UA2023-DruidandPaladin and MegaphoneMan0
In February of 2023, Wizards of the Coast released a UA for OneDnD that contained a proposed rework for the Druid class. The big highlight of this rework was the wild shape, which was clearly re-worked in a way to attempt to make it more simple to manage. While I understand the goal, I think that it decimated the creativity that druids can bring to bear using their wild shape. Yes, they can still look like whatever they want, but part of the fun of TTRPGs is marrying creative flavor decisions with mechanical impact.
So, I have set out to rework it! Disclaimer: I am attempting to re-work druid in a way that maintains the spirit of what WOTC was attempting to go for in this rework. 5e druid still works, and many will probably still like it more than this rework, but the point is to set out with the same goals as WOTC and see if I can come to a better outcome. If you disagree with the base goals, you will probably not like this rework at all.
hit dice:
1d8
hit points at 1st level:
8 + your Constitution modifier
hit points at higher levels:
1d8 (or 5) + your Constitution modifier
armor proficiencies:
Light Armor, Shields
weapon proficiencies:
Simple Weapons
tools:
Herbalism Kit
saving throws:
Intelligence, Wisdom
skills:
Arcana, Animal Handling, Insight,
Medicine, Nature, Perception, Religion, Survival
starting equipment:
As a 1st-level character, you start with the following equipment, or you can forgo it and spend 50 GP on equipment of your choice.
Druidic Focus
(Quarterstaff)
Explorer's Pack
Herbalism Kit
Leather Armor
Shield
Sickle
9 GP
spellcasting:
1ST LEVEL: SPELLCASTING
You have learned to cast spells through studying
the mystical forces of nature. See the Player’s
Handbook for the rules on spellcasting. The
information below details how you use those
rules as a Druid.
Prepared Spells. You have the following spells
prepared: Cure Wounds, Druidcraft, Produce
Flame, and Thunderwave. Alternatively, you can
prepare two 0-level spells (also known as
cantrips) and two 1st-level spells of your choice
from the Primal spell list.
Whenever you finish a Long Rest, you can
meditate and replace any spell you have
prepared for this class with another Primal spell
of the same level.
At higher levels in this class, you can prepare
more spells, as shown on the Druid table. The
numbers there determine the number of
different spells you can prepare of each level. For
example, as a 4th-level Druid, you can prepare
three different 0-level spells, four different 1stlevel spells, and three different 2nd-level spells.
Spell Slots. When you cast a prepared Druid
spell, you expend a Spell Slot. The number of
Spell Slots you have of 1st-level and higher is the
same as the number of different spells you can
prepare of each level, as shown on the Druid
table. For example, as a 5th-level Druid, you have
four 1st-level Spell Slots, three 2nd-level Spell
Slots, and two 3rd-level Spell Slots.
Spellcasting Ability. Wisdom is your
Spellcasting Ability for your Druid spells.
Spellcasting Focus. You can use a Druidic
Focus as a Spellcasting Focus for the spells you
prepare for this class
class features:
1ST LEVEL: CHANNEL NATURE
The magic of nature infuses you. Tapping into
that power, you can create various magical
effects. You start with one such effect: Wild
Shape, which is described below. Other Druid
features give additional Channel Nature effect
options. Each time you use this Channel Nature,
you choose which effect to create from among
those you have from this class.
You can use Channel Nature twice. You regain
one expended use when you finish a Short Rest,
and you regain all expended uses when you
finish a Long Rest. You gain additional uses when
you reach certain Druid levels, as shown in the
Channel Nature column of the Druid table.
If a Channel Nature effect requires a saving
throw, the DC equals the Spell Save DC from this
class’s Spellcasting feature.
Wild Shape. As a Magic action, you transform
into a form that you have learned for this
feature. You start knowing one form, Animal of
the Land, which is detailed in the “Wild Shapes”
section later in this class’s description. You stay
in that form for a number of hours equal to half
your Druid level or until you use Wild Shape
again, have the Incapacitated condition, or die.
You can also end Wild Shape early as a Bonus
Action.
While in a form, its game statistics replace
yours, and your ability to handle objects is
determined by the form’s limbs, rather than your
own. You retain your personality, memories,
ability to speak, and Wild Shape. You lose access
to all your other features, such as the ability to 5
cast spells (you can continue to concentrate on
one).
When you transform, you choose whether
your equipment falls to the ground in your space
or merges into your new form. Equipment that
merges with the form has no effect until you
leave the form.
1ST LEVEL: DRUIDIC
You know Druidic, the secret language of Druids.
You can speak the language and use it to leave
hidden messages.
You and others who know this language
automatically spot such a message. Others spot
the message’s presence with a successful DC 15
Intelligence (Investigation) check but can’t
decipher it without magic.
2ND LEVEL: NATURE’S AID
You learn two more ways to use your Channel
Nature—Healing Blossoms and Wild
Companion—each of which is described below.
Healing Blossoms. As a Magic action, you
channel healing energy that appears as blooming
flowers. Choose a point within 30 feet of
yourself, and spectral flowers appear for a
moment in a 10-foot-radius sphere centered on
that point. Then roll a number of d4s equal to
your Wisdom modifier (minimum of one die),
and add the dice together. The total is the
number of Hit Points you can distribute to
creatures in that sphere. You decide the number
of Hit Points that are restored to each of those
creatures, deducting the healing from the total.
Wild Companion. You can summon a nature
spirit that assumes an animal form to aid you. As
a Magic action, you can expend a use of your
Channel Nature and cast the Find Familiar spell
without material components.
When you cast the spell in this way, the
familiar is a Fey, and it disappears when you
finish a Long Rest.
3RD LEVEL: DRUID SUBCLASS
You gain the Circle of the Moon subclass or
another Druid subclass of your choice. The Circle
of the Moon is detailed after the Druid’s class
description, and other subclasses will appear in
future Unearthed Arcana articles.
A subclass is a specialization that grants you
special abilities at certain Druid levels. For the
rest of your career, you gain each of your
subclass’s features that are of your Druid level 6
and lower. This class’s description tells you the
levels when your subclass provides features.
4TH LEVEL: FEAT
You gain the Ability Score Improvement feat or
another feat of your choice for which you qualify.
6TH LEVEL: SUBCLASS FEATURE
You gain a feature from your Druid subclass.
8TH LEVEL: FEAT
You gain the Ability Score Improvement feat or
another feat of your choice for which you qualify.
10TH LEVEL: SUBCLASS FEATURE
You gain a feature from your Druid subclass.
12TH LEVEL: FEAT
You gain the Ability Score Improvement feat or
another feat of your choice for which you qualify.
14TH LEVEL: SUBCLASS FEATURE
You gain a feature from your Druid subclass.
16TH LEVEL: FEAT
You gain the Ability Score Improvement feat or
another feat of your choice for which you qualify.
18TH LEVEL: ARCHDRUID
Whenever you roll Initiative, you regain one use
of your Channel Nature.
In addition, the primal magic that you wield
causes you to age more slowly. For every 10
years that pass, your body ages only 1 year.
19TH LEVEL: FEAT
You gain the Ability Score Improvement feat or
another feat of your choice for which you qualify.
20TH LEVEL: EPIC BOON
You gain the following benefits:
Ability Score Increase. Choose one of your
ability scores. That score increases by 2, and
this increase can raise the score above 20 but
not above 30.
Epic Boon Feat. You gain the Epic Boon of Spell
Recall or another Epic Boon feat of your
choice.
Wild Shape
When you use your Wild Shape, you transform
in to a form that incorporates the wild features
that you have chosen. You can chose a number
of wild features equal to your proficiency bonus.
You gain the abilities of these features along side
the statistics in the base Wild Shape statblock.
Wild Shape statblock:
Size |
Small, Medium or Large Terrestrial Animal (Your Creature Type Doesn't Change) |
Armor Class |
10 + WIS |
HP |
You continue to use your HP and Hit Dice |
Speed |
30 ft. |
DEX |
Equals your WIS |
STR, CON, INT, WIS, CHA |
Use your scores |
Languages |
The languages you know |
Prof Bonus |
Equals your prof bonus |
Bestial Strike |
Melee Attack: your spell attack modifier to hit, one target. Hit: 1d8 + WIS modifier bludgeoning, piercing, or slashing damage. |
Wild Features
No restrictions
------- ------- ------- ------- |
Keen Sense |
You have Advantage on Wisdom (Perception) checks that rely on smell |
|
At level 5 this feature includes checks that rely on hearing |
|
At level 9 this feature includes checks that rely on sight |
Darkvision |
You have darkvision 60 ft. |
|
At level 5 this feature's range becomes 90 ft. |
|
At level 9 this feature's range becomes 120 ft. |
|
At level 13 this feature's range becomes 150 ft. |
|
At level 17 this feature's range becomes 200 ft. |
Quick |
All of your available speeds gain +10 ft. |
|
At level 5 this feature's gain becomes +15 ft. |
|
At level 9 this feature's gain becomes +20 ft. |
|
At level 13 this feature's gain becomes +30 ft. |
|
At level 17 this feature's gain becomes +50 ft. |
Long Limbs |
Your melee attacks have reach of +5 ft. |
|
At level 9 this feature's reach becomes +10 ft. |
|
At level 17 this feature's reach becomes +15 ft. |
Bestial Strength |
While wild shaped, your STR score is equal to your WIS |
Bestial Endurance |
While wild shaped, your CON score is equal to your WIS |
Pack Tactics |
You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated. |
Burrower |
You have a burrow speed of 30ft. |
Stealthy |
You gain a bonus to all stealth checks equal to your proficiency bonus while wild shaped. |
Bioluminescence |
You glow with a natural light. You shed bright light in a 15 ft radius and dim light in a 15 ft radius. |
|
At level 5 this feature's radius' become 20ft and 20ft. |
|
At level 9 this feature's radius' become 25ft and 25ft. |
|
At level 13 this feature's radius' become 35ft and 35ft. |
|
At level 17 this feature's radius' become 50ft and 50ft. |
Charge |
If the user moves at least 20 ft in a straight line toward the target and then hits it with an attack on the same turn, the target takes an extra 4 (1d6) + WIS damage. If the target is a creature, it must succeed on a DC (11 + WIS) Strength saving throw or be knocked prone. |
Paralyzing Poison |
On a hit with Bestial Strike, the target must make a DC (8 + WIS) Constitution saving throw, taking 5 (1d8) + WIS poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. |
Spider Climb |
The user can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. |
Mountable |
The user serves as an excellent mount for their teammates. While mounted on the user, allies gain advantage on one attack per turn. |
Domestic |
The user is perceived in a benign way by casual observers. Regardless of their other traits, you appear to be a trained pet or companion of some kind. Casual observers will assume that you are under the control of a nearby ally. You gain a bonus equal to your WIS to the DC that someone would have to clear in order to perceive you as a shapeshifter. |
Savage potential |
All of the user's attacks are stronger. On a hit, roll an extra 1d8 damage. |
|
At level 9 this damage increases to 2d8. |
|
At level 17 this damage increases to 3d8. |
Constrict |
On a hit with Bestial Strike, the target is grappled (Escape DC 13 + WIS). Until this grapple ends, the target is restrained and the user cannot constrict a different target. |
Primal shield |
When the user expends a use of Channel Nature in order to wild shape, they gain temporary hit points equal to WIS + Prof |
Natural armor |
The user gains a bonus to AC equal to their WIS |
5th lvl pre-req |
------- ------- ------- ------- |
Climber |
The user gains a climbing speed of 30 ft. |
Multiattack |
You can make two Bestial Strike attacks when you take the attack action. |
7th lvl pre-req |
------- ------- ------- ------- |
|
Swimmer |
The user gains a swimming speed of 30 ft. |
Amphibious |
The user can breathe both air and water. |
Echolocation |
The user has blindsight of 100 ft. Must be able to speak for the blindsight to work. |
|
At Level 15 this sense increases to 200 ft. |
Tremorsense |
The user has tremorsense of 100 ft. Must be touching the ground for the tremorsense to work. |
|
At level 15 this sense increases to 200 ft. |
Inker |
The user gains an additional action option. Ink Cloud: A 20-foot-radius cloud of ink extends all around the user if it is Underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the user can use the Dash Action as a bonus Action. |
Hurler |
The user gains an additional attack option, the ability to hurl a projectile that they can find in the vicinity, such as a large rock. Ranged Weapon Attack: your spell attack modifier to hit, range 50/100 ft., one target. Hit: 5d6 + WIS bludgeoning damage. |
Opposable Thumbs |
The user gains the ability to use weapons while in wild shape. You may use a weapon as part of your bestial strike, replacing the base damage that bestial strike deals with the damage that the weapon deals. All other features that reference bestial strike still work with this attack, and any effects that the weapon triggers on hit work as well. |
9th lvl pre-req |
------- ------- ------- ------- |
Flyer |
The user gains a fly speed of 30 ft. |
Flyby |
The user doesn't provoke opportunity attacks when it flies out of an enemy's reach. |
Perceptive |
The user gains a bonus to perception checks equal to their WIS |
Mimicry |
The user can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. |
Weber |
The user gains a new attack option. Web (Recharge 5–6). Ranged Weapon Attack: your spell attack modifier to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). |
11th lvl pre-req |
------- ------- ------- ------- |
|
Miniature |
The user can become tiny sized once during the duration of their wild shape. This change only lasts for 10 minutes. While tiny, you deal half damage. |
13th lvl pre-req |
------- ------- ------- ------- |
Skinwalker |
While in Wild Shape, you can switch back to your normal form as a bonus action, and you can then switch back to that same wild shape form within 1 minute. Neither transformation uses a charge of Channel Nature. |
Blindsight |
The user gains blindsight out to 30 ft |
Kaiju |
The user can become huge once during the duration of their wild shape. This change only lasts of 1 minute. While huge, bestial strike deals an extra 1d8 damage. |
15th lvl pre-req |
------- ------- ------- ------- |
|
Healer |
When you use a charge of Channel Nature to Wild Shape, you can also use the nature's blossoms feature as part of the same charge. |
Bloodlust |
You have advantage advantage on melee attack rolls against any creature that doesn't have all its hit points. |
17th lvl pre-req |
------- ------- ------- ------- |
|
Primal Caster |
You can cast spells while in wild shape. You are able to perform the verbal and somatic components if it is feasible, and you do not need material components. If the spell consumes material components, you cannot cast it. |
subclass options:
CIRCLE OF THE MOON
Druids of the Circle of the Moon draw on the
magic of the moon to transform themselves and
to guard the wilds. Their order gathers under the
full moon to share news and perform rituals.
They wander the deepest parts of the
wilderness, where they might go for weeks on
end before crossing paths with another person,
let alone another Druid.
Changeable as the moon, a Druid of this circle
might prowl as a great cat one night, soar over
the treetops as an eagle the next day, and crash
through the undergrowth in bear form to drive
off a trespassing monster. The wild is in the
Druid’s blood.
3RD LEVEL: COMBAT WILD SHAPE
You have learned magical techniques that allow
you to transform quickly and to channel magical
protection while transformed, giving you these
benefits:
Abjuration Spells. While you’re in a Wild Shape
form, you can cast any spell you currently have
prepared from the Abjuration School, provided
the spell doesn’t require a material
component.
Quick Attack. You can use Unarmed Strike as a
Bonus Action.
Swift Transformation. You can use your Wild
Shape as a Bonus Action or Magic action, but
no more than once on a turn.
6TH LEVEL: ELEMENTAL WILD SHAPE
Channeling ancient lunar magic, you imbue your
Wild Shape forms with power from the
Elemental Planes. Whenever you assume a Wild
Shape form, choose one of the following damage
types: Acid, Cold, Fire, Lightning, or Thunder.
While in that form, you have Resistance to the
chosen damage type, and the form’s Bestial
Strike can deal damage of that type rather than
its normal type—with you choosing between the
types when you hit.
Your form also displays signs of the chosen
damage type. For example, if you choose Fire,
your fur in Wild Shape might flicker with
harmless flames. You choose the details.
10TH LEVEL: ELEMENTAL STRIKE
Elemental forces imbue your attacks. When you
deal damage with your Bestial Strike, the target
takes an extra 1d6 damage of the type you chose
from Elemental Wild Shape. This extra damage
increases to 2d6 when you reach 17th level in
this class.
14TH LEVEL: THOUSAND FORMS
You have learned to use lunar magic to alter
your physical form in innumerable ways. You
always have the Alter Self spell prepared, and
you can cast it without expending a Spell Slot. It
also doesn’t count against the number of spells
you have prepared.
Level | Prof, Bonus | Class Features | Channel Nature | Cantrips | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|
1st | +2 | Channel Nature, Druidic, Spellcasting | 2 | 2 | 2 | — | — | — | — | — | — | — | — | |
2nd | +2 | Nature’s Aid | 2 | 2 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Druid Subclass | 2 | 2 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Feat | 2 | 3 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | - | 3 | 3 | 4 | 3 | 2 | — | — | — | — | — | — | |
6th | +3 | Subclass Feature | 3 | 3 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | - | 3 | 3 | 4 | 3 | 3 | 1 | — | — | — | — | — | |
8th | +3 | Feat | 3 | 3 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | - | 4 | 3 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Subclass Feature | 4 | 4 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | - | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Feat | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | - | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Subclass Feature | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | - | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Feat | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | - | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Archdruid | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Feat | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Epic Boon | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |