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UA2023-DruidandPaladin and MegaphoneMan0

OneDnD Druid - MegaphoneMan0 rework

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.
LevelProf, BonusClass FeaturesChannel NatureCantrips1st2nd3rd4th5th6th7th8th9th
1st+2Channel Nature, Druidic, Spellcasting222
2nd+2Nature’s Aid223
3rd+2Druid Subclass2242
4th+2Feat2343
5th+3-33432
6th+3Subclass Feature33433
7th+3-334331
8th+3Feat334332
9th+4-4343331
10th+4Subclass Feature4443332
11th+4-44433321
12th+4Feat44433321
13th+5-444333211
14th+5Subclass Feature444333211
15th+5-4443332111
16th+5Feat4443332111
17th+6-44433321111
18th+6Archdruid44433331111
19th+6Feat44433332111
20th+6Epic Boon44433332211

Created by

MegaphoneMan0.

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