Unearthed Arcana 6: The Druid

 

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Now that I have finished reviewing the Cleric, it’s time to jump into the class review that had some of the most negative feedback out of the changes out there: the Druid. In this review, we’ll explore the latest updates to the Druid core class as well as the subclasses, specifically the Circle of the Land, Circle of the Moon, and the all-new Circle of the Sea.

When the previous play test of this class came out, people were not happy at all. A lot of the criticism centered on the changes to Wild Shape, since most of them reduced the utility and resiliency of the ability. I am curious to see what changes were made regarding that feedback.

Core Class


Starting off the changes, we see that Channel Nature has been removed entirely. The developers originally intended this ability to be a resource for Druids to use for their class abilities, a sort of primal version of Channel Divinity. In its place, Wild Shape has come back at 2nd level. As I had mentioned previously, here, I feel like they added Channel Nature and then did not provide enough core class support for it to make sense. The ability offered a few abilities and Wild Shape, but after the first level, the class ignored most of those other abilities, or added to Wild Shape. I would have liked to see them try to make this ability useful, but I understand why they went back to Wild Shape.




Druidic, the 1st level feature, now makes Speak with Animals always prepared on top of providing the Druidic language and the ability to leave messages. Druids also get a new feature, Primal Order. This provides one of two options, depending on player choice. Players can either lean more towards magic with the Magician option, or combat with the Warden option. Out of these two, my biggest confusion is with Primal Order. Warden provides Medium Armor and Martial Weapon proficiency, which is not something I have ever seen a Druid player want for their character. This feels like it steps into Cleric territory, and I do not know if it’s a good thing. I can only imagine this was to make Druids more capable front-line fighters, so we will see how it adds up to the rest.


At 2nd level we have Wild Shape returning, and it has had some changes to it. Replacing the three beast blocks, a Druid player can now prepare a certain number of forms by choosing monster stat blocks. The max CR, capabilities, and number of forms increases as they reach 4th and 8th level. The developers have changed Wild Shape to a Bonus Action for all druids. Forms with Swim Speeds are now available from the start as well.


The changes to this feature that were the focus of complaints have been partially removed, but some of the large ones remain. Specifically, a Druid keeps their Hit Points and Hit Dice when they take on an animal form. This was a disappointment for many members of the community when the play test dropped, so I find it interesting that they have kept it. I should note that they have loosened the restrictions up a bit. Specifically looking at how the Wild Shape interacts with equipment, they leave an opening for Druids to still use equipment.


Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s size and shape. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.


When I read this, I immediately think that this could allow the use of weapons and possibly even armor if a Druid chooses their wild shape wisely. I do dislike that they take such a potentially powerful ability and move it to the responsibility of the DM to decide on instead of providing specific guidelines. I like this idea in theory, and it might make a new and interesting version of a martial combat focused Druid, but I want better specifications to reference instead of having to decide at the table.


Wild Resurgence has been moved down to 5th level from 15th, providing a once a day way for a Druid to gain a single use of Wild Shape by spending a spell slot, or vice versa. This is an acceptable option for a Druid to balance out their abilities better, though I wonder if it gets outclassed, eventually. 


A Wild Shape will always cost a “spell slot” with no specification of levels, and Wild Shape will always give a 1st level spell slot. Druids start with two uses of Wild Shape, and can regain one use over a Short Rest. They gain an additional use at 6th and 17th level. So assuming that most of the game the Druid has 3 Wild Shape uses per day with a 4th after a rest, it feels like as the game goes on it makes more sense to spend a spell slot to create a Wild Shape than vice versa. While this is not inherently bad, I think it does not meet the goal of providing more flexibility between Wild Shape and spell casting. I think this needs to be balanced out more, and perhaps allowed to scale.


At 7th level we see a new feature, Elemental Fury, reminiscent of Blessed Strike from the Cleric class. This feature allows a Druid to choose one of two options to increase their damage output. They can either add their Wisdom modifier to Primal cantrips, or do an additional 1d8 of Cold, Fire, Lightning, or Thunder damage with a weapon or Beast form’s attack, once per turn. The layout of this feature looks balanced to me. It provides options for all the potential play styles without buffing everything that a Druid can do.


At 9th level Druid gets Commune with Nature, similarly to Cleric getting Commune. The class feature is similar, providing the Commune with Nature spell always prepared. As I mentioned with Cleric, this feature feels incomplete. An extra spell can be useful, but I feel like there should be an additional element of this feature to round it out, and make it so that the Druid stands out when using this spell.


At 15th level, Elemental Fury improves, similarly to Improved Blessed Strike from the Cleric. Improved Elemental Fury gives a buff to whatever option the player chose when gaining Elemental Fury originally. Again, this feels like a solid option that provides utility without providing too much overall power. It keeps the Druid beholden to their previous choice of play style.


At 20th level, Archdruid returns as the capstone. This class feature now also includes a more powerful version of Wild Resurgence, allowing a Druid to turn any number of remaining Wild Shape uses into a spell slot, the level determined by the number of charges used times two (using two Wild Shape uses gets a 4th level spell slot back). Coupling this with Evergreen Wild Shape, this means that every time combat is rolled, a Druid will always have at least a single use of Wild Shape, which can be turned into at least a 2nd level spell slot. 


This seems like a nice boost from the previous play test. Compared to the 2014 version of Archdruid, it feels a little less powerful. The current version allows for unlimited Wild Shapes, but obviously this version has been adjusted so that Wild Shapes and spell slots can be interchanged with one another. I can imagine that this could cause issues for a Wild Shape focused Druid in longer combat, but I am not sure how much of a problem it would cause. Certainly that will be amplified because Druids no longer get an enormous pool of hit points from their Wild Shape.


Core Class Thoughts


This new Druid class has been structured to be like the Cleric, and that makes sense for what they are attempting. This new Druid appears to be Wizard of the Coast’s attempt to make a nature-focused full caster that can serve a variety of roles in the party. By offering damage boosts for either spell-casting or weapon attacks and beast strikes, it feels like there will be options besides Wild Shape that make sense. I do worry, however, that these options won’t be enough for players. A martial weapon wielding, medium armor wearing Druid feels somewhat out of place to me, and even might clash a bit with the original idea the class was supposed to embody. 


I am frankly shocked that a lot of the power reduction stayed with the Wild Shape, mainly the Hit Points. That pool of extra health was something that a lot of Druid players liked, but it would make the class almost always the best front-line fighter. Turning into a creature like a Bear at lower levels would give multi-attack and hit points that would rival a Fighter or Paladin. Keeping the Hit Points reduced means that if a Druid wants to take that route, they will still need to focus on some of their physical attributes in order to stay bulky. The vague wording on equipment, however, worries me. Hopefully that will be changed.


As a final thought, I find it interesting that these changes have entirely removed a lot of the core class healing along with the Channel Nature ability. I thought the healing option was interesting, but I also think it pushed the class more towards being utility focused if Wild Shape was not being used in combat. This new version avoids that by removing the features entirely. I would like to see more alternate uses for Wild Shapes to come back in the subclasses.


Subclasses


Now that we have looked at the core class and seen what the changes have done, we can now look at the subclasses. This document provides updated versions of the Circle of the Land and Circle of the Moon, as well as a brand new subclass, Circle of the Sea. Land and Moon were always opposites of one another in their intent, with the former focusing on spell-casting and the latter on Wild Shapes, so I am happy to see them both included in this list.


Circle of the Land


Representing a Druid whose focus is on the land they tied themselves to, Circle of the Land is primarily a casting-focused subclass. The original provided a vast wealth of spells and this new play test starts off with the same. The Circle Spells, which now include the Bonus Cantrip feature and grant it at 3rd level, can be swapped out every Long Rest. Druids will have the choice of four different land types: Arid, Polar, Temperate, and Tropical. 


At a glance, this means that a Land Druid will, at a minimum, swap out three spells every long rest. This increases at 5th, 7th, and 9th for six spells. This ability always helped make the Circle of Land more focused on casting, and the ability to change over a Long Rest improves its flexibility. Narratively, this has changed from being focused on the home terrain of the Druid and more on representing their ties to the land.


Druids also gain the new ability Land’s Aid at 3rd level. This ability effectively allows a druid to cast Wither and Bloom through uses of their Wild Shape. The damage increases by 1d6 at 10th and 14th level, with the maximum at 2d6. I do not see Wither and Bloom on the spell list in this most recent play test, so making it only available as a Druid Class Feature feels like a good way to balance out the ability. I like that this provides a different use of Wild Shape, and that it is one that can heal, harm, or both.


At 6th level, Land Druids gain Natural Recovery. This ability allows a Druid to cast one of their Circle Spells without expending a spell slot, once per Long Rest. Whenever a Land druid takes a Short Rest, they can regain spell slots equal in combined level to half their Druid Level. This second feature is the Druid equivalent of Arcane Recovery, which Wizards start out with. It makes sense to provide this if Land Druids are the casting subclass.


At 10th level, Nature’s Ward has been expanded. Besides being immune to the Poisoned Condition, the Land Druid gains Damage Resistance based on the type of land chosen. The current ability makes a Druid immune to being charmed or frightened by elementals or fey and makes them immune to poison and disease. The previous version is limited in what it provides and also powerful when it can be used. Fey and elemental enemies might occasionally arise in a campaign. They might be the focus, or they might not show up at all. Similar to Turn Undead for a Cleric, the use of this ability can vary. The play test version, however, will be much more consistent in its utility, and I like that.


The final subclass ability, Nature’s Sanctuary, has been completely redesigned for this play test. This ability uses a Wild Shape and creates protection for the Druid and their allies. Within range, they gain Half Cover and the same resistance the Druid is currently receiving from their Nature’s Ward ability. The ability can be moved 60 feet as a bonus action within 120 feet of the druid. This replaces the original ability, which would allow a Land Druid to make an attack from a beast or plant. Like Nature’s Ward, this improves the feature greatly. Not only do we get an ability that can get used often, it supports the party.


I really like the changes made to Circle of the Land. Changing land types expands the flexibility of it greatly, and all the new features do a wonderful job of providing utility more consistently. Where this class originally would only excel against a select set of creatures, these new abilities mean that the Druid, as well as their party, can have the support they need to fight their foes. I also appreciate that a lot of these extra abilities use Wild Shape. Circle of the Land seems like a subclass that would support a front-line fighter, so these uses could go to waste. These features take advantage of that nicely.


Circle of the Moon


On the other end of the spectrum, the Circle of the Moon represents a Druid that wants to focus on Wild Shape. The original version increased the strength and utility of the Wild Shape feature by increasing the CR of forms that could be chosen and providing some uses for spell slots as well. The last play test tried a different angle, so I am curious to see what changes are made here.


Starting off, we see Circle Forms, the ability that increased the CR of potential forms, has returned from the 2014 version of the class. This ability increases at 6th level to allow for a CR equal to their Druid level divided by 3, so it increases by 1 every 3 levels. Combat Wild Shapes, the other level 3 class feature, has been adjusted as well. Now a Circle of the Moon Druid may choose between the beast form and their own AC, whatever is higher. They also gain Temporary Hit Points when Wild Shaped that is the form’s Hit Point total or three times your Druid level. 




So this means that at 3rd level, a Moon Druid would have a maximum 9 additional Temp Hit Points whenever they Wild Shape, less if they turn into a creature with fewer points than that. They still maintain the ability to cast Adjuration magic while in this form, which has had a power up because of healing spells being reassigned to Abjuration magic. Finally, Moon Druids now get the spell Moonbeam while in their beast form, and can cast the spell that way.


One of the largest complaints previously, as I mentioned, was the limitations behind Wild Shape. I had mentioned that one of I hoped we would see a bit of the power brought back, but only in a subclass that focused on Wild Shape. Moon Druid has always been that, and we see that return now. I like the Temporary Hit Point option over replacing the Hit Points entirely. This means that a Moon Druid will be a bit more resilient in combat, but not as much as they are currently. 



It also means that every beast form taken will have an additional decision to make. A more offensively capable creature might not have the HP that a stockier, more hardy creature does. A small stealthy creature will definitely not. So when Wild Shaping, a Moon Druid will still need to decide what they need most, and choose based on that. It provides better resilience, but without making something overly beneficial. Since they can now heal, provide protection, and do decent area of effect damage in their Wild Shape, they do not lose as much utility as prior.


At 10th level, the Moon Druid gains a new ability called Moonlight Step. This gives the Druid the ability to teleport up to 30 feet as a Bonus Action. They can then make their next attack roll on that turn with advantage. This feels like nice added mobility and damage for the level, and will benefit any character in combat. 


Finally, at 14th level, the Moon Druid receives Lunar Form, which comprises two firsts. The first allows the Druid to move their Moonbeam up to 60 feet at the start of each of their turns for free, no action required. The second allows the Moon Druid’s Moonlight Step to teleport one willing creature within 10 feet of the Druid as well. Like the Circle of the Land Druid, the Moon Druid’s last feature lets them share some of their ability with their companions. Here, it provides the movement provided with Moonlight Step, though I am not sure if it also provides the Advantage on Attacks (I do not think it does). A very useful ability.


Looking at the Moon Druid, this feels very different from the 2014 version and the previous play test version. Where the prior two focused on new Wild Shapes that had extra elemental damage, this version totally removes that element entirely. One complaint previously was that no one understand why the Moon Druid had its name. I think this subclass makes up for it. This version splits evenly this class between Wild Shape focused features and general combat features. So while this will benefit a Wild Shape focused character the most, a Druid that fights up front by choice or by necessity will still get some benefits.


Circle of the Sea


Our final subclass is something entirely new for the Druids (though Paladin has an Oath of the Open Sea). This subclass is supposed to represent a Druid tied deeply with the ocean and storms, drawing on the tempestuous nature inherent to them. This wording immediately reminds me of the Tempest Domain Cleric, and I wonder if  there will be some flavor from there.


Starting at level 3, we see the circle gaining spells, similar to the Circle of the Land Druid. They gain a bit more, starting with four and ending with 10 spells. Initially, I was concerned this would be overly weak compared to the vast choices given to the Circle of the Land, but this gives more spells overall. All these spells are thematically focused on storms, providing a mix of abilities. 



Druids also get Wrath of the Sea at 3rd level. This class features allows a druid to, as a Bonus Action, activate an ability that uses a Wild Shape used to manifest the aura of the ocean. For 10 minutes, the Druid may choose a creature within 10 feet of themselves and force them to make a Constitution Saving throw. Upon a failure, the creature is pushed up to 15 feet away and takes d6 damage, the number of dice equal to your Wisdom modifier.


These two together seem powerful, though I am wondering about abilities that give dice equal to a modifier. Moving to a proficiency bonus felt like it did a good job of limiting the benefits of focusing on one ability score over everything else, and this feels like it brings it back a bit of that. Whether it is too much remains to be seen. This feels like a subclass with a split of features for close combat and spell casting.


Aquatic Affinity comes at 6th level and provides the Druid with the spell Water Breathing always prepared. The Druid and any Wild Shape they take gains a Swim Speed, the Wild Shape gaining the Druid’s Swim Speed if they do not have one. This feels like the right way to have a class feature that offers a spell prepared. While Swim Speed will not always be useful, it fits the flavor of the class and along with the always prepared spell, feels like a solid option.


At 10th level, Stormborn powers up the Wrath of the Sea. Now Sea Druids gain a Fly Speed equal to their Speed and resistance to Cold, Lightning, and Thunder damage when Wrath of the Sea is active. This is a nice little bonus, providing mobility and defense on top of the area of effect. It feels this will benefit any Druid no matter how they decide to approach battle, though will slightly improve a close combat Druid.


Finally, at 14th level, the Sea Druid can assist their companions. Like the other subclasses, this ability provides the Druid a way to share one of their features. Now when using Wrath of the Sea, a Sea Druid has two new options. The first allows them to choose a willing creature within 60 feet, manifesting around them. The creature gains all the aura benefits and uses the Druids Spell Save DC. Finally, the Sea Druid can also spend two uses of Wild Shape and manifest their ability around both of them and a creature of their choice, doubling the effect. I like the synergy with the party at this level, especially since we see Wrath of the Sea gain some features at 10th level. This feels like a great way to provide mobility and a bit of defense for the party.


Subclass Thoughts


Overall, this seems like a solid subclass. A lot of the abilities feel very campaign or terrain specific. If you are not playing where you are in the water much of the time (such as a nautical campaign like Ghosts of Saltmarsh) a lot of these features will not be as useful. But for a nautical themed subclass like this, that entirely makes sense. I would be interested in seeing a Sea Druid on an adventure or potentially even trying one out myself.


All three subclasses share a common design pattern, each starting with a core ability, adding utility as levels increase, and culminating by enabling some ability sharing with the party. This design allows for a flexible and diverse approach to the Druid class.



Circle of the Land and Circle of the Moon



The Circle of the Land and Circle of the Moon offer two distinct paths, one leaning towards connection with natural terrains and the other embracing lunar influences. The Moon's design stands out, moving away from elemental damage to a more balanced combination of Wild Shape focused features and general combat abilities.



Circle of the Sea



The Circle of the Sea is a captivating addition, weaving the themes of ocean, storm, and tempest into the Druid's repertoire. While some abilities may be campaign or terrain-specific, the thematic coherence and nautical focus make this subclass a rich addition to the game. Whether in a maritime adventure like Ghosts of Saltmarsh or in coastal settings, this subclass offers exciting opportunities for Druid players.



Potential Future Directions



Looking ahead, the redesign leaves room for further exploration. A Circle of the Elements could bring a new focus on elemental attributes, and a more martial-focused Druid might be intriguing, though caution is needed to prevent too much overlap with the Ranger class.


Final Thoughts



The lack of a total reversal on changes to Wild Shapes, despite significant pushback, was surprising but appreciated. The 2014 Druid, much like the Cleric, was powerful and versatile, sometimes overshadowing other party members. These minor adjustments provide a thoughtful compromise that brings the Druid into balance.

The Wild Shapes' changes, especially when coupled with the Circle of the Moon, result in a more balanced Druid. These adjustments refine the class's gameplay without sacrificing the essential appeal of transformation and connection with nature.

Each of the subclasses—Land, Moon, and Sea—feels robust and well-designed. The Circle of the Sea, in particular, brings an engaging maritime flavor. Together, these subclasses contribute to a more diversified Druid experience that resonates well with different play styles and thematic interests.



The Druid's redesign successfully addresses previous issues while preserving the class's core identity. It crafts a more balanced, versatile class that offers an engaging and diversified experience. The class now finds a more harmonious place in the game's ecosystem, with exciting new options for players to explore.



Now that Druid is done, I move onto the final Priest and last class to review the Paladin. That review should be up in a few days.



 
Bryan CetroniComment