Wizards of the Coast has released the latest Unearthed Arcana article for Dungeons & Dragons 5E, featuring a revamped version of the Druid class. This new version of the druid features some drastic differences from the one that first appeared in the 2014 Player’s Handbook, giving an early look at how the class could appear in the next iteration of D&D, which is set to launch in 2024.
The Druid has already been featured in an Unearthed Arcana article, and the changes were polarizing, to say the least. They had a power called Channel Nature, which acted as a source for most of their abilities, while Wild Shape now had a more limited selection of stat blocks to choose from rather than selecting specific animals. The new Playtest 6 article on D&D Beyond has rolled back most of these changes, making the Druid closer to what it was in the 2014 Player’s Handbook.
Druids Have Received Changes To Powers & Proficiencies In D&D 5E
Straight off the bat, the druid has some significant changes to its use of armor. In the D&D 5E Player’s Handbook, the druid cannot wear metal armor or use metal shields, but they have proficiency with light and medium armor. In Playtest 6, druids can now use metal armor and shields, drastically increasing their defensive options. They did lose Medium Armor Proficiency in the process, but they do have a way of earning it at level 1.
Regarding their other proficiencies, Druids now have all Simple Weapons, not the random selection of weapons they received in the 2014 Player’s Handbook. Their other class abilities also saw some changes, including:
Spellcasting: Druids can only prepare a set number of spells per level rather than using their level + Wisdom modifier. Druids can now change one of their Cantrips when they level up.
Subclass: Druids now select their subclass at level 3, but all of the subclass feature upgrades happen at the same level as before.
Druidic: You now permanently have the Speak With Animals spell prepared.
Wild Shape: A column in the Druid guide now tells you how often you can Wild Shape, you can restore one use on a short rest, and it now only requires a Bonus Action to use. You select three Beast creatures with a CR 1/4 that you can transform into and switch the options after a long rest. The Wild Shape options improve as you level up. Also, you can now speak in your Wild Shape form, so no more barking or grunting at the table, at least not as much as usual.
Timeless Body: This feature has now been rolled into Archdruid.
Archdruid: This no longer gives unlimited uses of Wild Shape. Instead, if you have no uses of Wild Shape, you regain one when rolling Initiative. Also, you can spend uses of Wild Shape to restore spent spell slots, with each Wild Shape counting as two spell levels.
The D&D Druid’s New Features & Powers
The Druid has received new abilities that fill out many of the empty levels on their old class progression chart, which usually happens when they achieved a new spell level. Now, they have abilities that are similar to the Cleric in the new Unearthed Arcana, allowing them to focus on melee combat or spellcasting prowess. These new abilities are:
Primal Order (Level 1): You must choose between Magician or Warden. Magician grants an extra Primal Cantrip and lets you add your Wisdom modifier to Intelligence (Nature) checks, while Warden gives Martial Weapon Proficiency and Medium Armor Training.
Wild Companion (Level 2): You can spend a spell slot or use of Wild Shape to cast Find Familiar, summoning a Fey-type creature.
Wild Shape Resurgence (Level 5): You can either burn a spell slot to restore a use of Wild Shape, or burn a use of Wild Shape to restore a level 1 spell slot.
Elemental Fury (Level 7): You must choose between Potent Spellcasting or Primal Strike. Potent Spellcasting lets you add your Wisdom modifier on damage rolls made with Primal Cantrips, while Primal Strike lets you deal an additional 1d8 Cold, Fire, Lightning, or Thunder damage with an attack roll.
Commune With Nature (Level 9): You always have the Commune With Nature spell prepared.
Improved Elemental Fury (Level 15): This improves the Elemental Fury option you chose. Potent Spellcasting now increases ranged Primal Cantrips to 300ft, while Primal Strike now deals 2d8 additional points of damage.
How D&D Changed The Monk Subclasses
The new Unearthed Arcana introduces a brand new D&D 5E Druid subclass called the Circle of the Sea, which is detailed in the article linked in this paragraph. In short, Circle of the Sea gives the Druid water-themed powers, making them ideal party members for nautical-themed adventures. Playtest 6 also features new versions of Circle of the Moon and Circle of the Land.
Circle of the Moon now grants Combat Wild Shape and Circle Forms at level 3. Combat Wild Shape is drastically better, as you can use your base form’s AC, can cast Abjuration spells, gain temporary hit points, and have the Moonbeam spell prepared when in animal form. Primal Strike has been replaced with Improved Circle Forms, which now lets you Wild Shape into a beast with a CR equal to your Druid level divided by three. Elemental Wild Shape has been replaced with Moonlight Step, which lets you teleport 30ft and gain Advantage on your next attack. Thousand Forms has been replaced with Lunar Form, which lets you move an active Moonbeam spell and bring someone with you when you use Moonlight Step.
Circle of the Land now lets you pick from one set of Circle Spells per long rest, though there are now four options instead of eight. Natural Recovery has been replaced with the level 3 Land’s Aid power, which lets you hurt enemies and heal an ally with a new magical attack. Land’s Stride has been replaced with Natural Recovery, which lets you restore spell slots and cast a Circle Spell for free. Nature’s Ward now only grants immunity to Poison and resistance to a damage type selected by your Circle Spell choice. Nature’s Sanctuary now creates massive vines that protect the party from harm.
The new Circle Spells are:
- Arid
- Level 3 – Blur, Burning Hands, Fire Bolt
- Level 5 – Fireball
- Level 7 – Blight
- Level 9 – Wall of Stone
- Polar Land
- Level 3 – Fog Cloud, Hold Person, Ray of Frost
- Level 5 – Sleet Storm
- Level 7 – Ice Storm
- Level 9 – Cone of Cold
- Temperate Land
- Level 3 – Misty Step, Shocking Grasp, Sleep
- Level 5 – Lightning Bolt
- Level 7 – Freedom of Movement
- Level 9 – Tree Stride
- Tropical Land
- Level 3 – Acid Splash, Ray of Sickness, Web
- Level 5 – Stinking Cloud
- Level 7 – Polymorph
- Level 9 – Insect Plague
The new version of the D&D 5E druid is still being playtested, but what’s here is impressive. It’s good that they rolled back the changes introduced in the previous Unearthed Arcana, as they made the Druid feel far too uniform, making them a bit too close to the Cleric in terms of power. The Druids have always been one of the most unique classes in D&D, and that identity has been retained, thanks to the alterations in the new Unearthed Arcana.
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