Hawk Diesel
Adventurer
[MENTION=57494]Xeviat[/MENTION]
So I've been doing a lot of consideration of 5e mechanics lately, and I've finally gotten to tackle the Druid, at least in part. In my opinion, Wildshape is one of the most problematic abilities in the game for the following reasons.
1) I find that CR is a terrible method for standardizing character class abilities. There is just too much variability across a given CR, even more so than the variability you might find between spells of a given level.
2) The changes to the character are dramatic. This requires more record keeping and preparation for players. This is especially bad for new players.
3) There is high potential to slow down the game.
4) The Monster Manual should not be a player resource like a spell section of the PHB.
So, what is the point of Wildshape, and what are we trying to achieve with the ability? Do we want a simulationist approach where the goal is for player to actually assume the exact statistics of the creature? Or do we want changes that allow the character to have improved exploration, movement, and combat options, but exact changes or fidelity to the assumed "form" are less important? And what about druids who wish to transform into other creatures? Shouldn't wildshape just as easily support concepts that could be "skinned" as monsters, giant insects, or lycanthropes? If so, obviously the statistics of such creatures are less important, since by the current rules such creatures are either too powerful or otherwise prohibited.
So I have a couple of goals with my new design.
1) Wild shape changes are streamlined and minimized. You can track any necessary changes within the space of your normal character sheet.
2) Wild shape changes reduce potential to slow down the game. Slow down occurs when you are flipping through the Monster Manual, trying to figure out which form will give you the most benefit in the given situation, needing to find your pre-printed additional sheets for your various Wild Shape forms, or for new players needing to find information because the format for creatures is different than the format of your character sheet.
3) Wild shape changes eliminate using the Monster Manual and future supplements as a necessary player resource, also limiting power creep. Additionally, the distinction between what is a "natural beast" versus "Magical Beast" versus every other creature type in the Monster Manual is artificial. Wild Shape should be broad enough to provide space for players to have greater freedom regarding how their particular druid uses wild shape, while maintaining a standardized format.
4) Wild shape changes make the Druid class more accessible to new players and reduces complexity, need for player preparation, and record keeping.
5) Wild Shape changes from a simulationist ability with specific rules for each form into a more narrative ability (I have no idea if that is the right word I'm looking for) that broadens how Wild Shape is executed while still addressing the underlying problems that Wild Shape was meant to solve. [This design goal was added in EDIT #4]
So here is what I've developed to address these problems and achieve my desired goals. I am still working on the wording of the abilities, so please point out any ways to improve clarity or wording in the style of typical 5e language.
Wild Shape
At 2nd level your connection to nature allows you to take on the forms and characteristics of the wild. On your turn, you can enter a Wild Shape as an action.
While in Wild Shape, you gain the following benefits if you:
• You may change your size to Tiny, Small, Medium, or Large
• You gain Temp HP equal to half your druid level (rounded up). Any remaining Temp HP are lost when you revert to your normal form.
• You Speed becomes 40ft with your Primary Movement Mode and 20ft with your Secondary Movement Mode
• You gain Darkvision 60ft
• You gain advantage on Wisdom (Perception)
• When you first enter Wild Shape, choose Strength (Athletics), Dexterity (Acrobatics), Dexterity (Stealth), or Widsom (Survival). For the duration of your current Wild Shape, you gain advantage on the chosen ability checks.
• You gain a natural attack that is modified by your strength or dexterity bonus (your choice). It deals 1d4 damage. At the time of your wild shape you can choose the form your attack takes. Options include claw/slashing, bite/piercing, slam/bludgeoning, or venom/poison. Once this option is chosen, you cannot change it until you enter a different Wild Shape form.
You cannot cast spells while in Wild Shape, but you can maintain concentration on any ongoing spells, as well as take actions that are part of the ongoing spell.
Your Wild Shape lasts for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. If you are knocked unconscious, drop to 0 hit points, or die your revert to your normal form. You can also end your Wild Shape on your turn as a bonus action.
Once you have used Wild Shape two times, you must finish a short or long rest before you can Wild Shape again.
[sblock=Reasoning]This is meant for all druids (Moon or otherwise) to be able to move around quickly, act as a scout (hence advantage on Perception and Stealth checks), be able to absorb a bit of damage if they encounter a trap or ambush (hence the Temp HP), and to be able to do something if forced into a fight. This is not meant to be a form you could fight in. If you are a non-Moon Druid, you will probably end your Wild Shape and go with your spellcasting in a fight. If you are a Moon Druid, you're going to have your Combat Wild Shape abilities.
Also I understand that this Wild Shape form requires a bit of MAD. That is intentional. No Druid should be using this form for combat or saving throws unless they have no choice. This form is strictly for the exploration stage of the game. Would anyone feel comfortable adding a Wild Shape mechanic to the Wizard? Don't forget that in addition to Wild Shape, Armor, and higher HP, Druids are full casters. To give them more than this as a basic ability without archetype enhancement seems too strong for balance purposes. Druids should be relatively on par with a Bard. In terms of complexity, I see this Wild Shape ability to be relatively on par with a Barbarian's Rage class feature.[/sblock]
Movement Modes
When you first enter your Wild Shape, you can choose a Primary and Secondary movement mode. Once your movement mode is chosen, it remains for the duration of your Wild Shape. You can change your movement modes with subsequent uses of Wild Shape. The movement mode options available to you are based on your druid level, as determined by the chart below.
Druid Level - Movement Modes
2 - Walking, Climbing
4 - Swimming (Placing Swim Speed as your primary movement mode gives you the ability to breathe water)
6 - Burrow (Can only be placed as your secondary movement mode)
8 - Flying, Spider Climb
[sblock=Reasoning]I think allowing druids access to choose their movement modes and to combine multiple types allows flexibility in how they design their own wild shape based on the problem they are attempting to solve.[/sblock]
Circle of the Moon Druids gain the following Wild Shape options at 2nd level and 10th level respectively.
Combat Wild Shape
When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.
Additionally, your Wild Shape changes as follows:
• You gain Temp HP equal to your druid level. Any remaining Temp HP are lost when you revert to your normal form.
• You may use your normal AC or 10 + Dexterity modifier + Wisdom modifier (whichever is higher).
• Your natural attack increases to 1d8, and is modified by your wisdom score for attack and damage. The damage of your natural attack increases to 2d8 at level 5, 3d8 at level 11, and 4d8 at level 17.
Finally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
[sblock=Reasoning]This gives you a decent amount of Temp HP, Unarmored Defense as an option if better than your normal AC, and a cantrip-like natural attack that is modified by wisdom. Combined with sacrificing spell slots to fuel your own healing as a bonus action, this should theoretically accomplish what most of a normal Moon Druid's forms could achieve at their given level. They won't get the various rider's or abilities such as grapple, constrict, poison, charge, and so on. I don't know how I want to address that. My eyeball tells me its ok as is, but adding a rider upon the attack might not be a bad idea either. Or perhaps allowing you to use a bonus action to grapple/shove/disarm would provide a relative equivalent to most riders found among beast options in the Monster Manual.
As most of your abilities will be in some way modified by Wisdom, it reduces MAD. Yes, you do maintain your save proficiencies and skill proficienies. Some may see this as a problem. But I don't. Wildshape should be able to be reasonably able to engage in combat compared to a fighter, barbarian, or paladin. They will do similar damage to the Fighter, have similar AC to the Barbarian, increased HP relative to their own, and at will healing as a bonus action to keep them going. Why would they need much more than that?[/sblock]
Elemental Wildshape
At 10th level, you can expend two uses of Wild Shape at the same time to transform into an elemental. When you use this ability you assume your Combat Form with the following adjustments:
• You gain Temp HP equal to twice your druid level. Any remaining Temp HP are lost when you revert to your normal form.
• When you wild shape into your elemental form you can choose acid, cold, fire, lightning, or thunder. For the duration of your wild shape your attacks now deal the chosen damage type.
• For the duration of your wild shape you gain immunity to the damage type chosen at the start of your wild shape.
[sblock=Reasoning]You now get to choose a flexible damage type and energy immunity, with double temp HP, for the cost of 2 wild shape uses. As a frontline combatant, that is a pretty good bonus in my opinion compared to a fighter, paladin, or barbarian.
To me, this allows you to represent becoming an elemental in a way that is "good enough" without also taking on the NUMEROUS resistances, immunities, and additional combat abilities.[/sblock]
EDIT: Added reasoning bubbles beneath each ability.
EDIT #2: Combined the Swift and Exploration forms into a singe one. There wasn't enough differentiating them to merit both existing.
EDIT #3: Redesigned the format of Wild Shape. It presents more similarly to the Barbarian's Rage ability, as I believe Wild Shape and Rage should share some characteristics. This is a more parsimonious format for the ability compared to the original presented in the PHB. It also better demonstrates that the relative complexity of the class feature is more similar to abilities like Rage. Using this version of Wild Shape allows you to track every change using information already available to you on your character sheet, rather than having to either flip through the Monster Manual, carry additional papers of photocopied Wild Shapes, or additional character sheets to represent different wild shaped forms. It continues to solve the problem that Wild Shape seems to me to have been designed to address (non-Moon Druid exploration abilities) while also standardizing the ability and giving the player grerater freedom/flexibility regarding how the Wild Shape presents (could be a beast, insect, lycanthrope, or even just a more beastial type of human). Finally, I have removed the restriction of druids being unable to speak in Wild Shape, or that their equipment becomes non-functional. I don't feel the restriction is necessary, and I personally don't see the need to include it in order to explain that Druids cannot cast spells while in Wild Shape. This way a druid can imagine just taking on a more animalistic spirit or be a lycanthrope. They can continue to use their hands, equipment, and speak ect.
I have also edited the Moon Circle Wild Shape to reflect being an adjustment to Wild Shape, rather than a separate kind of form.
Obviously, this is a very NON-simulationist design. Those who enjoy or strive for simulationist game mechanics will likely not appreciate or desire such changes as proposed here.
EDIT #4: Expanded and clarified my design goals.
EDIT #5: Wild Shape originally granted advantage on Perception and Stealth Checks. Now Wild Shape grants advantage on Perception, and your choice of Athletics, Acrobatics, Stealth, and Survival. This gives you a bit more sense of changing into strong forms versus nimble forms versus silent or hardy forms.
So I've been doing a lot of consideration of 5e mechanics lately, and I've finally gotten to tackle the Druid, at least in part. In my opinion, Wildshape is one of the most problematic abilities in the game for the following reasons.
1) I find that CR is a terrible method for standardizing character class abilities. There is just too much variability across a given CR, even more so than the variability you might find between spells of a given level.
2) The changes to the character are dramatic. This requires more record keeping and preparation for players. This is especially bad for new players.
3) There is high potential to slow down the game.
4) The Monster Manual should not be a player resource like a spell section of the PHB.
So, what is the point of Wildshape, and what are we trying to achieve with the ability? Do we want a simulationist approach where the goal is for player to actually assume the exact statistics of the creature? Or do we want changes that allow the character to have improved exploration, movement, and combat options, but exact changes or fidelity to the assumed "form" are less important? And what about druids who wish to transform into other creatures? Shouldn't wildshape just as easily support concepts that could be "skinned" as monsters, giant insects, or lycanthropes? If so, obviously the statistics of such creatures are less important, since by the current rules such creatures are either too powerful or otherwise prohibited.
So I have a couple of goals with my new design.
1) Wild shape changes are streamlined and minimized. You can track any necessary changes within the space of your normal character sheet.
2) Wild shape changes reduce potential to slow down the game. Slow down occurs when you are flipping through the Monster Manual, trying to figure out which form will give you the most benefit in the given situation, needing to find your pre-printed additional sheets for your various Wild Shape forms, or for new players needing to find information because the format for creatures is different than the format of your character sheet.
3) Wild shape changes eliminate using the Monster Manual and future supplements as a necessary player resource, also limiting power creep. Additionally, the distinction between what is a "natural beast" versus "Magical Beast" versus every other creature type in the Monster Manual is artificial. Wild Shape should be broad enough to provide space for players to have greater freedom regarding how their particular druid uses wild shape, while maintaining a standardized format.
4) Wild shape changes make the Druid class more accessible to new players and reduces complexity, need for player preparation, and record keeping.
5) Wild Shape changes from a simulationist ability with specific rules for each form into a more narrative ability (I have no idea if that is the right word I'm looking for) that broadens how Wild Shape is executed while still addressing the underlying problems that Wild Shape was meant to solve. [This design goal was added in EDIT #4]
So here is what I've developed to address these problems and achieve my desired goals. I am still working on the wording of the abilities, so please point out any ways to improve clarity or wording in the style of typical 5e language.
Wild Shape
At 2nd level your connection to nature allows you to take on the forms and characteristics of the wild. On your turn, you can enter a Wild Shape as an action.
While in Wild Shape, you gain the following benefits if you:
• You may change your size to Tiny, Small, Medium, or Large
• You gain Temp HP equal to half your druid level (rounded up). Any remaining Temp HP are lost when you revert to your normal form.
• You Speed becomes 40ft with your Primary Movement Mode and 20ft with your Secondary Movement Mode
• You gain Darkvision 60ft
• You gain advantage on Wisdom (Perception)
• When you first enter Wild Shape, choose Strength (Athletics), Dexterity (Acrobatics), Dexterity (Stealth), or Widsom (Survival). For the duration of your current Wild Shape, you gain advantage on the chosen ability checks.
• You gain a natural attack that is modified by your strength or dexterity bonus (your choice). It deals 1d4 damage. At the time of your wild shape you can choose the form your attack takes. Options include claw/slashing, bite/piercing, slam/bludgeoning, or venom/poison. Once this option is chosen, you cannot change it until you enter a different Wild Shape form.
You cannot cast spells while in Wild Shape, but you can maintain concentration on any ongoing spells, as well as take actions that are part of the ongoing spell.
Your Wild Shape lasts for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. If you are knocked unconscious, drop to 0 hit points, or die your revert to your normal form. You can also end your Wild Shape on your turn as a bonus action.
Once you have used Wild Shape two times, you must finish a short or long rest before you can Wild Shape again.
[sblock=Reasoning]This is meant for all druids (Moon or otherwise) to be able to move around quickly, act as a scout (hence advantage on Perception and Stealth checks), be able to absorb a bit of damage if they encounter a trap or ambush (hence the Temp HP), and to be able to do something if forced into a fight. This is not meant to be a form you could fight in. If you are a non-Moon Druid, you will probably end your Wild Shape and go with your spellcasting in a fight. If you are a Moon Druid, you're going to have your Combat Wild Shape abilities.
Also I understand that this Wild Shape form requires a bit of MAD. That is intentional. No Druid should be using this form for combat or saving throws unless they have no choice. This form is strictly for the exploration stage of the game. Would anyone feel comfortable adding a Wild Shape mechanic to the Wizard? Don't forget that in addition to Wild Shape, Armor, and higher HP, Druids are full casters. To give them more than this as a basic ability without archetype enhancement seems too strong for balance purposes. Druids should be relatively on par with a Bard. In terms of complexity, I see this Wild Shape ability to be relatively on par with a Barbarian's Rage class feature.[/sblock]
Movement Modes
When you first enter your Wild Shape, you can choose a Primary and Secondary movement mode. Once your movement mode is chosen, it remains for the duration of your Wild Shape. You can change your movement modes with subsequent uses of Wild Shape. The movement mode options available to you are based on your druid level, as determined by the chart below.
Druid Level - Movement Modes
2 - Walking, Climbing
4 - Swimming (Placing Swim Speed as your primary movement mode gives you the ability to breathe water)
6 - Burrow (Can only be placed as your secondary movement mode)
8 - Flying, Spider Climb
[sblock=Reasoning]I think allowing druids access to choose their movement modes and to combine multiple types allows flexibility in how they design their own wild shape based on the problem they are attempting to solve.[/sblock]
Circle of the Moon Druids gain the following Wild Shape options at 2nd level and 10th level respectively.
Combat Wild Shape
When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.
Additionally, your Wild Shape changes as follows:
• You gain Temp HP equal to your druid level. Any remaining Temp HP are lost when you revert to your normal form.
• You may use your normal AC or 10 + Dexterity modifier + Wisdom modifier (whichever is higher).
• Your natural attack increases to 1d8, and is modified by your wisdom score for attack and damage. The damage of your natural attack increases to 2d8 at level 5, 3d8 at level 11, and 4d8 at level 17.
Finally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
[sblock=Reasoning]This gives you a decent amount of Temp HP, Unarmored Defense as an option if better than your normal AC, and a cantrip-like natural attack that is modified by wisdom. Combined with sacrificing spell slots to fuel your own healing as a bonus action, this should theoretically accomplish what most of a normal Moon Druid's forms could achieve at their given level. They won't get the various rider's or abilities such as grapple, constrict, poison, charge, and so on. I don't know how I want to address that. My eyeball tells me its ok as is, but adding a rider upon the attack might not be a bad idea either. Or perhaps allowing you to use a bonus action to grapple/shove/disarm would provide a relative equivalent to most riders found among beast options in the Monster Manual.
As most of your abilities will be in some way modified by Wisdom, it reduces MAD. Yes, you do maintain your save proficiencies and skill proficienies. Some may see this as a problem. But I don't. Wildshape should be able to be reasonably able to engage in combat compared to a fighter, barbarian, or paladin. They will do similar damage to the Fighter, have similar AC to the Barbarian, increased HP relative to their own, and at will healing as a bonus action to keep them going. Why would they need much more than that?[/sblock]
Elemental Wildshape
At 10th level, you can expend two uses of Wild Shape at the same time to transform into an elemental. When you use this ability you assume your Combat Form with the following adjustments:
• You gain Temp HP equal to twice your druid level. Any remaining Temp HP are lost when you revert to your normal form.
• When you wild shape into your elemental form you can choose acid, cold, fire, lightning, or thunder. For the duration of your wild shape your attacks now deal the chosen damage type.
• For the duration of your wild shape you gain immunity to the damage type chosen at the start of your wild shape.
[sblock=Reasoning]You now get to choose a flexible damage type and energy immunity, with double temp HP, for the cost of 2 wild shape uses. As a frontline combatant, that is a pretty good bonus in my opinion compared to a fighter, paladin, or barbarian.
To me, this allows you to represent becoming an elemental in a way that is "good enough" without also taking on the NUMEROUS resistances, immunities, and additional combat abilities.[/sblock]
EDIT: Added reasoning bubbles beneath each ability.
EDIT #2: Combined the Swift and Exploration forms into a singe one. There wasn't enough differentiating them to merit both existing.
EDIT #3: Redesigned the format of Wild Shape. It presents more similarly to the Barbarian's Rage ability, as I believe Wild Shape and Rage should share some characteristics. This is a more parsimonious format for the ability compared to the original presented in the PHB. It also better demonstrates that the relative complexity of the class feature is more similar to abilities like Rage. Using this version of Wild Shape allows you to track every change using information already available to you on your character sheet, rather than having to either flip through the Monster Manual, carry additional papers of photocopied Wild Shapes, or additional character sheets to represent different wild shaped forms. It continues to solve the problem that Wild Shape seems to me to have been designed to address (non-Moon Druid exploration abilities) while also standardizing the ability and giving the player grerater freedom/flexibility regarding how the Wild Shape presents (could be a beast, insect, lycanthrope, or even just a more beastial type of human). Finally, I have removed the restriction of druids being unable to speak in Wild Shape, or that their equipment becomes non-functional. I don't feel the restriction is necessary, and I personally don't see the need to include it in order to explain that Druids cannot cast spells while in Wild Shape. This way a druid can imagine just taking on a more animalistic spirit or be a lycanthrope. They can continue to use their hands, equipment, and speak ect.
I have also edited the Moon Circle Wild Shape to reflect being an adjustment to Wild Shape, rather than a separate kind of form.
Obviously, this is a very NON-simulationist design. Those who enjoy or strive for simulationist game mechanics will likely not appreciate or desire such changes as proposed here.
EDIT #4: Expanded and clarified my design goals.
EDIT #5: Wild Shape originally granted advantage on Perception and Stealth Checks. Now Wild Shape grants advantage on Perception, and your choice of Athletics, Acrobatics, Stealth, and Survival. This gives you a bit more sense of changing into strong forms versus nimble forms versus silent or hardy forms.
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