Wednesday, July 5, 2023

PHB 6 Class Review: Druid

 So, we already looked at the changes to Wild Shape, which would surely be the most controversial change to the class (to sum it up, it's more similar to the old version, though nerfed as expected). But let's look at the class as a whole.

Level 1:

Druidic now includes not just the special language, but also gives you Speak with Animals always prepared. Weirdly, non-Druids now use Intelligence (Investigation) checks to spot messages left with it, rather than Wisdom (Perception).

    So, that's a fun buff, and gives you access to a spell you'll probably not be preparing very often.

Primal Order is a new feature that is similar to Divine Order for Clerics. At level 1, you pick between Warden or Magician.

Wardens get training in Medium Armor and Martial Weapons.

Magicians get an extra Primal cantrip, and they can add their wisdom modifier to Intelligence (Nature) checks.

    So, on the Magician side of things, like with the Cleric, I like that this allows you to get a decent bonus to your Nature checks - something that a Druid should in theory be good at, but usually isn't as good as an Intelligence-based class.

    Warden I think is actually more appealing than the Cleric's Protector, because Medium Armor makes it far easier for classes that don't prioritize Dexterity to get a decent AC - you'll only need 14 Dex to wind up with an AC of 18 in Scale Mail and a Shield - the Cleric is upgrading from Medium to Heavy, which is not as noticeable. On top of that, Moon Druids are almost sure to pick Warden thanks to their ability to use their own AC in Wild Shape.

Spellcasting works more or less the same as it always did, though you're using the Primal spell list rather than the Druid one - which are more or less the same. Like the Cleric, though, your max prepared spells is now a flat amount, rather than your Wisdom modifier plus Druid level. This winds up likely nerfing the number of spells you can prepare - at level 20, you get 22, when current Druids will probably get 25.

2nd level:

So, first off, Channel Nature is gone - instead we're back to expending "uses of Wild Shape" for alternate features. Mark me down as finding this disappointing, as I found Channel Nature to be a more elegant solution, but oh well. Thanks to alphabetical order, we also see a feature that uses these charges before we define them.

Wild Companion lets you expend a spell slot or a use of Wild Shape to cast Find Familiar without material components. Casting the spell this way causes the familiar to be Fey and it will disappear when you finish a long rest.

    So, this does allow you to get a temporary familiar even if you want to hold onto your Wild Shapes. So this is a buff.

Wild Shape is a lot more similar to its original version, but there are some changes.

First off, all Druids now Wild Shape as a bonus action, rather than an action.

Rather than picking from any eligible Wild Shape form, though, you prepare a certain number of potential shapes when you finish a long rest, similar to your spells. You start with three forms of CR 1/4 or lower that are Beasts and lack a fly speed. (There's no limit on swim speeds anymore). You can swap out one of your prepared forms on each Long Rest.

At 4th level, you can have a 4th form prepared, and the max CR goes up to 1/2. At level 8, you get a 5th prepared form, the max CR goes up to 1, and you can now choose forms with a fly speed.

You start with 2 uses per short or long rest, but at higher levels you get more - 3 at level 6 and 4 at level 17.

While transformed, you take on the Beast's statistics, but you retain your Hit Points, Hit Dice, Intelligence, Wisdom, and Charisma scores, as well as your class features, species traits, languages, and feats, as well as your skill and saving throw proficiencies, while also gaining those of the creature (you can use the beast's proficiencies if they're better than yours). As before, you don't get legendary or lair actions.

You can't cast spells while in Wild Shape, but you can maintain Concentration on spells you've already cast and you can perform actions that are part of a spell after it's cast, like using Call Lightning.

Finally, your ability to handle objects is based on the form you pick. As before, you choose whether your equipment falls off when you shift or if it merges into your form. The DM gets the final word on whether a piece of equipment can be worn in your new form. Equipment that merges with your form doesn't have an effect on your until you leave the form (I might need to read how this interacts with Moon Druids a bit closer, but I think this is a "specific trumps general" kind of situation).

    Phew, ok - so obviously this nerfs the survival effect of having the giant pool of HP (something Moon Druids get a little compensation for) but there is one benefit that you might not notice - if you turn into a Spider to sneak into some enemy base, getting stepped on is probably not going to knock you out of the form, as you stay transformed as long as you're still above 0 HP - that'll be a really tough spider.

I'll confess I liked the idea of template stat blocks for this feature, even if the ones in the previous test left something to be desired (in particular, I liked using your spell attack bonus as the attack bonus for your beast form) but I think this manages to strike a decent compromise, and the limit on how many forms you can prepare will also rein it in a little bit.

Still, I think that any non-Moon Druid is basically going to only use this for utility, and will likely not make use of it much as a combat tactic (except perhaps shifting into a fast form to cross the battlefield). That might be fine, though.

3rd level:

This is when you now pick up your subclass.

4th level:

ASI/Feat

5th level:

Wild Resurgence is a new feature. If you're out of Wild Shape uses, you can expend a spell slot of any level once per turn (no action required) to get one. Alternatively, once per Long Rest, you can expend a Wild Shape charge to get a 1st level spell slot.

    Naturally, if you use these charges a lot, getting a way to get them back is very welcome. And if you never use it, you'll be able to get another spell slot back (Land Druids might have some weird ways to game this with their Recovery feature).

    I think the Long Rest restriction for getting spell slots is likely to prevent some weird Coffee-Lock-like gameplay. Because you could get a spell slot back right before a short rest, then rest and get back all your Wild Shape charges.

    Overall, this is a nice flexibility feature, and I imagine the theorycrafters are going to find some way to exploit the shit out of it.

6th level:

Subclass feature.

7th level:

Elemental Fury is very similar to the Cleric's Blessed Strikes. You can choose between Potent Spellcasting or Primal Strike.

Potent Spellcasting works the same as it does for the Cleric - you add your Wisdom modifier when you deal damage with a Primal cantrip.

Primal Strike lets you add damage once a turn when you hit a creature within a weapon or a Beast form's attack in Wild Shape. The damage is equal to 1d8 Cold, Fire, Lightning, or Thunder damage (your choice when you hit).

    So, with Druids more often focusing on melee attacks, I think the Primal Strike option might be better than the Divine Strike. What I'm noticing here is a lot of parallels with the Cleric (and this won't be the last). In terms of strict damage, we're looking at probably 5 more damage once you hit level 8 with Potent Spellcasting or 4.5 damage on average with Primal Strike (doubled on crits).

8th level:

ASI/Feat

9th level:

Druids now automatically get Commune with Nature prepared. Which, you know, is similar to how a Cleric gets Commune.

    It's thematic, but boy it's really crazy how much they're doing to align the Druid and Cleric. Still, I feel the same as I do about the Cleric's Commune - this is a spell you will probably not think to prepare, and always having access to it means you're more likely to actually use it, so I like it.

10th level:

Subclass feature.

11th level:

Just 6th level spells.

12th level:

ASI/Feat

13th level:

Just 7th level spells.

14th level:

Subclass feature.

15th level:

Improved Elemental Fury (again, kind of like Improved Blessed Strikes) improves you choice at level 7.

Potent Spellcasting increases the range of any Primal cantrip that has a range of 10 feet or greater by 300 feet.

Primal Strike's damage bonus goes up to 2d8.

    So, your Thorn Whip just became a sniper's tool. I don't think this is going to be as amazing as the temp hit points the Cleric gets to toss around, but the Druid is positioned as less of a dedicated healer. You certainly won't say no to this bonus. Meanwhile the Primal Strike damage is probably very welcome for anyone who uses melee attacks (actually, if you use a ranged weapon I think you still get this).

16th level:

ASI/Feat

17th level:

Just 9th level spells.

18th level:

Beast Spells is worded a little differently (you can speak in the new Wild Shape, so it's not about verbal components specifically anymore) but basically this works the same - you can now cast spells in Beast form as long as they don't have a material component that is consumed or costs a certain amount - essentially, your Beast Form is your spell focus.

19th level:

ASI/Feat.

20th level:

Archdruid has received some changes.

First off, rather than simply having unlimited Wild Shape charges, you now regain one if you're out and your roll Initiative. 

    Given that most Druids don't get extra HP from Wild Shape anymore, and you can't be knocked out of it as easily, I think this change shouldn't be too problematic.

You can also now convert uses of Wild Shape into a spell slot (no action required,) and you can choose a number of unexpended uses and get 2 levels per use expended. So, for example, you can expend 2 uses to get a 4th-level slot. You can only do this once per Long Rest.

    This aspect more or less acts as a buff to Wild Resurgence, letting you get higher-level slots. That said, as separate features, this means you can now expend some number of uses to get one spell slot with this feature, and then another use with Wild Resurgence, getting two spell slots out of your Wild Shapes.

Finally, you now age slower, aging only 1 year for each 10 years that pass.

    This of course was the 18th level feature, Timeless Body, pushed back here. And it's basically flavor.

Ok, so let's sum up our analysis:

The Druid doesn't really lose any features from its 2014 incarnation, though there's some shuffling around. We will, of course, be seeing a different version of Wild Shape, but this one, compared to the one seen in the previous playtest, is a lot more similar to the 2014 version.

I wouldn't mind another crack at this - perhaps more ways to alter the combat statistic of the beasts you choose - but I think this version is likely to leave more people happy than the previous version. Once again, though, it does place some limitations on the power level of Beasts in future D&D design, but in fairness, the CR limitations are there (and Polymorph is just as if not more guilty).

Ultimately, I think we'll have to go through the Primal spell list to really come to a verdict on the Druid as a whole - I think after I go through the classes, I'll have to look at those lists.

Still, I think the Druid is standing on solid ground now.

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