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!
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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.
Wow they did a good job with this, if only they could do the same with the new wizard
I believe its 3 times your druid level, so at level 15, you would get 45 per wildshape.
logic wasn't used for anything related to one dnd
Option B if you want to play from level 1 - have characters start at level 3, but only have the health (and spell slots etc) of level 1 characters. This way they have subclasses.
Then when you are ready, 'level' them and get them to roll/get the level 2 health boost/spell slots etc.
They might be slightly overpowered due to additional abilities at levels 1 and 2, but that means you can throw something more challenging at them and have their early characters feel powerful.
I suggest that a better solution than temp HP, which other feats, class features, and spells cannot stack with and make druids incompatible with team play, would be to have Wild Shape increase the druid's max hit points.
Tie it to CR of the shape and druid level. Max HP increases by druid level times CR (rounded up), and lasts until next long rest. Additional wild shape uses do not stack increases and can only raise to a new max if a higher CR than prior Wildshape uses.
This would synergize with better healing spells, and prevent wild shape spamming for new health pools at all levels, removing non-moon druid tankiness on what is a full caster class, but still give the moon druid sub class their unique tanking ability as their CR limit goes up.
Also, if druids can talk while wild shaped, they should all be able to cast verbal only spells, regardless of subclass. Also, as versatile full casters, they should start with 4 cantrips, and max out to 6. Please consider making some changes before going to print.
One, the rules don't support that. Two it is needlessly complicated to solve what amounts to a story telling problem in "the world's greatest roleplaying game." A moniker they are trying really hard to prove isn't true.
These changes are horrible! Moonlight step is just... MISTY STEP WITH ADVANTAGE! What? Why does that overpower the previous Elemental Wildshape? Also, this THP stuff... It nerfs Druid into the ground! Instead of being a tank, now Druid loses all human abilites in-order to be bestial... And only gets **10** THP At Level 10 (30 if Moondruid). How does 10 THP make up for losing the extra HP pool??? Why would a Druid **Ever** use their wildshape now! It'd be giving up their spells for something that endangers their already meager health pool! Why would you even choose Moon Druid?? Sure, you don't get knocked out of wildshape, but you also now can't tank a major hit, so instead you just die!
Let's take a look at a Moon Druid Wildshape, Brontosaurus. This beast gets 121hp, which you can shift into it twice in current version. That's 242hp you can tank! Now, let's take a 16 Constitution Druid at the level you'd be able to wildshape into a Brontosaurus, which is 20, using fixed hp. (Random Race, no Feats). That's 18d8, 147 hp. Now let's add the THP, which is 3x, so 60hp.
147 + 60 = 207 hp. Total until you're unconscious.
With 2014 Druid, you can tank 242 + 147 = 389 hp, until you're unconscious
So, in-order to end your wildshape, it takes up your bonus action, in both editions. Let's say you get hit with a big 78 damage. That's 18 damage directly on your HP, and all your THP gone. Now, inorder to get your THP back, you have to take up your bonus action to shift back to normal, then have to decide if it's worth it to A. Waste your action turning back (if your Dm allows it), or B. Just casting spells.
This is a terrible change in my opinion, and feels like them pushing unnecessary changes for no reason!
So where's the subclass that focuses on shapeshifting? Druids in this game still can't shapeshift into an owlbear or a shambling mound.
Maybe I just missed it, but how do you get knocked out of your beast form then? Is it only by choice or being KO'd/drop to 0 hp?
How can you misread the rules so much?
Half the "nerfs" people complain about are due to misreading/misunderstanding the rules.
If you use 3 wildshapes + 4x 1st lvl spell slots, then a lvl 8 druid can get 168 temp HP in one battle
And when you can you wild shape to a. Replace your Hit pool, b. Change to Elemental (as a Moon Druid), and c. Use Spell Slots to regain HP, you can see this is EASILY a nerf and a terrible one. In fact, its a shame that they didnt make an ACTUAL shape changing focused subclass for Druid, but that's ok, One can HB one. That all said...no Wild Shape nerf is terrible and I wont be implementing at my table....Just like the Monk SS nerf or the Paladin Smite idioticy.
That only applied to a moon druid and that's across 7 turns
what i want to know if when are they going to drop the 2014 druid vs 2024 druid review and not just the shapechange review
This is my worst worry (Next to not being able to cast spells) They say they are putting way more Items for unarmed attack and I hope this include companion and wild shape attacks . and I really really hope they fixed that part at least state that you are proficient in these attacks
For everyone worried about wild shape HP actually I think this VR is better.
the old vr was too powerful HP wise but it alwas felt so bad . its HP always vanished like water in a drain too easy to hit . my wildshapes couldnt survive more than two rounds
Now with the Tmp HP its align better with other classes the AC is way way better . and you will get to add your wisdom to your con saves is a huge survivability boost or both you and your spells.
and the Form doesnt disappeared when the 34 of bear disappear as a druid now you have like 9 temp hp on top of your own HP healing spells doesn't feel like waist and tough now works wtih the druid.
And now you can wildshape way more . you can use more wildshapes than ever. now expending a spell slot as a moon druid get you 9 temp hp instead of just 1d8 healing . and its not still clear that the TEMP hp rule about not stacking is there or not that would be GREAT if they changed that rule .
I am very sad about the ELemental wild shape and I hope they give us and elemental wild shape focus moon druid like in the future to fix that.
my trouble with wild shape was always the spellcasting the lack of spellcasting preventing half of your class if you wildshape always felt awful and casting a spell then wild shape with low AC ment the rest of losing your spells was always way too high. so now with very few spells that can be cast if you are a moon druid and the bonus to consaves would help out a lot ... I still wished we could use a wild shape use to cast spells in wild shape that was such an easy fix. I will try it raw and see how it feels.
and the second biggest problem that is not conformed yet is the attacroll bonus . if its still just using the beast attack roll then we are screwed. es moon druid can stack many damage bonuses now on their attacks but if the attacks dont land then its really not useful at all . I always argued to use my own proficiency instead of the beast so I really really hope they fixed it.
the temp hp does not align with other classes at all. Monks get at level 10 2dmonk+wis of Temp HP whenever they do their BA uncanny dodge. and they get all focus back on SR where as Druids get 1 WS on SR. So a Druid is getting 10 THP at level 10 by WS. A monk gets 4 -> 21 THP with their level 10 ability. And caster clerics are bathing the whole party in THP by just casting cantrips that damage foes every turn ASIDE from whatever spell they cast. And let's not talk about Treebarians giving rage x d6 to their allies as a BA in THP. Yes they don't get nearly as much but they are already resisting damage and walking around with a d12 hp die. Or fiendlocks for that matter...
No, when they showed monk and clerics THP features I got more upset about the druid hp nerf.
well that 10THP at lvl 10 is just for normal druids. who should be casting during combat, not really wildshaping. mood druids will get 30THP each wild shape use. so that better then monk or the barb. so i think they will be just fine
Nope. And the fact that they took away the elemental transformation...its crap. We know it. I am going let people use the older version....its just clearly better.
The new Wild Shape is interesting, but feels like it takes away some of the most fun parts:
So, to conclude, Wild Shape has been nerfed and is now much more spammable. CotM druids will use it during every encounter but it doesn't really do much. In other words, CotM is now a hybrid of Open Hand Monk and Eldritch Knight. I'm probably never going to play the 2024 CotM.
And don't even get me started on how bad the "air spirit/water spirit/earth spirit" template stat blocks were.