One D&D Playtest 6: Druid
Here follow my notes on the Playtest 6 Druid class.
For more context and my Standard Disclaimer, check out the introduction to this series.
Base Class
Hoo, boy – lots of changes since the last time they showed us the Druid! Let’s go!
- Druidic (level 1) adds permanent preparation of Speak with Animals.
- Primal Order (level 1) is the Druid’s take on the Cleric’s Divine Order. You must choose between Magician (extra cantrip, WIS bonus applied to INT:Nature checks) and Warden (proficiency with Martial Weapons and Medium Armor). I like the symmetry here with the Cleric.
- Spellcasting (level 1): As with the Cleric, the number of spells that may be prepared no longer depends on spell slots. Likewise, one cantrip may be changed out on level increases, and as with the 2014 version, the entire leveled spell loadout can be changed after a long rest. This seems good and proper.
- Wild Companion (level 2) emerges from the umbrella of the prior UA’s Nature’s Aid, as Healing Blossoms has been removed. Here come the “WotC hates plant druids” complaints! Wild Companion is fueled by either a Wild Shape use or a spell slot, and the familiar disappears at the end of a long rest (in the Tasha/PHB version it disappeared after a number of hours based on your Druid level).
- Wild Shape (level 2, level 1 in prior UA, level 2 in PHB): The prior UA’s Channel Nature is gone (RIP, I liked the naming symmetry with Clerics), and Wild Shape is back to level 2. It now consumes a Bonus Action instead of an Action. Wild Shape is back to using Beast stat blocks based on CR, but with a twist – you only know a few and will have to pick them in advance. Beasts with swim speeds are now available immediately, and you gain access to beasts with fly speeds at level 8. Noteworthy here is that Druids retain the ability to speak while Wild Shaped! Another big change is that you also retain your HP rather than getting the beast’s HP. But you now do maintain your class features, species traits, languages, and feats, which means you’d keep things like Darkvision or Tremorsense that weren’t possible in the 2014 version. It’s otherwise consistent with the 2014 version. I like the mechanical improvements to Wild Shape overall, but I do hope that they’ll put a few stat blocks in the 2024 PHB so that playing a Druid doesn’t require access to the Monster Manual.
- Subclass (level 3, was level 3 in UA, was level 2 in PHB) arrives at level 3, just like other classes do now. Fine.
- Ability Score Improvement (level 4): Or another Feat.
- Wild Resurgence (level 5, level 15 in UA) has been completely redesigned. Druids can now convert a spell slot into a Wild Shape use (once per turn), or convert a Wild Shape use into a level 1 spell slot (once per long rest). This is more of the resource pool exchange market that we’ve seen on other classes, so, sure… It looks like this will be a hallmark of the 2024 release. This was also a dead level in the PHB, so this is better.
- Subclass Feature (level 6): Just as it was in prior iterations.
- Elemental Fury (level 7) lets you pick one of Potent Spellcasting (buffs damage on your Primal cantrips) or Primal Strike (extra elemental damage when in Wild Shape form – the Druid version of the Cleric’s Divine Strike). Again, this is good for customizing your Druid to be ranged or melee oriented, and this fills in another PHB dead level.
- Ability Score Improvement (level 8): Or a Feat. Why aren’t you as excited about Feats as we used to be, WotC?
- Commune with Nature (level 9) just gives you permanent preparation of Commune with Nature. I’m not sure how exciting that is, but it’s still better than the dead level this was before.
- Subclass Feature (level 10): Just as in prior iterations.
- Dead Level (level 11): Same as the PHB version. The prior UA had a Wild Shape enhancement here, but the internet hated it, so it’s gone now.
- Ability Score Improvement (level 12): Or a Feat.
- Dead Level (level 13): Same as the PHB version. This replaces the prior UA’s Alternating Forms (RIP).
- Subclass Feature (level 14): Same as prior versions.
- Improved Elemental Fury (level 15) Upgrades the Elemental Fury option selected at level 7. This was a dead level in the PHB, so this is definitely better.
- Ability Score Improvement (level 16): Or a Feat.
- Dead Level (level 17): Same as the PHB version. The prior UA had Beast Spells here, but that’s been moved to…
- Beast Spells (level 18) has been returned to level 18, and now can’t cast spells whose material components have a cost (in addition to those that consume their material components). This makes sense, and it’s still an improvement over the PHB version.
- Ability Score Improvement (level 19): Or a Feat.
- Archdruid (level 20) provides several benefits: regaining an expended Wild Shape if you have none left when rolling initiative, the ability to convert Wild Shape uses into spell slots above level 1, and slowed aging – this last incorporating level 18’s Timeless Body from the PHB. This seems fine, but I was just starting to get used to the idea of Epic Boons…
Circle of the Land
- Circle Spells (level 3, level 3 in PHB) lets Druids now change out which land they get spells from after a long rest, and changes the list of available lands and their spells. Thew new lands are Arid, Polar, Temperate, and Tropical (replacing Arctic, Coast, Desert, Forest, Grassland, Mountain, Swamp, and Underdark from the PHB). I like the increased flexibility here, which will be beneficial for campaigns that feature significant travel, and I like that there’s no overlap in the spell offerings, which makes the options feel more distinct.
- Land’s Aid (level 3, new!) does AoE damage and heals one creature of your choice within its area, and it scales as the Druid levels up. If you’re into plant-oriented Druids, this seems cool.
- Natural Recovery (level 6, level 2 in PHB) has been added back from the PHB and updated to allow casting a Circle Spell without using a spell slot once per long rest. It still does the short rest spell slot recovery once per long rest as well. I like this, but I suspect it kicks in a bit too late.
- Nature’s Ward (level 10, level 10 in PHB) has been redesigned; it now grants immunity to the Poisoned condition (instead of to “poison and disease”) as well as resistance to the damage type associated with your current Circle Spells land choice (formerly preventing being charmed or frightened by elementals and fey). This seems a lot more practical; I like it!
- Nature’s Sanctuary (level 14, level 14 in PHB) has been redesigned; it now lets you spend a Wild Shape use to create an area where you and your allies get half cover, and your allies gain your current resistance from Nature’s Ward. And the area is moveable as a Bonus Action! This is pretty cool; I really like the change from being a selfish feature to one that supports the party.
Circle of the Moon
- Circle Forms (level 3, level 2 in PHB) returns after being removed for the previous UA, giving a max CR of 1 for your Wild Shape forms.
- Combat Wild Shape (level 3, level 3 in UA, level 2 in PHB) has been heavily retooled. It now gives you an AC that’s the max of either the Beast’s or your own (including armor, but minus shields). It also provides temporary HP when transforming into a Wild Shape, lets you cast Abjuration spells (other than those that have material components with a cost or which are consumed), AND it adds Moonbeam to your prepared spells and lets you cast it without material components while in a Wild Shape. This is a very good upgrade over the 2014 version, especially since all Druids can activate Wild Shape as a Bonus Action now.
- Improved Circle Forms (level 6, level 6 in PHB) returns, replacing Elemental Wild Shape from the prior UA. It maintains the improved CR limits for Wild Shape forms, and adds the ability to choose whether a Wild Shape form does its normal damage on a hit or does Radiant instead. Practical!
- Moonlight Step (level 10, new) replaces the prior UA’s Elemental Strike and the PHB’s Elemental Wild Shape. It’s sort of like Misty Step, but also grants advantage on your next attack roll of the turn. It can be used WIS modifer times per long rest, and can be recharged in exchange for spell slots. This is pretty cool IMO, and it’s interesting that it’s sort of an inverse of Misty Step – instead of encouraging escape, it’s encouraging you to get into the fray!
- Lunar Form (level 14, new) replaces Thousand Forms from both the prior UA and PHB. It now enhances the distance that Moonbeam can be moved, and allows Moonlight Step to bring a willing, nearby friend along. Cool – let’s hear it for making repositioning more frequent and fun in D&D!
Circle of the Sea
- Circle Spells (level 3) adds various watery, stormy spells to your repertoire. It’s a pretty good list IMO, and definitely on-theme.
- Wrath of the Sea (level 3) lets you use a Bonus Action to exchange a Wild Shape use for 10 minutes of a 10-foot aura which can cause one selected foe to take Thunder damage and possibly be pushed up to 15 feet away. The damage scales based on your Wisdom modifier. This may be a bit overpowered, but it seems pretty fun; I like it.
- Aquatic Affinity (level 6) adds Water Breathing to your spell repertoire, and gives you a swim speed equal to your normal speed. Plus your non-swimmy Wild Shape forms get your swim speed too! Cue the Tabaxi underwater racing team…
- Stormborn (level 10) upgrades Wrath of the Sea to add a Fly Speed (and thus flight!) as well as resistance to Cold, Lightning, and Thunder damage while your aura is active. Heck. Yeah.
- Oceanic Gift (level 14) lets you put your Wrath of the Sea aura on an ally instead of yourself, or on both yourself AND an ally by spending an additional Wild Shape use.
Circle of the Stars
- For now this is just a pointer to the Tasha version…
- Which is weird because it has Star Map and Starry Form at level 2, but subclasses aren’t acquired until level 3. I guess those just kick in at level 3 instead?
Hot Takes
- The Druid Base Class is looking pretty good to me overall, except for the fact that it still leans into the animal angle (summon animal buddies, become an animal buddy) and other than optionally adding some elemental damage to Wild Shape, relies on subclasses (and I suppose the Primal spell list) for other nature-but-not-animals flavor. If you never want to Wild Shape, you’ll probably still be a little disappointed.
- I kinda dig Circle of the Land now – it’s more flexible, practical, emphasizes the non-animal aspects of being a Druid, and makes you more of a team player at higher levels.
- The new Circle of the Moon looks pretty great if you’re into Wild Shape.
- Circle of the Sea is a really nice way to round out the Druid offerings, and looks like it’s pretty cool. It feels kind of like a better Storm Sorcery Sorcerer.
- Circle of the Stars doesn’t get any tweaks at all? Looks like somebody didn’t get their homework done on time!
- Wild Shape uses is a terrible name for this resource pool and should be changed while it’s still possible. Call it “Primal Energy Points” or something like that, and it’ll feel better for using it to fuel abilities that aren’t Wild Shape transformations.
All in all, this is a huge improvement over the Druid from the previous UA, and the updated subclasses all seem fun to play. I haven’t wanted to play a Druid before, but now I do – probably Circle of the Sea or Circle of the Land depending on the campaign, or Circle of the Moon to go all-in on Wild Shape transformations.
Lukewarm Takes
I do still think it’ll be a bit of a pain to go poring through the Monster Manual to compare different Wild Shape stat blocks, but at least having to prepare them in advance means it won’t slow actual gameplay. But I can also see some DMs not being too happy about players exploring a DM-oriented resource and possibly falling down a metagaming rabbit hole. So, yeah. WotC should probably do something about that.