Druid in it's base form, if played correctly and in the right campaign, is an absolute powerhouse that even the Wizard can't compete with. Such a shame that it requires such specific circumstances.
@@kevin8499 Large emphasis on forests/interactions with the Feywild, more options for sneaking and spying around, lots of travel and survival-focused stuff. Basically everything that your 'average' campaign won't have.
@@braintornout6555 For sneaking around I can only think of using wildshape for utility like turning into a rat and pass without trace. I would hardly call just being sneaky and not running in something specific or situational specially because the spell is for the entire party. The thing is. Those are only options, you can use other spells like faerie fire to set up your allies for very consistent hits, spike growth for a lot of brutal area denial, lots of good healing spells or combat concentration spells while you can still be a very resilient character without dipping for armor. I think the druid is one of the strongest classes in the game by baseline specially if the dm does not have issues with summon spells, it's just that some of their early spells are lackluster and some of subclasses leave something to be desired (Specially land druid like, it's really just a spell list that some other druids can get as a footnote and some very specific abilities outside of the arcane recovery thing)
@@kevin8499 I think the biggest issues with druid tend to be that so many things are either up to interpretation or just awkward to actually use in a game, even if they are very effective on paper. How am I supposed to know which animals I've seen before for the purpose of wildshape? What's supposed to happen if you wear metal armor? How many plants need to be around for plant growth to work? Do you follow sage advice and let goodberry interact with disciple of life, because if you do, that's insanely powerful. If you use rest casting then it's even more powerful. When you summon 8 creatures with conjure animals, how do you actually manage that? God forbid you upcast it and summon even more. Does the DM just hate conjure animals and is going to give you 8 salmon or something every time you use it? The druid has a bunch of stuff that gives heavy obscurement, like fog cloud and sleet storm, but how do you actually resolve that? The rules around it are super unintuitive, so you can have weird interactions like blinding yourself with fog to have better ranged accuracy. And then there's your other party members. Plant growth is an incredibly powerful spell until you have some party members that will charge into melee in all situations no matter what and get mad at you for slowing them down.
Specific?? Druid is an insanely good tank because of wild shape, while still having great general utility, especially considering they can switch up spells every time they sleep
Wow! Buffington Shepherd Druid is audacious and brilliant! You not only buffed the class but you also balanced it with out it feeling like less. Well done dude!
@@johnathanmonsen6567 yeah and there's other giant beasts in Bigby's giants that are just giant beasts with no magic. And dinosaurs are considered monstrosities in there as well
@@shadowhell8378 Of course, because why would Druids want to turn into dinosaurs? That would be too overpowered, and it's not like it's a major part of the power fantasy or anything.
@@everlastingdragon4520 true but there are others that are better than what they can currently turn into that are considered monstrosities but are bigger animals the roc was the first I thought of. And imagine a moon druid turning into the monstrosities instead of elementals with cr 10/11 monstrosities being the highest transformation as there cap stone Ability that's my thought process. Then a new primal elements druid can happen and turn into the elementals.
Absolutely. If you more forms, check out the booklet
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All these buff videos with examples are already great & helpful, but then also having visuals and funny commentary make the just all around fun to watch even if you don't DM or play.
For the moon druid a small change I made was letting you transform into a CR creature equal to half of the players level rounded up and it worked pretty well
One thing to point out with the circle of shepherd's level 6 ability is that it isn't a case of the Tasha's spells (the more table friendly ones) getting less benefit from it, but they get NONE! Another fix I'd like to see for them is to detach the extra hp summons get from hit dice, both to de-incentivize taking as many summons as possible, but to have it work with the new spells. So maybe something like you get a pool of 4x the spells level of extra hp to be split amongst the summons. So if you cast 5th level Conjure animals (taking 2 CR 2 creatures), you could split 20hp amongst them. I could also see the argument for this needing a buff, but this was a very rough first draft.
alternatively, make the tasha's summons have a number of hit dice based on the spell's level, like how 3.5e and pathfinder 1e had it. That way not only do they benefit from shepard druid but are also valid targets for other player abilities that allow people to expend hit dice mid combat, like I think the Healer feat
Giving strong pointy hat vibes after that circle of the moon beasts you made, not that I'm complaining it's super cool to see more content for dungeons and dragons since I feel starved from Wotc.
I always thought that it was strange that dreams druid gets no circle spells. It would make a lot of sense to give them minor illusion as a cantrip, or even a charm spell or two. It helps to match the fey theme, and a lot of the other subclasses get some sort of extra spells.
oneDnD has a better fix for moon druid. making specific stat blocks with scaling built in will make the class complete in its own description, allow scaling, allow better class fantasy (still be a wolf at level 15!), and free up designers to create more beasts without breaking one of the subclasses. I think that is one of the considerations for adding new beasts to the game, if you add one in, you have to consider what happens when players can turn into it. specific druid stat blocks will fix that. (i'm not saying that the stat blocks in the UA are perfect, but they are the right approach)
I've been having a ton of fun with your Fighter/Barbarian/Monk/Druid buffs, and wanted to share some of the buffs I've been working on: Barbarian (to go with your subclass buffs) o All barbarians can use Intimidating Presence (level 9) and DC is based on Strength. [Berserker's new Level 10 ability: Improved Come and Get Me - If you have less than 50% of your max HP, target has disadvantage on Wisdom saving throw.] o More Rage charges…more rage damage….but not a lot more. Charges go to 5 at level 9, 6 at level 13, 7 at level 17. Damage goes to +3 at level 7, +4 at level 11, +5 at level 15, and +6 at level 18. o Expanded Crit range (19-20) at level 11 (synergy with Reckless Attack and Brutal Critical) o Barbarian can make two reactions per turn at level 13. Rogue: +1 feat at 11th level, their crit range increases at level 15 (19-20), and I’d like to buff Uncanny Dodge…starting at level 9, if the creature is within 5 feet of you, you can make a single weapon attack against that creature as part of this reaction Arcane Trickster - Versatile Trickster gives the next attack advantage (doesn’t have to be yours), can attempt to Shove using your spell DC (they have disadvantage if you were hidden), or impose disadvantage on their perception checks. Spell thief can negate spell like abilities (though it can’t prevent the creature from using them again). It also regenerates on a short rest. Assassin - Level 5 gets proficiency / expertise in Deception. Level 17, the target has disadvantage on the save if you were disguised and they were not hostile towards you. Inquisitor - Eye for Deceit works for all Wisdom (Insight) checks, which synergizes with Insightful Fighting. Level 5 gets proficiency / expertise in Investigation. Level 13 is a passive ability, no Action required. Eye for Weakness grant 4d6 bonus damage. Mastermind - Level 5 gets two more languages of your choice, then two more at 11. Soul of Deceit is granted at Level 9. If you have used Insightful Manipulator against a creature, you don’t need to have cover to use Misdirection against their attacks. Then we need a new Level 17 ability… what is the capstone of a spymaster and schemer… Well to start, you can read, speak, and write every known language. But at this level, that’s just flavor. With a subtle gesture or a glance, as a bonus action you can incite paranoia in a creature - they are unnerved, on edge, waiting for something that never happens. That creature cannot take reactions until the start of your next turn. If you have used Insightful Manipulator against that creature, it cannot take reactions for a minute. After this effect ends, the creature makes an Insight check against your Deception check - if they succeed, they are immune to this effect for 24 hours. Thief - Second-Story Work also grants resistance to falling damage. Level 9, get a second bonus action every turn. Phantom - Wails from the Dead recharges on short rest, and at 9th level you can destroy a Soul Trinket to give Expertise in your Whispers of the Dead proficiency for the day. Scout - Just gonna rework Skirmisher: you can move 10 feet as a reaction when an enemy targets you with an attack. They can then attempt to target you again, or do something else. And for some flavor, level 5 you learn a language and gain proficiency with a musical instrument of your choice. Soulknife - no change. Swashbuckler - At Level 13, when you use your Cunning Action, you also gain advantage on the next Acrobatics or Athletics check you make during the same turn. At Level 5, you learn your choice of the Dueling or Two-Weapon Fighting Style. Fighter o Level 3 gets an extra feat, from a list: Athlete, Charger, Fighting Initiate, Martial Adept, Savage Attacker, Skilled, Tavern Brawler, or Tough. o Level 6 gets Combat Focus, can reroll missed attacks 3 times per short rest. 4 times at level 9, 5 times at level 13, 6 times at level 17. o Level 13 gets second use of Action Surge, Level 17 gets third use. o Level 18 gets expanded crit range (19-20, or 16-20 if Champion) o Champion: Remarkable Athlete adds half proficiency bonus to Str, Dex, Con checks - even if already proficient, and gets moved to level 3. Level 7 gets an extra feat/ASI. Level 10 also starts critting on 18. Level 15 starts critting on 17. I'm hoping to do Ranger next, but will probably just adapt someone else's rework.
The thing about the bear is that it is a one time thing. It doesn’t regenerate every round. So, I would change it to only give half your level+wisdom modifier, but it gives those temporary hit points every time you end of your turn. This makes it way more effective at preventing damage.
Ok, so I was looking over the Booklet of Beasts in closer detail, and I noticed that a good majoity of the stats where not finished. Granted there are parts that I can fill in the blanks for like incorrect CR for their section in the book, or Passive Perception, but then I found stats that where a bit more nessisary, ESPSISALLY if you are letting a Druid wild shape into them: Specifically, the Liopleurodon has no AC, the Giant Beaver has no HP, and the Man Eater Bat has no Hit Dice calculations(which some effects might take into effect). (I was thinking of Dropping this on Discord, but I wasn't sure if it would have been picked up or not. I just wanted to make sure you knew about it.)
Moon Druid, lvl 14: the ability to turn into dragons alter self is cool (actually... for this late in the game? no it kinda sucks): best feature is grow some natural 'magical' weapons that deal 1d6+4 (16 strength might be pushing a bit for a druid, and only a +1 from magic) (unless it's an aquatic campaign so swim speed and water breathing... but that's really niche) you can get 2nd level spells at 3rd level (which alter self is 2nd level; druid doesn't get it though?) and alter self doesn't scale with spell slot progression so I propose the new, Moon Druid 14th level feature: By level 14, the primordial magic in your blood allows you to turn into other, even stronger creatures and you are no longer limited to the beast creature type. When you wild shape, you can transform into a dragon creature type with a CR that is equal to or lower than your druid level divided by two. (This only gives access to Young Dragons, so maybe it's not too strong...?)
Bit late to the party but yeah completely agree on the moon druid. Great class but the lack of scalable choices just feel lack luster. I always liked the idea of adding suitably beast themed monstrosities to the druid wyld shape forms. Its a crime that a moon druid cant be an owl bear. Ive been saying this even before the movie.
I love the BBB, I hope to be able to use it in the future. I played one moon druid and while it was great and fun (especially since you get resistance to nonmagical physical damage as an elemental) but the fact that the highest plus to hit at level 9 was 7, which just kinda sucks. Something else with Druids is they're kind of hard to give magic items to for DM's.
@@bonewizard Well I personal enjoy it, and I look forward to more vids! I may hop into the server sometime but yeah! Love the buff you done to the druids subclasses and other classes (Hell I implemented the barbarian buffs lol)
Another great video! I'm really liking the changes, although as I expected I do have some issues with your changes to Shepherd druid. First off, the Bear totem giving advantage to Con saves is really strong, since it also protects concentration saves. One of the best counters to summoners in 5e is breaking their concentration, which is already difficult when the enemy needs to get through your conjured wall of flesh. On top of that, it boosts the saves of all your caster buddies too, so they can delay taking War Caster while still having incredible concentration saves by picking up Resilient (Con). I'd change this to a Strength save, which still fits the Bear/Barbarian aesthetic. Strength saves are by far the least threatening, but this is already the best totem option, so I think it's a worthwhile fix. As for the new level 6th feature, I was initially worried about giving a free casting of Conjure Animals, since it's the druid's strongest spell, but limiting it to only summon CR 2 is a great way to balance it out. The only thing I would change is to limit the "you can use your spell attack bonus instead of their attack bonus" part to only if you use the feature's free casting of Conjure Animals (or possibly to just single summons), since boosting the attack rolls of 8 wolves/velociraptors/any CR 1/4 creature can get pretty silly. I do appreciate the attempt to encourage using single summons, since they're a lot easier for newer players to use, while still allowing more experienced players go ham with horde summons. Also I absolutely love the little bunny druid, I'm 100% playing a harengon shepherd druid the next chance I get. Edit: Actually, is he even a harengon? They normally wear clothes, right? Is he a different species, or just nudist?
Hey! Thanks for the feedback! I didn't consider what you said about con saves. Ill keep it for now unless people try it and tell me its busted. And he is harengon. And why would he wear clothes? He has fur. Lots of fluffy soft fur.
My issue is with the str saves, mainly that they’re useless. Giving ribbon abilities that don’t do anything isn’t a fix for others that may be on the strong side. I’d rather have an overt strong ability than a neutered one
@@lordnyko1860 The bear totem is already the strongest totem in the base class, so keeping it the same isn't making it any weaker. The only change is that now it has a bit more competition from the other totems, but neither really eclipses the bear totem in terms of strength. Giving bear totem another strong ability (like advantage on con saves) would make it a no-brainer over the other totems, which is a lot less interesting. Side note: I didn't realize this until now, but base beat totem already gives advantage on strength saves and checks, so my idea wouldn't add anything.
I definitely know that feeling of dropping 100 IQ points at a D&D table. Though at the same time I think I just have a CONSTANT IQ debuff in relation to maths. Mental Math is extremely difficult for me if I don't have something tactile to attach it to, so I'll always go for either a calculator, a piece of scratch paper, my fingers, even just drawing the equation in the air in front of me to help me actually pin my maths down.
Giant Mantis Shrimp? Somebody saw ME coming. Although, it also occurs to me that one should probably alter the text for the Elemental Wild Shape so that it also scales, letting them turn into bigger elementals as their max CR rises. May require additional stat blocks like the Beasts, as I forget if Greater Elementals are a thing in 5e, but those wouldn't be that hard to work out.
Well done, not really something that'd be considered a buff, but management for a druids wild shapes can be difficult, especially if using homebrew or 3rd party monsters. Dnd. 2nd edition had special handbooks for each race and class, and I think that'd be something that we should go back to as opposed to 1 communal players handbook/DA RULES. Just make a wildshape "pokedex" book that allows easy tabbing and marking of "seen it" so you can manage it. And binder rings so with new druid system kobold press, hit point press, etc can just release whole lists of things for easy addition. Other wise it's a long day of notary work and excel spreadsheets, and that just holds the logging of monsters and things. It's a whole ordeal. Even if you use dnd beyond or alternatives, hyperlinks to the monster pages for quick info, it still requires a lot of set up. Book keeping kinda kills the "I can be nature man" enthusiasm. Not saying it should.be required. Play how you want, but the more beasts/monsters you add, the stronger the druid becomes due to variety. The adventure and experience, and being in the world is the druids strength. It should want to walk every road.
I sort of miss the 3.5ed monster category of "magical beast" because that contained cool stuff like the owlbear and griffin, and I think that those would be considered part of the natural world for DnD. Unfortunately, those are classified as "monstrosities" in 5ed which also includes stuff like medusa. But I think expanding Moon druids form choice to monstrosities with Int of 3 or less (which is the int of a mammoth) gives a bunch of cool new forms in the standard MM, including capping out with the Chimera at CR 6.
Theory or what bone wizard is: So it turns out you can do quite a lot of stuff with just normal dnd spells and some time, my theory is a wizard who just went a bit too far, something like: True polymorph a ancient dragon into a lich, then cast magic jar, convince the now ancient dragon to turn into a humanoid, magic jar the humanoid, now you are a lich that is actually an ancient dragon while also being a wizard. Add some nice wards and protection for some abjuration, among other things, and you can get quite close to all schools of magic. Only downside is that it falls apart of dispel magic is cast at an high enough level, as all the spells would end, Then again, anything official that is magical would probably end when dispel magic is cast on it at an high enough level, unless they are magic items, or you targeted the wrong thing, so maybe.
It's interesting how the Moon Druid has less of a problem with the subclass itself being weak, but just the fact that it's built entirely around whether or not the game has enough Beast Type Creatures to function with it. Granted there's also the Accuracy problem but the fact that you can just completely change your stats by becoming a creature to get free strength or dexterity seems like a fair-ish trade in some cases... though scaling is ALWAYS a problem.
My fix to the moon druid is just that i let my player druids transform into monstrosities and dragons (yes only cr 6) and if they study them in game (including observing, tracking, killing, and autopsies) aberrations (unless i specifically veto something, like a drider, because it doesn’t make sense). It's iffy yeah but high level wizards can cast wish, and if you give so many options to players they automatically pick a theme of their druid instead of just being nature hippie
....ok, Moon Druid is not getting AS big of a buff as I thought it would, and it's actually rather resonable, just helping with the higher levels and not being held into a limited number of forms and the kind of flavors of things you want to turn into with the booklet(the Hell Pig is a personal favorite). Thought small question. You mentioned that you had a CR 20 beast in the booklet? I have been looking all over it but I can't seem to find it. I assumed it was the Giant Wolverine based on the image when you mentioned it, but I'm not sure if I'm looking in the right place or if there was a typo. Am I just simply looking in the wrong spots or maybe it's on the Discord server?
I think Moon Druids should be able to Wild Shape into Magical Beasts, by Magical Beasts I mean creatures that are similar to Beasts but are different due to being of a different Monster Type. Creatures like Unicorns, Manticores, Displacer Beasts, Chimeras, Pegasi, Nightmares, Kelpie, Griffon, ect. They would get an expanded list of other creatures they can transform into due to an Otherworldly connection since the Moon has a way of affecting the barriers between realms/Planes.
that might work. Except unicorns since they have spell slots. You might need to add specific wording to clear up that thing. Probably an easy enough thing to fix though.
@@bonewizard But they don't have Spell Slots, they have Innate Spellcasting which gives them a limited number of uses per day on a few spells, they also have a few magical Actions that are also limited use per day like Healing Touch is only 3/day and Teleport is 1/day.
For the elementals, they should bring back the age categories that base elementals are supposed to have. That way you could transform into them earlier, and not just the adult one at 10th level. Also, I think that at 20th level, you should be able to transform into any beast, even a T-Rex or a Mosasaur.
Those Druids have clearly never seen how I run a lich. I don’t actually modify the stat block other than different spell choices. So, when the fighter passed the wisdom save the lich pulled out a flame tongue and +3 shield and proceeded to one v one the fighter, and the fighter did not win.
@@bonewizard But you're a Wizard and they're a Pointy Hat, combining your forces would be way more efficient than fighting one another. (Also, I was going to do the same with this video as I did with part 1, making _hopefully_ interesting additive and alternating thoughts on your buff ideas, but got tired, went to bed, and now I just want to move on with making progress through a new day.)
Question, does the Waking Dream reset after a Short or Long Rest? I don't think you mentioned it here. I'm going to take a guess it's per Long Rest until I am told other wise in case I acidenlty break something.
I know this video is old but still hopefully the creator will see this can you please make a video about possible changes to wild shape to make it more versatile and more balanced so that we can use higher CR I would sacrifice anything to get higher CR
So, I what I would do with moon Druid is make it like one D&D, but you know not a flaming pile of wtf are you thinking. So, I would give them an animal form and what they would be able to do is as they level up they’ll be able to modify their animal form with various features and abilities. So, at first they turn into a bear, but later on they’ll be able to turn into a flying bear that shoots webs, and gores people to death. The animal form gives your HP in temporary HP making that way easier to track.
Personally, with the One D&D design in particular, I'd have Wild Shape and also other forms of transformation work like the original 5E Aid spell, increasing the subject's current and maximum HP by set amount, in the Druid's case scaling with class level, with maybe a bonus for Moon subclass and also maybe less or more HP depending on the size of the transformed state to not make Tiny forms some crazy late level feature. Too many new things already give Temp HP in One D&D, including Barkskin in the Primal list and the reworked Aid spell, as well as more classes with Temp HP features, for Temp HP Wild Shape to work in One D&D.
@@bonewizard I should have mentioned that too. I love it and will use it. I just love the storm caller flavor and feel like I can’t quite get there. Just something to tackle in the future.
@@bonewizard I could see that yeah but then you're not restricted to you can only be a wolf or a bird or a mammoth you can be whatever you want to be and just have your stats and be what they need to be. Maybe if it was more like a barbs rage damage progression or something.
@atvandrew You can always reflavor the statblocks too. I can absolutely understand why someone would go that direction of "generic beast form that scales with level." It's perfectly reasonable. I personally just prefer the variety you get from individual beast stat blocks.
I like what you do with the monks in your other video what if you gave them like a hit die increase for all natural weapon attacks, get multi attack regardless of beast at a certain level and/ or sacrifice spells to heal or gain a +something to attacks for a time similar to a hex blade. Or dragon disiple from 3.5
@atvandrew ya increasing die size is a pretty easy way to add progression. Also you can sacrifice spells to heal. Moon druid can heal 1d8 per spell slot.
@@bonewizard you make a very valid point there! I just think that the Sheppard Druid already does such an amazing job of augmenting what is already a very strong spell, that you could end up pushing it over the edge. Ignoring all that though, what you designed is WAYYYY more interesting to play
@@bonewizard 8 charging elk with the hawk spirit against a creature with lower than 15 ac and a bad/unlucky strength save. even against something with 17 ac that succeeds on every save, you’re still getting like 60 dpr. it’s mostly just because conjure animals was already an unreasonably powerful spell, but the shepherd druid doesn’t really need a buff. if you were entirely remove conjure animals and balance the subclass around the newer summon spells from tasha’s it would be a lot more reasonable
@@bonewizard it’s more that your buffs were unnecessary because COS was already a very good, powerful and interesting subclass that’s also built on a strong base class. it doesn’t have any weaknesses that prevent you from fulfilling the fantasy of being a nature summoner and doing that in an incredibly effective way. your changes to circle of spores were good because that subclass is genuinely lacking in its ability to to what you want it to.
@@williamomalley6081 Because RAW, shepherd druid is still a worse than star druid. The point is to make them as good as the best options. I could go into detail on why I made the choices I made, but id rather just implore you to watch the video again. That or just read any of the tasha subclasses and then compare them to shepherd. Its not even close. It really just seems like you have a problem with a spell, not what I suggested.
Druid in it's base form, if played correctly and in the right campaign, is an absolute powerhouse that even the Wizard can't compete with. Such a shame that it requires such specific circumstances.
Such as...?
@@kevin8499 Large emphasis on forests/interactions with the Feywild, more options for sneaking and spying around, lots of travel and survival-focused stuff. Basically everything that your 'average' campaign won't have.
@@braintornout6555 For sneaking around I can only think of using wildshape for utility like turning into a rat and pass without trace. I would hardly call just being sneaky and not running in something specific or situational specially because the spell is for the entire party.
The thing is. Those are only options, you can use other spells like faerie fire to set up your allies for very consistent hits, spike growth for a lot of brutal area denial, lots of good healing spells or combat concentration spells while you can still be a very resilient character without dipping for armor.
I think the druid is one of the strongest classes in the game by baseline specially if the dm does not have issues with summon spells, it's just that some of their early spells are lackluster and some of subclasses leave something to be desired (Specially land druid like, it's really just a spell list that some other druids can get as a footnote and some very specific abilities outside of the arcane recovery thing)
@@kevin8499 I think the biggest issues with druid tend to be that so many things are either up to interpretation or just awkward to actually use in a game, even if they are very effective on paper. How am I supposed to know which animals I've seen before for the purpose of wildshape? What's supposed to happen if you wear metal armor? How many plants need to be around for plant growth to work? Do you follow sage advice and let goodberry interact with disciple of life, because if you do, that's insanely powerful. If you use rest casting then it's even more powerful. When you summon 8 creatures with conjure animals, how do you actually manage that? God forbid you upcast it and summon even more. Does the DM just hate conjure animals and is going to give you 8 salmon or something every time you use it? The druid has a bunch of stuff that gives heavy obscurement, like fog cloud and sleet storm, but how do you actually resolve that? The rules around it are super unintuitive, so you can have weird interactions like blinding yourself with fog to have better ranged accuracy. And then there's your other party members. Plant growth is an incredibly powerful spell until you have some party members that will charge into melee in all situations no matter what and get mad at you for slowing them down.
Specific?? Druid is an insanely good tank because of wild shape, while still having great general utility, especially considering they can switch up spells every time they sleep
Wow! Buffington Shepherd Druid is audacious and brilliant! You not only buffed the class but you also balanced it with out it feeling like less. Well done dude!
thanks dude
Dnd has the Roc a giant bird that is a cr11 but it's counted as a monstrosity despite being a GIANT BIRD.
Not even a giant bird with magical powers. JUST a giant bird.
@@johnathanmonsen6567 yeah and there's other giant beasts in Bigby's giants that are just giant beasts with no magic. And dinosaurs are considered monstrosities in there as well
@@shadowhell8378 Of course, because why would Druids want to turn into dinosaurs? That would be too overpowered, and it's not like it's a major part of the power fantasy or anything.
To be fair, Rocs are too high CR to wildshape into anyway.
@@everlastingdragon4520 true but there are others that are better than what they can currently turn into that are considered monstrosities but are bigger animals the roc was the first I thought of. And imagine a moon druid turning into the monstrosities instead of elementals with cr 10/11 monstrosities being the highest transformation as there cap stone Ability that's my thought process. Then a new primal elements druid can happen and turn into the elementals.
Druids definitely need more love and alternative forms for Wildshape. Rise up!
Absolutely. If you more forms, check out the booklet
All these buff videos with examples are already great & helpful, but then also having visuals and funny commentary make the just all around fun to watch even if you don't DM or play.
Thanks! Thats the idea.
That cover of Trogdor the Burninator was magical.
❤Im so proud the head of the hit 90s band limp bizkit liked my 7 second cover of a song from homestar runner💖
I love how their is so much spite to the star druid just for being powerful.... its almost like thats what we like doing here 😂
I am made of bones, spite, and nothing else.
@@bonewizardnothing else? Are you sure?
@sumthngcool4221 maybe a little bit of HUTZPAH
For the moon druid a small change I made was letting you transform into a CR creature equal to half of the players level rounded up and it worked pretty well
One thing to point out with the circle of shepherd's level 6 ability is that it isn't a case of the Tasha's spells (the more table friendly ones) getting less benefit from it, but they get NONE!
Another fix I'd like to see for them is to detach the extra hp summons get from hit dice, both to de-incentivize taking as many summons as possible, but to have it work with the new spells. So maybe something like you get a pool of 4x the spells level of extra hp to be split amongst the summons. So if you cast 5th level Conjure animals (taking 2 CR 2 creatures), you could split 20hp amongst them. I could also see the argument for this needing a buff, but this was a very rough first draft.
alternatively, make the tasha's summons have a number of hit dice based on the spell's level, like how 3.5e and pathfinder 1e had it. That way not only do they benefit from shepard druid but are also valid targets for other player abilities that allow people to expend hit dice mid combat, like I think the Healer feat
@thorclarke8600 I mean the summon spells ain't really bad. There ac sucks, but you can still have em equal a full characters hp, even at high level
Giving strong pointy hat vibes after that circle of the moon beasts you made, not that I'm complaining it's super cool to see more content for dungeons and dragons since I feel starved from Wotc.
unlike pointy hat, I am in my 20s and am actually able to easy divide numbers under 20 by 3.
Bones rise up! Loving the commentary, changes and the editing.
Thanks! Hope the changes work well in your game!
Nice druid drawing on the thumbnail
Thanks 😅
That's how you reel in views
@@manafestering7385 yup, just use shutter shades
I love that your spite for Star Druid being powerful is extremely comparable to "You Might Be A D&D"'s spite for Moon druid lmao
I always thought that it was strange that dreams druid gets no circle spells. It would make a lot of sense to give them minor illusion as a cantrip, or even a charm spell or two. It helps to match the fey theme, and a lot of the other subclasses get some sort of extra spells.
oneDnD has a better fix for moon druid. making specific stat blocks with scaling built in will make the class complete in its own description, allow scaling, allow better class fantasy (still be a wolf at level 15!), and free up designers to create more beasts without breaking one of the subclasses. I think that is one of the considerations for adding new beasts to the game, if you add one in, you have to consider what happens when players can turn into it. specific druid stat blocks will fix that. (i'm not saying that the stat blocks in the UA are perfect, but they are the right approach)
Thats one way to do it. The thing is, you can do both options.
I've been having a ton of fun with your Fighter/Barbarian/Monk/Druid buffs, and wanted to share some of the buffs I've been working on:
Barbarian (to go with your subclass buffs)
o All barbarians can use Intimidating Presence (level 9) and DC is based on Strength. [Berserker's new Level 10 ability: Improved Come and Get Me - If you have less than 50% of your max HP, target has disadvantage on Wisdom saving throw.]
o More Rage charges…more rage damage….but not a lot more. Charges go to 5 at level 9, 6 at level 13, 7 at level 17. Damage goes to +3 at level 7, +4 at level 11, +5 at level 15, and +6 at level 18.
o Expanded Crit range (19-20) at level 11 (synergy with Reckless Attack and Brutal Critical)
o Barbarian can make two reactions per turn at level 13.
Rogue:
+1 feat at 11th level, their crit range increases at level 15 (19-20), and I’d like to buff Uncanny Dodge…starting at level 9, if the creature is within 5 feet of you, you can make a single weapon attack against that creature as part of this reaction
Arcane Trickster - Versatile Trickster gives the next attack advantage (doesn’t have to be yours), can attempt to Shove using your spell DC (they have disadvantage if you were hidden), or impose disadvantage on their perception checks. Spell thief can negate spell like abilities (though it can’t prevent the creature from using them again). It also regenerates on a short rest.
Assassin - Level 5 gets proficiency / expertise in Deception. Level 17, the target has disadvantage on the save if you were disguised and they were not hostile towards you.
Inquisitor - Eye for Deceit works for all Wisdom (Insight) checks, which synergizes with Insightful Fighting. Level 5 gets proficiency / expertise in Investigation. Level 13 is a passive ability, no Action required. Eye for Weakness grant 4d6 bonus damage.
Mastermind - Level 5 gets two more languages of your choice, then two more at 11. Soul of Deceit is granted at Level 9. If you have used Insightful Manipulator against a creature, you don’t need to have cover to use Misdirection against their attacks. Then we need a new Level 17 ability… what is the capstone of a spymaster and schemer… Well to start, you can read, speak, and write every known language. But at this level, that’s just flavor. With a subtle gesture or a glance, as a bonus action you can incite paranoia in a creature - they are unnerved, on edge, waiting for something that never happens. That creature cannot take reactions until the start of your next turn. If you have used Insightful Manipulator against that creature, it cannot take reactions for a minute. After this effect ends, the creature makes an Insight check against your Deception check - if they succeed, they are immune to this effect for 24 hours.
Thief - Second-Story Work also grants resistance to falling damage. Level 9, get a second bonus action every turn.
Phantom - Wails from the Dead recharges on short rest, and at 9th level you can destroy a Soul Trinket to give Expertise in your Whispers of the Dead proficiency for the day.
Scout - Just gonna rework Skirmisher: you can move 10 feet as a reaction when an enemy targets you with an attack. They can then attempt to target you again, or do something else. And for some flavor, level 5 you learn a language and gain proficiency with a musical instrument of your choice.
Soulknife - no change.
Swashbuckler - At Level 13, when you use your Cunning Action, you also gain advantage on the next Acrobatics or Athletics check you make during the same turn. At Level 5, you learn your choice of the Dueling or Two-Weapon Fighting Style.
Fighter
o Level 3 gets an extra feat, from a list: Athlete, Charger, Fighting Initiate, Martial Adept, Savage Attacker, Skilled, Tavern Brawler, or Tough.
o Level 6 gets Combat Focus, can reroll missed attacks 3 times per short rest. 4 times at level 9, 5 times at level 13, 6 times at level 17.
o Level 13 gets second use of Action Surge, Level 17 gets third use.
o Level 18 gets expanded crit range (19-20, or 16-20 if Champion)
o Champion: Remarkable Athlete adds half proficiency bonus to Str, Dex, Con checks - even if already proficient, and gets moved to level 3. Level 7 gets an extra feat/ASI. Level 10 also starts critting on 18. Level 15 starts critting on 17.
I'm hoping to do Ranger next, but will probably just adapt someone else's rework.
Bone wizard, you are a saint
The thing about the bear is that it is a one time thing. It doesn’t regenerate every round. So, I would change it to only give half your level+wisdom modifier, but it gives those temporary hit points every time you end of your turn. This makes it way more effective at preventing damage.
That is extreamly overpowered.
Twilight cleric called, they want their subclass feature back
@@geisttraft7190 twilight cleric should be shot out of a canon into the sun
Holy crap we’re getting LORE!? Sign me up!!!
I considered doing story time stuff. Idk how well that would be received.
1:45 Lesbian Satyr parents? Pretty rad
The bee movie script in the background was priceless 😂
Im so happy someone saw that lol I was afraid no one would see that.
Ok, so I was looking over the Booklet of Beasts in closer detail, and I noticed that a good majoity of the stats where not finished.
Granted there are parts that I can fill in the blanks for like incorrect CR for their section in the book, or Passive Perception, but then I found stats that where a bit more nessisary, ESPSISALLY if you are letting a Druid wild shape into them:
Specifically, the Liopleurodon has no AC, the Giant Beaver has no HP, and the Man Eater Bat has no Hit Dice calculations(which some effects might take into effect).
(I was thinking of Dropping this on Discord, but I wasn't sure if it would have been picked up or not. I just wanted to make sure you knew about it.)
Ill go fix it now. Thanks for the heads up.
I want to get ON Mr. Bone's Wild Ride
oooooohhhhhhhh myyyyyyy
You have some competition
Pretty good, looking forward to the artificer video.
Perfect opportunity to call the Book the Single B Double U Triple B.
Moon Druid, lvl 14: the ability to turn into dragons
alter self is cool (actually... for this late in the game? no it kinda sucks): best feature is grow some natural 'magical' weapons that deal 1d6+4 (16 strength might be pushing a bit for a druid, and only a +1 from magic) (unless it's an aquatic campaign so swim speed and water breathing... but that's really niche)
you can get 2nd level spells at 3rd level (which alter self is 2nd level; druid doesn't get it though?) and alter self doesn't scale with spell slot progression
so I propose the new, Moon Druid 14th level feature:
By level 14, the primordial magic in your blood allows you to turn into other, even stronger creatures and you are no longer limited to the beast creature type. When you wild shape, you can transform into a dragon creature type with a CR that is equal to or lower than your druid level divided by two.
(This only gives access to Young Dragons, so maybe it's not too strong...?)
I'm here for Bone Wizard having lore.
i didn't think will people respond so well to it. Im glad it was well received.
Bit late to the party but yeah completely agree on the moon druid. Great class but the lack of scalable choices just feel lack luster. I always liked the idea of adding suitably beast themed monstrosities to the druid wyld shape forms. Its a crime that a moon druid cant be an owl bear. Ive been saying this even before the movie.
There is no good reason that an owl bear is not a beast.
I love the BBB, I hope to be able to use it in the future. I played one moon druid and while it was great and fun (especially since you get resistance to nonmagical physical damage as an elemental) but the fact that the highest plus to hit at level 9 was 7, which just kinda sucks. Something else with Druids is they're kind of hard to give magic items to for DM's.
Great video, I’m really looking forward to when you get around to sorcerer subclasses.
Good ideas and very creative abilities, really liked it
Keep up the good content bone boi! Love these videos and the new lore drop at the end has my attention!
Thanks! Wasnt how much that people would like that bit so thats good to hear.
@@bonewizard Well I personal enjoy it, and I look forward to more vids! I may hop into the server sometime but yeah! Love the buff you done to the druids subclasses and other classes (Hell I implemented the barbarian buffs lol)
Another incredible video! Druids are my absolute favorite class. Hey, what music did you use?
A bunch of sources.
Enter the Gungeon
Psychonauts
Hades
TH-cam audio library.
Another great video! I'm really liking the changes, although as I expected I do have some issues with your changes to Shepherd druid. First off, the Bear totem giving advantage to Con saves is really strong, since it also protects concentration saves. One of the best counters to summoners in 5e is breaking their concentration, which is already difficult when the enemy needs to get through your conjured wall of flesh. On top of that, it boosts the saves of all your caster buddies too, so they can delay taking War Caster while still having incredible concentration saves by picking up Resilient (Con). I'd change this to a Strength save, which still fits the Bear/Barbarian aesthetic. Strength saves are by far the least threatening, but this is already the best totem option, so I think it's a worthwhile fix.
As for the new level 6th feature, I was initially worried about giving a free casting of Conjure Animals, since it's the druid's strongest spell, but limiting it to only summon CR 2 is a great way to balance it out. The only thing I would change is to limit the "you can use your spell attack bonus instead of their attack bonus" part to only if you use the feature's free casting of Conjure Animals (or possibly to just single summons), since boosting the attack rolls of 8 wolves/velociraptors/any CR 1/4 creature can get pretty silly. I do appreciate the attempt to encourage using single summons, since they're a lot easier for newer players to use, while still allowing more experienced players go ham with horde summons.
Also I absolutely love the little bunny druid, I'm 100% playing a harengon shepherd druid the next chance I get.
Edit: Actually, is he even a harengon? They normally wear clothes, right? Is he a different species, or just nudist?
Hey! Thanks for the feedback! I didn't consider what you said about con saves. Ill keep it for now unless people try it and tell me its busted.
And he is harengon. And why would he wear clothes? He has fur. Lots of fluffy soft fur.
My issue is with the str saves, mainly that they’re useless. Giving ribbon abilities that don’t do anything isn’t a fix for others that may be on the strong side. I’d rather have an overt strong ability than a neutered one
@@lordnyko1860 The bear totem is already the strongest totem in the base class, so keeping it the same isn't making it any weaker. The only change is that now it has a bit more competition from the other totems, but neither really eclipses the bear totem in terms of strength. Giving bear totem another strong ability (like advantage on con saves) would make it a no-brainer over the other totems, which is a lot less interesting.
Side note: I didn't realize this until now, but base beat totem already gives advantage on strength saves and checks, so my idea wouldn't add anything.
Absolutely beautiful
Thanks!
I definitely know that feeling of dropping 100 IQ points at a D&D table. Though at the same time I think I just have a CONSTANT IQ debuff in relation to maths. Mental Math is extremely difficult for me if I don't have something tactile to attach it to, so I'll always go for either a calculator, a piece of scratch paper, my fingers, even just drawing the equation in the air in front of me to help me actually pin my maths down.
Giant Mantis Shrimp? Somebody saw ME coming.
Although, it also occurs to me that one should probably alter the text for the Elemental Wild Shape so that it also scales, letting them turn into bigger elementals as their max CR rises. May require additional stat blocks like the Beasts, as I forget if Greater Elementals are a thing in 5e, but those wouldn't be that hard to work out.
Well done, not really something that'd be considered a buff, but management for a druids wild shapes can be difficult, especially if using homebrew or 3rd party monsters.
Dnd. 2nd edition had special handbooks for each race and class, and I think that'd be something that we should go back to as opposed to 1 communal players handbook/DA RULES.
Just make a wildshape "pokedex" book that allows easy tabbing and marking of "seen it" so you can manage it. And binder rings so with new druid system kobold press, hit point press, etc can just release whole lists of things for easy addition.
Other wise it's a long day of notary work and excel spreadsheets, and that just holds the logging of monsters and things.
It's a whole ordeal. Even if you use dnd beyond or alternatives, hyperlinks to the monster pages for quick info, it still requires a lot of set up.
Book keeping kinda kills the "I can be nature man" enthusiasm.
Not saying it should.be required. Play how you want, but the more beasts/monsters you add, the stronger the druid becomes due to variety.
The adventure and experience, and being in the world is the druids strength. It should want to walk every road.
I sort of miss the 3.5ed monster category of "magical beast" because that contained cool stuff like the owlbear and griffin, and I think that those would be considered part of the natural world for DnD. Unfortunately, those are classified as "monstrosities" in 5ed which also includes stuff like medusa. But I think expanding Moon druids form choice to monstrosities with Int of 3 or less (which is the int of a mammoth) gives a bunch of cool new forms in the standard MM, including capping out with the Chimera at CR 6.
I want to be a giant pistol shrimp, and become a pro boxer.
You can in the booklet
Shepherd Druid: "I'm gonna make you eat this d4 and you're gonna like it!"
Honestly one of my most favorite lines from these videos.
16:10 when the characters wants to pick a bone with DM (pun intended)
Oh no, that Wabbit Druid is too distractingly adorable.
Thanks! Ill take that as a win haha
15:30 sounds like your a wild magic lich.
Theory or what bone wizard is:
So it turns out you can do quite a lot of stuff with just normal dnd spells and some time, my theory is a wizard who just went a bit too far, something like:
True polymorph a ancient dragon into a lich, then cast magic jar, convince the now ancient dragon to turn into a humanoid, magic jar the humanoid, now you are a lich that is actually an ancient dragon while also being a wizard. Add some nice wards and protection for some abjuration, among other things, and you can get quite close to all schools of magic.
Only downside is that it falls apart of dispel magic is cast at an high enough level, as all the spells would end,
Then again, anything official that is magical would probably end when dispel magic is cast on it at an high enough level, unless they are magic items, or you targeted the wrong thing, so maybe.
Im just cute lil skeleton
@@bonewizard That's exactly what an ancient wizard god pretending to be a cute lil skeleton would say.
Buffs AND more lore ? sign me up
We buffed the lore.
Great video!
Also LORE!
Love the stuff you do.
Thank you!
It's interesting how the Moon Druid has less of a problem with the subclass itself being weak, but just the fact that it's built entirely around whether or not the game has enough Beast Type Creatures to function with it. Granted there's also the Accuracy problem but the fact that you can just completely change your stats by becoming a creature to get free strength or dexterity seems like a fair-ish trade in some cases... though scaling is ALWAYS a problem.
another banger from the calcium king
My fix to the moon druid is just that i let my player druids transform into monstrosities and dragons (yes only cr 6) and if they study them in game (including observing, tracking, killing, and autopsies) aberrations (unless i specifically veto something, like a drider, because it doesn’t make sense). It's iffy yeah but high level wizards can cast wish, and if you give so many options to players they automatically pick a theme of their druid instead of just being nature hippie
The plot thickens
the plot thiccens
Trogdar references always welcome
Did you also notice i used the geddup noise?
I like the lore.
Thanks!
@@bonewizard i would like to watch more of your vídeos, If you make more lore i would be happy to comment and engaje about it
@@chuvabr5879 you should check out the monk and barbarian video then lol
YEOOO I love her vids lad
....ok, Moon Druid is not getting AS big of a buff as I thought it would, and it's actually rather resonable, just helping with the higher levels and not being held into a limited number of forms and the kind of flavors of things you want to turn into with the booklet(the Hell Pig is a personal favorite). Thought small question.
You mentioned that you had a CR 20 beast in the booklet? I have been looking all over it but I can't seem to find it. I assumed it was the Giant Wolverine based on the image when you mentioned it, but I'm not sure if I'm looking in the right place or if there was a typo. Am I just simply looking in the wrong spots or maybe it's on the Discord server?
... i forgot to put that one in! ok hold on!
Let's gooooooooooooo
Thank you bone wizard!
bill beats bass
Bone Wizard lore let’s gooo
I think Moon Druids should be able to Wild Shape into Magical Beasts, by Magical Beasts I mean creatures that are similar to Beasts but are different due to being of a different Monster Type. Creatures like Unicorns, Manticores, Displacer Beasts, Chimeras, Pegasi, Nightmares, Kelpie, Griffon, ect. They would get an expanded list of other creatures they can transform into due to an Otherworldly connection since the Moon has a way of affecting the barriers between realms/Planes.
that might work. Except unicorns since they have spell slots. You might need to add specific wording to clear up that thing. Probably an easy enough thing to fix though.
@@bonewizard But they don't have Spell Slots, they have Innate Spellcasting which gives them a limited number of uses per day on a few spells, they also have a few magical Actions that are also limited use per day like Healing Touch is only 3/day and Teleport is 1/day.
A simple fix for Moon Druids is to give them the ability to take on Magical Beast form from a certain level, so Owl Bear is go.
For the elementals, they should bring back the age categories that base elementals are supposed to have. That way you could transform into them earlier, and not just the adult one at 10th level. Also, I think that at 20th level, you should be able to transform into any beast, even a T-Rex or a Mosasaur.
Considering i made a CR 20 beast, im probably not going to allow them to turn into any cr beast they want haha
Really think they should make another class thats just about turning into beasties.
Would be an interesting idea, but they wont do it.
Did... did you make that fire elemental song yourself?
th-cam.com/video/mm-aovm1axQ/w-d-xo.html
Those Druids have clearly never seen how I run a lich. I don’t actually modify the stat block other than different spell choices. So, when the fighter passed the wisdom save the lich pulled out a flame tongue and +3 shield and proceeded to one v one the fighter, and the fighter did not win.
so i read the description and i had to do a triple check that it did not say "Bone Wizard's big booklet of bReasts"
Holy shit TROGDOR
Its not the first homestar runner reference on this channel lol
Make the imvocstions a Mob using the mob rules for monsters
A free book of beasts. He’s giving pointy hat a run for his money
I could 100% win in a fight against a hat.
@@bonewizard But you're a Wizard and they're a Pointy Hat, combining your forces would be way more efficient than fighting one another.
(Also, I was going to do the same with this video as I did with part 1, making _hopefully_ interesting additive and alternating thoughts on your buff ideas, but got tired, went to bed, and now I just want to move on with making progress through a new day.)
@@Shalakor go enjoy your day. Ill be fine lol
I got two friends Who play a sheper druid and an animal totem barbarian and the joke is the bear spirit is there grandma
Thats good
@@bonewizard funnyist thing to see
Bone Wizard plays katana zero? Let's goooooo
patiently waiting for the DLC
@@bonewizard We all are 🥲
W upload
W comment
Zat mufuggin Bone Wizard?! Hell Yeah
it me. im fuggin bone wizard. Im going beast mode
Bro got lore
As a math teacher, yes I can remember and expertly do quadratic formula and integrals. Do I know what 17+4 is at a D&D table? Absolutely not.
put a bunch of dice in front of people, and their brain just stops working properly.
Question, does the Waking Dream reset after a Short or Long Rest?
I don't think you mentioned it here.
I'm going to take a guess it's per Long Rest until I am told other wise in case I acidenlty break something.
Good catch. Yes i forgot to add that and yes it comes back on a long rest.
It is now updated on the change doc.
@@bonewizard And today is when I find out that their is a google doc.
This is going to make my job, SO MUCH easier! Thank you!
@@loganfrandrup6590 no prob bob
I know this video is old but still hopefully the creator will see this can you please make a video about possible changes to wild shape to make it more versatile and more balanced so that we can use higher CR I would sacrifice anything to get higher CR
12:19 cries in earth elemental Edit: i should explain that my campaigns usually end circa lvl 13
Thats homebrew games or 3rd party stuff is better.
Could we maybe buff stars druid? I want some themed spells. Lemme throw a meteor at someone!
Also scaling of course.
Never clicked so fast
fastest clicks in the west
Always good to see a BW upload 👍🏿
Thanks bro
So, I what I would do with moon Druid is make it like one D&D, but you know not a flaming pile of wtf are you thinking. So, I would give them an animal form and what they would be able to do is as they level up they’ll be able to modify their animal form with various features and abilities. So, at first they turn into a bear, but later on they’ll be able to turn into a flying bear that shoots webs, and gores people to death. The animal form gives your HP in temporary HP making that way easier to track.
Personally, with the One D&D design in particular, I'd have Wild Shape and also other forms of transformation work like the original 5E Aid spell, increasing the subject's current and maximum HP by set amount, in the Druid's case scaling with class level, with maybe a bonus for Moon subclass and also maybe less or more HP depending on the size of the transformed state to not make Tiny forms some crazy late level feature. Too many new things already give Temp HP in One D&D, including Barkskin in the Primal list and the reworked Aid spell, as well as more classes with Temp HP features, for Temp HP Wild Shape to work in One D&D.
We want sorcerer buff !!!
As a cool kid, I can attest that we do call it the BW Triple B.
Make a CR 12 beast that’s just called clifford
I think you forgot the CR 20 beast in the document that was promised
Crap. Ok gimme 1 hour and itll be there
Ok its fixed now
Frankly i feel like some beasts would be higher cr if they werent real creatures. Tigers do some crazy shit
Bone Daddy!
stahp
Nice
Nice
Since WotC is erm challenged, would you please take a run at making a storm Druid?
I can take a crack at it. Though if you use my changes to land druid, you can call lightining twice in one turn.
@@bonewizard I should have mentioned that too. I love it and will use it. I just love the storm caller flavor and feel like I can’t quite get there. Just something to tackle in the future.
I always thought that druids need a table of scaling. Where "beast form" has a base level then you get more AC, ATTACK, HP, the more you level.
One dnd is kinda doing that. What you get in smooth leveling, you lose in unique mechanics and interactions.
@@bonewizard I could see that yeah but then you're not restricted to you can only be a wolf or a bird or a mammoth you can be whatever you want to be and just have your stats and be what they need to be. Maybe if it was more like a barbs rage damage progression or something.
@atvandrew You can always reflavor the statblocks too. I can absolutely understand why someone would go that direction of "generic beast form that scales with level." It's perfectly reasonable. I personally just prefer the variety you get from individual beast stat blocks.
I like what you do with the monks in your other video what if you gave them like a hit die increase for all natural weapon attacks, get multi attack regardless of beast at a certain level and/ or sacrifice spells to heal or gain a +something to attacks for a time similar to a hex blade. Or dragon disiple from 3.5
@atvandrew ya increasing die size is a pretty easy way to add progression. Also you can sacrifice spells to heal. Moon druid can heal 1d8 per spell slot.
LOOOOORRRRREEEEE #16:00
Make the creatures s Mob, use the Mob rules for monsters
patrion link?
oops. fixed that, its in the description now. Patreon: www.patreon.com/user?u=84917908
One word owlbear
I think the video plugs should have been cut off and the lich bit should have been saved for the end
I want to play bone wizard now
Ya they pay me to do that, so hard no lol
@@bonewizard I meant after the plugs were done, and then it cuts off the outro
@@gaidencastro9706 i don't want people to think the video is over and click away. If you hear shout outs. People tend to click away.
i realized fighter isnt in your document. That one purpose?
i have a lack of braincells and realize this
Ya its there
The sheer idea of buffing the Sheppard Druid when they're one of the highest DPS characters in the whole game scares me
You hav a problem with summoning spells, not shepard druid.
@@bonewizard you make a very valid point there! I just think that the Sheppard Druid already does such an amazing job of augmenting what is already a very strong spell, that you could end up pushing it over the edge.
Ignoring all that though, what you designed is WAYYYY more interesting to play
Boners Assemble!!!
Im so happy this is catching, you have no idea.
W
your shepherd druid can do 100+ average damage per turn for the cost of one (1) third level spell slot and a single use of wild shape
How?
@@bonewizard 8 charging elk with the hawk spirit against a creature with lower than 15 ac and a bad/unlucky strength save. even against something with 17 ac that succeeds on every save, you’re still getting like 60 dpr. it’s mostly just because conjure animals was already an unreasonably powerful spell, but the shepherd druid doesn’t really need a buff. if you were entirely remove conjure animals and balance the subclass around the newer summon spells from tasha’s it would be a lot more reasonable
@@williamomalley6081 so your problem with my changes to shepard druid... is a spell that every single druid gets... ok.
@@bonewizard it’s more that your buffs were unnecessary because COS was already a very good, powerful and interesting subclass that’s also built on a strong base class. it doesn’t have any weaknesses that prevent you from fulfilling the fantasy of being a nature summoner and doing that in an incredibly effective way. your changes to circle of spores were good because that subclass is genuinely lacking in its ability to to what you want it to.
@@williamomalley6081 Because RAW, shepherd druid is still a worse than star druid. The point is to make them as good as the best options.
I could go into detail on why I made the choices I made, but id rather just implore you to watch the video again. That or just read any of the tasha subclasses and then compare them to shepherd. Its not even close.
It really just seems like you have a problem with a spell, not what I suggested.