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.
My frustration comes from the fact that there is an obvious and streamlined solution: the Ranger Beastmaster Companion. Just like WS the Ranger can spend 1 spell slot to resurrect it at full HP, it has attacks rolls, damage rolls, and has AC and HP that scale with your character level.
They could have left baseline WS alone with all its exploration shenanigan fun, and simply changed "Combat Wildshape" to give the ability to transform into those statblocks instead of increasing the CR that they can transform into and everything would have been fine. You get a natural balancing because the Ranger can only resurrect the companion outside of combat where as the Moon Druid can refresh the transformation mid combat in exchange for the Ranger getting to command the beast as a BA vs the Moon Druid having to use their action to attack as the beast.
Personally, I think a simpler solution is to allow a Moon Druid to use their own Proficieny Bonus instead of the beasts for attack rolls. Proficiency Bonus is included in beast stat blocks on DnDBeyond and in Monsters of the Multiverse, so that's the design direction they're going in, with making the beasts PB easy enough to find without the player or DM having to figure it out based on their STR and attack bonus.
So are we getting a full Druid article a la "2024 Bard vs. 2014 Bard" or is this it?
That's Moon Druids though isn't it? Not the Druid class in general.
Moon Druids are the Wild Shape experts but that doesn't mean their version of it should be the "standard" we look to for Wild Shape. It should be a useful and impactful ability across the board for any Druid character
Sure we can all homebrew stuff. But the basic character classes should work without needing that. Otherwise what's the point of doing a revised version of them?
I dunno, the whole thing feels weird to me. I'm not against change but it's like it's been redesigned by people who don't play as Druids and don't know why people like playing that class
Moon Druids get Lunar form, but Wild Resurgence and Primal Strike (what gives elemental damage) are both part of the base class. The AC buff is Moon Druid specific I think.
Again, homebrew is literally something that is allowed for in the rules. If you want a non homebrew option ask your DM if you can get the hide of the feral guardian. The armors effects carry over to wildshape and offer up to a +3 on attack rolls (it levels up with a player character) while it is equipped (including in wild shape, even if the equipment is merged into your form) or the insignia of claws which offers a +1.
Whoever agreed to this "balance" change has never understood why people enjoy playing moon druid or they just really hate druid players because these changes killed moon druid, it's dead, gone, literally obliterated from orbit and then the "balance team" spat on it's corpse and expect us to thank them.
What a ******* joke...
Agreed. Druid as a whole is still viable, it IS a full spell caster which ranks it above martials in terms of versaltility and power, but much weaker when one of its iconic features is shot in the head. And it was an unnecessary change.
Elemental Wild Shapes were nothing to do with getting elemental damage - 3/4 of them just do bludgeoning damage. It was about getting an actually viable form for that level. The elementals are each CR 5, which is a massive step up from the CR 3 beasts you can otherwise WS into at this level. Elemental WS gave you a +2 to hit, an extra attack, and a new movement type over the best Beast available to you at the same level.
The extra HP isn't that impressive, it's not even one round of attacks from an enemy of a CR equal to your level. So you have to use WS every single turn if you want to be a frontliner as a Moon Druid. Damage has been buffed for level 7-9, it is the same or worse for all other levels. The changes to HP & AC don't really make a difference to how you choose WS forms, as beasts are pretty balanced w.r.t. HP & AC with low AC == high HP. Brown Bear / Polar Bear is still obviously the best combat choice from level 3-8, and now there are no viable forms for level 9+.
The changes don't solve any of the problems they set out to solve. Moon Druid is still kind busted at level 3&4 (though martial characters have been boosted at these levels due to Weapon Mastery so the gap isn't as large), a balanced melee tank for level 5-6, then mediocre gish for level 7-8, then just a full spellcaster who gives up on WSing in boss combat at level 9+ (WS is still viable for Medium/Easy fights).
Level 10 the moon druid gets moonlight step, a new way to move around the battlefield that is reminiscent of elementals. At level 10 a moon druid is getting +30 temp HP per wild shape and has a minimum AC of 13+ WIS. Level 6 they can add WIS to CON saving throws, Level 7 they get Primal Strike (adds 1d8 of elemental damage), level 14 they get Lunar form (adds 2d10 radiant damage) and level 15 they get improved Primal Strike (adds an additional 1d8 of elemental damage). Literally the only potential issue with Moon Druids is their attack rolls and that may be solved by the rebalancing of the beast stat blocks
30 temp HP is still a huge nerf in that its still your HP and effects that do damage around TempHP will slice you. The new WS is both silly, talking in WS, and underpowered. I'd have liked a subclass that REALLY leaned into a shapeshifting and allowed to turn into monstrosities, dragons, elementals, etc. Also, the Water Elemental might have done smashing damage, they could also just drown a *****. Ya, there is no defending this....
CR 3 beasts have 1 attack per turn and to hit modifiers in +6-+7 range. You can't "rebalance" around this because these creatures also have to be suitable for a party of level 3 adventurers to fight, so they cannot have a high chance to hit, nor more attacks per turn. It doesn't matter how many dice of damage you can add, if you have a 30% chance to hit the enemy.
The most telling thing to me, is that the Ranger Beastmaster's beast companion is more powerful as a combat animal than a Wild Shaping Moon Druid at higher levels - they get 5*level hit points, they get Wis + Proficiency to hit, they get 2 attacks per action at level 7, they get scaling damage thanks to adding proficiency bonus to the damage. Or alternatively, the creature you could summon as a Druid using Summon Fey or Summon Beast will be more powerful than your Wild Shape form.
Summon Fey cast at 4th level : AC 16, 40 hit points, 2 attacks per turn dealing 2d6+7 damage each that use your spellcasting modifier to hit, bonus action 30 ft teleport with a rider every turn.
New text of Wild Shape (per a video that was showing off the full PHB on youtube) says that Druids gain all of the proficiencies of a beast, which allows them to use their own PB for attack rolls once it starts outpacing the PB provided by the beast stat blocks. This is one way of rebalancing WS.
If that's what they meant, they really should have said so explicitly. Because that is not how I would have interpreted that phrase. Something like "The druid uses their proficiency bonus instead of the that of the beast for all d20 Tests where either they or the beast would add their proficiency bonus".
It's definitely a change from the previous version, seems clear enough to me. The next line of the text also explicitly tells you the only time you use the beast's modifiers is if they're higher than yours for skill and saving throws. Outside of those times you use your own modifiers, which would include your PB
That's the same language as in WS now, which is generally interpreted to not include attack rolls.
It's actually not.
2014 version states:
Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
2024 version states:
Your game statistics are replaced by the Beast's stat block, but you retain your creature type, Hit Points, Hit Point Dice, Intelligence, Wisdom and Charisma scores, class features, languages and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast's stat block is higher than yours, use the one in the stat block.
Bolded the pertinent parts but 2014 only grants you the skill and saving throw proficiencies of the beast, 2024 grants you all proficiencies of the beast (simply due to a very minor rewording, the second half of the sentence no longer specifically refers back to skill and saving throw proficiencies). Since you now have proficiency with the beast's attacks you can add your PB to attack rolls (Player PB + Beast STR) via the general combat rules regarding attack rolls.
The highlighted text clearly implies you don't swap your proficiency bonus for the creature's proficiency bonus when determining the modifier for stuff the creature is proficient in.
You use your proficiency bonus for stuff you are proficient in, it does not say you use your proficiency bonus for things the beast is proficient in.
If they intended you to replace the beast's proficiency bonus with your own for attacks, skills and saves they would have said so explicitly. They didn't. The only difference you are highlighting in 2014 vs 2024 language is they expanded "those" to repeat what "those" refers to. The meaning of the two sentences is identical. "those" in 2014 clearly refers to "the proficiencies" mentioned earlier in the sentence.
You also retain your class features, Proficiency Bonus is listed in the table under Druid Features, 2nd column in. Yes, it's not in the class features column of the Druid Features table, however by nature of being on the Druid Features table it is technically a class feature, which means you do in fact retain your own Proficiency Bonus for things that you are proficient in and since you gain all of the proficiencies of the beast (again, the rewording means that it's not calling back to skill and saving throw proficiencies, you get all proficiencies of the beast) then you use your own bonus for attacks.