Fixing Druids
Friday, March 28th, 2025 19:32![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Druids get a bad rep in D&D space. A lot of that is because their mechanics can be a bit confusing and non-intuitive compared to the more straightforward Cleric and Wizard. Once players figure out that Druids are meant to be doing all they can to maintain powerful concentration spells during combat and provide control for the team, Druids perform significantly better.
However, the problem remains that Wild Shape, the core Druid mechanic, doesn't have synergy with spell casting. And while a Druid is not meant to do a lot of spell slinging, being able to drop concentration on one spell while switching to another spell is very important as part of the reaction to battlefield changes. With this in mind, I propose the following changes to make Druid more beginner friendly without stripping the Druid of their "nature mage" feeling.
Druid Hack
New Wild Shape, apply these changes: Instead of taking a full action to use Wild Shape, you now use a bonus action, leaving the action free to attack or cast a spell. In addition, flying and swim speed restrictions are removed, only CR limits remain. You gain a number of uses of Wild Shape equal to your proficiency bonus and you regain all expended uses after a short or long rest.
Wild Shape Synergy #1: While in Wild Shape, you gain advantage on concentration checks.
Wild Shape Synergy #2: If you are concentrating on a spell while Wild Shaped, you can change the target or location of the spell using your bonus action. For example, if you are concentrating on Faerie Fire while Wild Shaped into a spider and an enemy marked by Faerie Fire dies before the spell ends, you can use your bonus action to move the remaining duration of Faerie Fire onto another enemy.
Wild Shape Synergy #3: While Wild Shaped, beasts attacking you do so at disadvantage.
Wild Shape Synergy #4: While Wild Shaped, you have enhanced reflexes. You can use your reaction to dodge a physical attack that would have hit otherwise.
New Timeless Body, replace with: You no longer age. You are immune to the effects of exhaustion. Spells that manipulate time cannot affect or target you.
New Beast Spells, replace with: You can cast any of your prepared Druid spells and ignore the verbal, somatic, or material component requirements while Wild Shaped.
Gain one additional cantrip known, aka:
3 cantrips known at lvl 1-3, 4 cantrips known at lvl 4-9, 5 cantrips known at lvl 10-20.Add these spells to the Druid's list:
Cantrips: Chill Touch, Shocking Grasp, Toll the Dead
Level 1: Cause Fear, Comprehend Languages, Expeditious Retreat, Feather Fall, Find Familiar, Inflict Wounds
Level 2: Aid, Alter Self, Blindness/Deafness, Calm Emotions, Darkness, Dragon's Breath, Flock of Familiars, Misty Step, See Invisibility, Silence, Warding Bond, Web
Level 3: Animate Dead, Bestow Curse, Catnap, Fear, Fly, Gaseous Form, Magic Circle, Phantom Steed, Remove Curse, Sending, Speak with Dead, Stinking Cloud, Thunder Step, Tongues, Wall of Sand
Level 4: Death Ward, Greater Invisibility, Sickening Radiance, Spirit of Death, Storm Sphere
Level 5: Cloudkill, Dawn, Dominate Person, Dream, Far Step, Hold Monster, Immolation, Passwall, Raise Dead, Wall of Light
Level 6: Chain Lightning, Circle of Death, Create Undead, Eyebite, Guards and Wards, True Seeing, Wall of Ice
Level 7: Crown of Stars, Finger of Death, Forcecage, Resurrection
Level 8: Dark Star, Dominate Monster, Maddening Darkness
Level 9: Imprisonment, Invulnerability, Mass Polymorph, Meteor Swarm, Ravenous Void, Time Ravage, Time Stop, True Polymorph, Mass Heal, Power Word: Heal, Power Word: Kill
Additionally, the Circle of Land is especially under-powered compared to the rest of the Druidic circles. So here's some slight tweaks to bring Circle of Land up to par with the rest of the Druids.
Circle of Land Hack
New Natural Recovery, apply these changes: You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
New Circle Spells, apply these changes: Circle spells are always prepared. The prepared spells are now based on the land in which you are adventuring instead of the land to which you are linked. If you are in an urban environment, the environment surrounding the city determines the circle spells to which you have access. For example: If the city is located on grassland, you gain the circle spells listed under Grassland. If the city is built in the mountains, you gain the circle spells listed under Mountain.
Replace Land's Stride with Plant Walker: You are no longer impeded by difficult terrain. You do not take damage from magical or non-magical plants.
In addition, you gain the ability to teleport to the location of any previously seen plant. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.New Nature's Ward, replace with: You are immune to being charmed and frightened. You gain immunity to poison and disease. If elementals, beasts, fey, or plants attack you, they must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature automatically misses when targeting you for the rest of the day. On a successful save, the creature attacks you with disadvantage.
New Nature's Sanctuary, replace with: When in non-urban areas, all attacks against you are made with disadvantage. Attacks from elementals, beasts, fey, and plants automatically misses when targeting you.