Druid video today. Where will wildshape land?
We saw three druids in the playtest, and each was meaningfully different. The most recent look at the class was in PT8 (UA Playtest document 8); with the Moon Druid in PT8, and Land Druid and Sea Druid in PT6, with the Stars Druid in Tasha's. What will change? What will be revealed? Will it be feasible to pick an combat animal shape and stick with it through 20 levels? Let's find out!
OVERVIEW
Narrator: His questions would not be answered.
SUBCLASSES
Land
We saw three druids in the playtest, and each was meaningfully different. The most recent look at the class was in PT8 (UA Playtest document 8); with the Moon Druid in PT8, and Land Druid and Sea Druid in PT6, with the Stars Druid in Tasha's. What will change? What will be revealed? Will it be feasible to pick an combat animal shape and stick with it through 20 levels? Let's find out!
OVERVIEW
- "there is a ton of new in the druid": but it was all in the playtest materials. Very little to see here. "the final version has elements people didn't get to see" in the playtest, however everything they discuss was in the playtest documents.
- Primal order choice at level 1: Warden or Magician. Warden gives proficiency in Medium armor and martial weapons; Magician gives cantrip and nature checks (and so =PT8). Magician incentivizes not dumping Intelligence.
- no mention of metal armor; presumably any restriction is now gone.
- Druidic includes speak with animals prepared.
- Wildshape (as in PT8): as a bonus action; wild companion option from Tasha's for a familiar; you can speak; spellslot for another wildshift at 5.
- NO MENTION OF BEAST FORMS IN THE PHB.
- At level 7, Elemental Fury choice not determined by level 1 choice; you can mix-and-match. (would you want to?) Improved at level 15 -- extra range option works at range while flying, if you want.
- new cantrips: Starry Wisp (ranged spell attack in PT8) and Elementalism (PT6).
Narrator: His questions would not be answered.
SUBCLASSES
Land
- Almost all as in PT6. This is "all about your spellcasting".
- you choose your land type every long rest. Arid, Polar, Temperate, Tropical (as in PT6).
- use wildshape at 3 to create "eruption of nature magic" (harms and heals). Expanded at 14 to include resitances.
- Two damage resistances at 10 (with flexibility: poison plus one determined by land type
- wanted to "make sure we don't have the Aquaman problem".
- NEW: Water breathing replaces Sleet storm on the subclass spell list.
- Almost everything exactly as in PT8: AC is "more reliable"; gain in temporary hit points instead of just taking over the creature's hit points. (a nerf, but a needed one). (Crawford ties it to abilities that activate when you get zero hp;
- NEW: subclass spell list given (it is different from PT8):
- 3: cure wounds, moon beam, starry wisp (unchanged)
- 5: conjure animals (replacing Vampiric touch)
- 7: fount of Moonlight (new spell, as in PT8)
- 9: mass cure wounds (replacing Dawn).
- like Tasha's, but starting now at level 3. Enhanced by core class, but no specific changes made.