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.
Are we going to get a proper look at Druid or circle of the sea but moon druids look easier
edit: anyone know the stat block for 2024 owlbear's if my druid can’t be a elemental I hope he can be a owlbear like in the movie
Moon Druid is fine, and I understand Wild Shape is a big part of the Druid kit, but where's the article looking over the Druid as a whole?
I agree with most of this, though we'll need to see what is presented in book before passing final judgement.
My biggest concern is that WotC greatly reduced the ability of CotM to fill its primary role, which was tanking. Hit points have been effectively reduced but AC raised by a fair amount. I don't think the increase in AC will compensate for the HP replenishment mechanic that existed previously. Additionally, while there are druid and CotM abilities to boost damage, all martials will see a huge increase in damage in 2024, and the wildshaped CotM druid will not compete. Primal strike is laughable as it only affects a single attack per turn. I hate these sorts of abilities as they complicate damage calculations, especially when damage type is chosen on attack or hit. In the new order, I am not quite sure what the role of the wildshaped CotM druid will be. It will be less effective at tanking and provide middling damage. It will have the utility of the wildshape forms, but that is nothing new. I don't see a compelling case for building a character around the use of wildshape in combat in the absence of other capabilities.
Beyond this, we need to see the druid spell list. Some of the proposed cuts from the druid list (hold person, plane shift, feeblemind, foresight) were absolutely terrible. The druid could end up having the worst spell list in game... or perhaps sharing that designation with the ranger, though the two lists will overlap significantly.
The monk is a martial class you dont compare it to a normal druid. you might compare it to a moon druid. and remember druid is a spellcaster They can heal at level 10 more than 76d8 if they spend all thier spells on healing (I did the math XD) so you cant really compare them that way. I just wish if they nerfed them that much they should have giving them a way to use all thier spells much earlier . because wildshape now isnt that enticing on its own.
we dont know how Temp hp work in 2024 we dont know if the attack bonus will increase for your wildforms in 2024 we dont know if multiattack will stay the same or will it work like extra attack feature so you can use one attack to grapple in 2024 I think those four things will make or break the Druid wildshape . and I really dont hope wildshape becomes a burden to use .
Wild Shapes are now limited to "X prepared forms" that part I dont know about because it removes a very large flexibility of the druid but its 2 + your level (or is it half your level) which is a big pool. but I will mess having an answer for every situation but I will be frank ... I felt I couldn't use that answer because I was worried I wont have my wildshape for combat so having the ablity to switch spell slots to wildhshape uses does feel much much better.
you're better off playing as a wizard and learning Polymorph. thats just incorrect because druids can learn polymorph too. but polymorph require concentration so no concentrating on other spells and it doesnt retain your class features. you can think of druids having more mini polymorph spells over the wizard
Less tanking ability. I would say thats also false. like for a bear in 2013 you had 32 hp but 13 AC and they always always barely (pun not intended) last a turn or two . every attack was a hit on you . but now you use your own hit points + temp hp (we dont know if temp hp will stack now or not) a feat like Tough and healing on you doesnt feel like a waste and you AC start with 13+wis thats most likely 16 or 17 which was like the median AC for alot of druids.
Recharging got screwed up. thats a feature . like again I can now feel I can use my wild shapes to solve problems and not feel like I have to hoard them waiting for a fight
And don't even get me started on how bad the "air spirit/water spirit/earth spirit" template stat blocks were.
You know if they have kept that buff it alot and made them an additional option with the ablity to get normal beasts stats I think it would have been for the better. there is nothing wrong having a reliable option to fall to
i mean you yourself stated a lot of false information that was in the article.
Prepared forms Level 2= 4 Level 4= 6 Level 8= 8 and that seems to be the cap.
Your AC as a wildshaped Druid: Is the beast's AC or your AC whichever is higher, but only moon adds +wis to the beast's ac.
And I really don't appreciate the false flag operation that is going around over 'oh you just got hit out of your beast form too quickly, now since those hits are going to your puny druid hp pool you won't get hit out... you will just die faster!' Great!
Are we ever going to get an article going over all the changes for the full druid 2024?
In terms of other sub classes, land choosing its land on long rest is welcome and adding just more magical abilities is nice, always thought that land looked any real identity, was just extra spells. i'm looking forward to the seas subclass, that looks quite cool.
where's the 2024 druid vs. the 2014 druid whats new article i can only seem to find the wild shape one
I am not a fan of how they implemented wild shape. I think I will switch to play other classes.
Loool man false flag is a bit much for a misshap . I gone with the Info of the UA . I forgot to notice it mentioned known animal forms in the CR table. its not the end of the world . it might have also more info moon druid dont have a table on thier own o tell the CR "or used to at least" so it might have a calculation behind it.
AC of you or the beast what ever higher . I mean it would be like 99.9999% chance 13+wis would be higher than the beast AC and when I talked I talked about the moon wildshape because it is the druid hat is focused on wildshape ... duh
false flag operation dear lord thats so funny . you sound to make me like Russia or something XD
the false flag/gaslighting is from WotC it's just people keep repeating their arguments, what motivation they have is sometimes unclear.
none of that changes that wildshape is now trash to anything not a moon druid, and even then they still got ganked.
And people trying to sell the wildshape changes as a buff are really annoying
Agreed!
Nah, what's annoying is people that can't accept different opinions or perspectives and treating their own as 100% fact. If you don't like the new Druid then that's fine, keep playing the 2014 version.
Circle of the Moon are the ones completely based around Wildshape, but it's still a massive part of any Druid character surely
Wildshape is the Druid's USP really. In the last few editions at least. It's one of the things that stops them just being a "Nature Cleric"
People are certainly free to say they prefer this balance of abilities for Druids, but I don't see how anyone can claim WotC haven't nerfed Wildshape (less so for Moonies, but still even for them). Again, you may prefer having a generally more limited Wildshape in return for other class abilities. But I think most people who play Druids consider Wildshape to be a central part of that experience so I'm not surprised they see this new version as an overall nerf of the class
I agree false flag operation (or gaslighting for that matter) is a bit strong though :D
It's not really a nerf though. Both damage and AC are buffed, number of uses is buffed and if you're willing to expend spell slots for wild shape uses then the potential extra hp you can gain is also buffed (though you get less of it per wild shape use). Due to the way the hp works it also makes rarely used wild shape options more viable. About the only actual nerf is losing Elemental Wild Shapes, and you still get elemental damage at level 7
The problem with assessing WS is we don't know the animal stat blocks that will be available. Using the 2014 MM/PHB there are hardly any Beasts of CR 3+ and those that are have such low chances to hit that extra damage on a hit is irrelevant because you're only going to hit once per combat if you're lucky. So in tier 3 & 4 no druid will be making attacks in WS form, your only viable option will be concentrating on Conjure Animals and using your WS form to grapple & shove enemies into your Conjure Animals area so that the Conjure Animals can attack it. At level 10, your CR 3 beasts typically have one attack per action with a +6 to hit and minimal options to gain advantage (no WM equivalents) vs a martial character at these levels have +9 to hit and at least 2 attacks per turn even without magical weapons.
I think the new WS is terrible, terrible design. BUT lets not forget that WS is an additional feature to their already FULL spell casting ability and the fact that WotC made another terrible identify decision to REMOVE the restriction on Metal Armor. Again, playing into this trend that all things are the same, and removing all the unique pieces from the classes and races. Stupid. So while I am frustrated that they thought this change to WS, and hell conjure spells too, its not like Druids dont have other powerful abilities at higher levels. So yes at higher tiers, WS might not be great, but they are still getting lvl 9 spells....not a terrible position to be, esp compared to say the Ranger or Monk. Both of which are still lackluster.
Ranger, Monk and Rogue have very significantly changed optimal playstyle. Monk is not really a hit-and-run skirmisher but a tanky grappler. Ranger is best off being a two-weapon wielding melee character rather than a ranged hunter. and Rogue is now a battlefield controller.
And that is when players and DMs should work together to come up with a solution rather than strictly adhering to RAW. Homebrew is encouraged in the rules afterall. Various solutions could include using a Druid's own proficiency bonus instead of the beasts, using their Wisdom modifier on top of the beasts attack roll (because WS is still magic, so it should add the spellcasting modifier) or creating a new cantrip/editing shillelagh to work on WS attacks as well. A DM that refuses to work with a player on matters like this isn't one that's worth playing with in my opinion.