
As I said in the playtest surveys the changes are bad, they feel bad, they play poorly, and the people responsible for making these choices should feel bad about them. Thank you for making the decision not to update to the new books easy for me.
What a downgrade all the way round, if I wanted to play a shittier version of a Wizard I'd just play a Wizard.
This is idiotic. I hate what they did to wild shape both base and with the Moon Druid. Fortunately, HB is a thing, and I will glady crank something out that actually is decent. Such a disappointment. Not as much as Paladin and certainly not as much as Ranger....
The nerfs on Wild Shape seem too severe. Don't think I'll be playing a druid in the 2024 rules.
Druid wildshape still seems to suck. It is very underwhelming and very situational honestly. I think it is the worst feature of the druid.
There is a huge problem if not making the animals strikes using their attack bonus or your spell attack bonus whatever is higher . beast attack bonuses falls off . it doesn't matter if you boost the damage if the beast can't land a hit it won't matter. I wish it had wording like Druid count its beast for attacks as unarmed strikes and can use their spell casting modifier instead of Str or Dex of the beast when making an attack. and any beast feature that require a save DC would use your spellcasting DC.
I am disappointed in few things also . that moon druids dont get extra attack at level 7. moon druid and hopefully spore druids should get extra attack as it would synrgy nice with Warden feature and the primal strike feature . the moon druid alot of beast stats have only 1 attack . the extra attack would let those beasts feel more powerful and keep up with martial characters and other players in the table (While other players would have features and magic Items and now weapon masteries that boost their martial prower . magical beasts dont get the luxury) and YES make the normal druid wild shape beasts can only make 1 attack until level 7 or even 11 where they can use multi attack. so taht way it can still be balanced. so a level 3 druid dont get 2 attacks as a bear ahead of the fighter .
and I am very VERY disappointed that Druids dont get spellcasting UNTIL LEVEL 18 . half your class in inaccessible for you until level 18 ! as if a barbarian cant use weapons when they are raging its beyond frustrating . at the 2014 we understood that the extra HP pool was an extreme power up but now because the druid use their OWN hp pool they should be able to use thier spellcasting for they directly involving their bodies and danger to their characters instead of an extra pool of HP (and NO moon druid spells dont count)
a very VERY simple compromise is to ask the druid to whever you are in wild shape and cast a spell you must expend a use of wildshape to be able to cast the spell
that way it can have a cost and also have synergy with level 5 feature when if you are out of wild shape you can use a spell slot to get a use of wild shape so you can cast a spell and hey if you are a moon druid you dont use the wild shape for the spell table .... it is so worth it and make sense I am really REALLY disappointed about that they didnt do that.
I cant wait to upgrade my druid when these rules come around.
I can't wait to Nerf my wild shape themed Druid into a wizard with HP that he has to reset every turn.
yeah its like "oh do I wanna worship this eldritch entity/god or this eldritch entity/god, well good thing I have three levels to choose for some reason!"
I agree because most people who play warlocks or clerics choose there partron or deity based on what the subclass is and what it provides at level one. I guess in the terms of trying to balance the game out it makes sense where clerics and warlocks will be balanced out with all the other classes at level 3. But It still makes no sense to me.
Yes to the first one, HOWEVER, you now have a maximum of 4 wildshapes, that's if you manage to get to level 17
Yes to the second one, it used to be divided by 2, it's now divided by 3.
maybe the the third one
I hate this new druid.
Temp HP equal to your level? Yeah this is my biggest concern... this seems terrible... they claim they wanted to let people transform and have fun with it but why take so much away then?
Soo.... every wild shape is basically the spores druid temp HP buffer now. That's... a thing. I mean, they talk about it being a buff but it really isn't. Sure it is,as they say, harder to get knocked out of your transformed shape in combat but other than moon druids past level five all druids are using their wild shapes for exploration/infiltration given that spells are just that much better than any beast at that point. Hell, even the moon druid needed the elemental form to be tempted to be in wild shape in combat because the best CR 3 creature at that point is basically a Giant Scorpion and that's doing on average 41 total damage if everything hits and the other side isn't immune or resistant to poison and fails their con save.