In other words a level 4 druid can transform into four CR 1 creatures during a day, or two CR 1 creatures and four CR 1/2 creatures, etc. I would state that the total sum of the Challenge Ratings of the beasts which the druid Wild Shapes into between long rests cannot exceed the druid’s level. (At least they will if they hadn’t already read the Player’s Handbook).Īdditional Restriction: On further thought, I would add another restriction that will really tidy up this class option for me. This table sits better for me, because now the druid has a steadier rate of progression, and I believe players will enjoy more turning into a dire wolf at 4th level if they were restricted to just a normal wolf at 2nd and 3rd level. Plus I’ve thrown Circle of the Land druids a bone, by letting them access CR 2 creatures from 14th level onwards. While I’ve actually made the Wild Shape better at higher levels, so at 20th level you can turn into a T-Rex… (let’s face it, who doesn’t want to do that at some time in their D&D career!). Levelĭesign Notes: In my experience (so far), the real unbalancing aspect of Wild Shape for Circle of the Moon druids is the excess of hit points at lower levels that makes them virtually unkillable in comparison with their peers, so that’s what I’ve chipped away at in this revised table. A straight forward fix might be to create a new table that reflects the Circle of Moon’s specialisation, without going completely overboard. I can’t really understand why the designers pressed the nuclear option when it came to making Circle of the Moon so much tankier than the Circle of the Land. If like me you believe Wild Shape needs a rethink, let’s consider what we can do to change it. One character shouldn’t be 10 times or more harder to kill than the other members of the adventuring party, especially not when you consider how many other powers it picks up by virtue of the same ability. Much as I love the concept, fun and flavour of Wild Shape, this is simply overpowered and unbalancing, especially in the lower levels of the game… (where, incidentally, I play most of my D&D). you would think… “this guy is creating the most broken class of all time!” But these are all the added bonuses a druid can take advantage of, in addition to the obscene truckloads of temporary hit points it gains as a result of the Wild Shape ability. If I told you I was homebrewing a class that, on top of cleric-level spellcasting abilities, could also climb walls at 2nd level, breathe underwater at 4th level, fly at 8th level, that could shrink to the size of a mouse almost at will, gain darkvision when it wanted, gain advantage on perception rolls, move at 50ft a round, etc. □Įrm, should you really be setting fire to that tree? A fighter’s (the traditional tank!) Second Wind feature, used three times at 2nd level, would get you around 21 extra hp. That blows any comparable abilities out of the material plane of existence. Just let that sink in… and then ask: what the actual fuck!? I’m not going to crunch the numbers too much on this, but a level two Circle of the Moon druid, who might naturally have 17 hit points, could easily access 222 extra hit points during the course of an adventuring day, by Wild Shaping six times into a dire wolf with 37 hit points (and that based on a day with just two short rests). In 5th edition, Circle of the Moon druids can turn into a creature with many more hit points than itself twice in between rests, and deplete all of those hit points, before changing back to its normal form unharmed. …the druid was traditionally filed very much under ‘squishy, ranged damage dealer’ in early editions of the game, but that’s all changed dramatically with the introduction of Wild Shape. With their disdain of metallic armour and spells like call lightning (a great damage dealer… which gets a bit boring!), the druid was traditionally filed very much under ‘squishy, ranged damage dealer’ in early editions of the game, but that’s all changed dramatically with the introduction of Wild Shape. If you’ve been playing D&D for longer than half an hour, you probably know by now that tank is the phrase players use to describe the member(s) of their party who fight on the front line and soak up enemy hits, enabling more delicate rogues, rangers and wizards to contribute to the fight from a safe distance. All the druid needed was a sexy makeover! (Art by Wizards of the Coast).
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |