More details about Sea subclass: You only get one feature to play with if you play sea druid. Even at higher levels, you're still playing with one feature. And when you get the feature at 3rd level, its not as strong as walking 30 ft away. Even if you put down a control spell, walking away 30 ft to cover is just better than sticking around. I really have a hard time understanding why this feature is good. It really really sucks. Guillman's guide to speed Kickstarter link: www.kickstarter.com/projects/onlycrits/guillmans-guide-to-speed?ref=4symde Hype page full of exclusive stuff: www.onlycrits.com/pages/ggts Only Crits discord: discord.gg/pYXTVZhkgY Thank you very much Only Crits for sponsoring this video!
Moon Druid is ironically held back by its name of all things, since when I think of what a Moon Druid would do, I wouldn't think it's the best Wild Shaping Druid. I'd want to see Moon Druid dip into barbarian a little: give it the ability to howl and frighten people, be immune to charm and frighten while in beast form and maybe give it something similar to Beast Barbarian's Infectious Fury. If you wanna get really spicy, maybe give it the ability to manifest parts of its beast forms while in its normal form, like allowing it to gain the traits, senses and movement speeds of a beast form.
Yeah with this in mind it'd make more sense to make every subclass related to a different animal. Moon = Wolf Land = Bear Sea = Shark Sky = Eagle Primal = Dinosaur etc...
I think the current features are for two reasons. First, the Circle of the Moon seemed to me to have been a reference to lycanthropy, since were-people turn into dangerous creatures in the moonlight. Second, there was a lot of feedback from players asking for more "moon flavor" with the Moon Druid. So they focused on the moon flavor, but they accidentally split their own flavor into two pieces that are weaker. I like moonbeam on this subclass, but I wish that you could control it while fighting as an animal. Give them moonbeam, but let them move it as a bonus action or prevent friendly fire. Maybe the capstone lets them make and control two beams. I'd also prefer to switch the teleport out for an auto-prep of polymorph and the ability to expend a use of wildshape to to cast it as a bonus action once per day. Maybe they can choose to let the polymorphed creature keep their mental stats. This would be a great way to have a druid that masters lycanthropy and defends against abuses of it.
I remember when I first started playing D&D, I had trouble keeping the Land and Moon druid circles straight. For whatever reason, my natural instinct was that the moon had to do with aetherial concepts and magic, whereas terrestrial beasts dwelled upon the land.
Speak with Animals is a ritual. Having it always prepared means that you never have to expend a spell slot or a "preparation slot" to cast it. That's the point of Druidic.
I wish moon druids could wildshape into non beasts at higher levels like in pathfinder. Turning into dragons, elementals, plants or kaijus/monstrosities is really cool and has to do more with the theme of wildshape combat.
They can, it's called Shape Change! After all, for casters, spells are class features right? (I am dripping with sarcasm). Still, I'd rather they focus on just making moon druid's scaling with beast forms better first rather than make every monster designer sweat buckets because now they have to worry about players becoming monsters when they make a new monster.
@The_Crimson_Witch , this is exactly what they need. It would be interesting to create a way for lower level beasts to scale up their power. Maybe grant their attacks 1d6 more damage for each level they're behind your CR max. It'd also be interesting to grant more attacks at later levels. That way you don't feel compelled to choose a brown bear every time you wildshape. It's the strongest option, and thus the optimal pick. I'd also aim for focusing the level 10 feature on becoming a master of the polymorph spell. The two biggest hurdles of polymorph are (1) you lose you mind while affected, and (2) you can't enhance yourself fast enough to reliably use it in battle. There are usually 3 turns of combat, and if you use your action to transform then you've lost a turn and 1/3 of your ability to affect the combat. Give them the ability to cast polymorph as a bonus action and keep their mental stats once per day (cast it with a 6th level slot or higher to do it again). That will make them think. Even if you have to lower the duration to 10 min or 1 min, it would be super fun. I'd say this could all be fixed if they focused on a central theme, for instance: you are a master of shape shifting that uses their mastery of lycanthropy to police those that would abuse it. It makes the features work together: combat wildshape, moonbeam, and polymorph.
I lean PT for UA takes. Treantmonk generally covers for the average table, but playtest and new rules are an opportunity to fix the underlying issues that most tables houserule or ignore. If you only play at tables that cater to melee martials being viable, you won't provide feedback to make the game as a whole support that style.
Land's Aid damage is fine. Remember at level 5, you can get back wild shape uses by spending a 1st level spell slot. So compare its output to other 1st and 2nd level spells. Not only do you get AOE damage, but you also get a free heal on top.
It's wither and bloom, a 2nd level spell. Except it upcasts at higher levels. So, you can convert a 1st level slot to get the equivalent of wither and bloom cast at 5rh level eventually. I guess it's worth deciding if that's worth a class feature. Probably decent enough though.
They decided that for moon druid instead of the whole transforming gimmick, which was the _only_ reason anyone played Moon Druid (and tankiness but eh), they instead decided to double down on it being named _moon_ druid. Also I think it's hilarious that moon druids now get to cast moonbeam, the anti-shapeshifter spell which CAN friendly fire, in their wild shape. _Depending on what you're fighting, casting it means you have a big opportunity to hit yourself with your own greatest weakness while wildshaped._
Yeah.. does wizards think it’s too hard for people to understand the idea that the mood is a theme and mode of transformation in many myths. Though they could make a clause that your immune to the de-transformation part of moonbeam for a whole rules for thee not for me idea.
So they basically heard everyone say that moon druid needed a more clear identity, and decided to go the lunar mage route rather than beast route. Legit, just combine the moon features of the class into stars druid, and make a circle of beasts druid that focuses on transformation and self buffs. Allow hybrid creatures, such as taking the bear stat block, but allowing you to take snake venom on top of it, or alternatively, open up the option to transform into monstrosities. You mentioned wanting the extra damage on moon druid to have been force, rather than radiant. While radiant doesn't make sense either, why force? To me, force damage seems more the domain of a gravity druid, if there ever was to be one.
I really enjoyed the bear puns - I'm REALLY looking forward to BG3 - And thank you for all these videos. They are helping me understand wtf is happening.
I think my ideal Druid would have Speak with Animals as a class ability at will. Additionally, Wild Shape should give temp-hp equal to the chosen form; if you lose that temp-hp, you revert to your normal state and the usage ends. Wild Shape should also have a limited number of Preferred Forms (no more than 3-5 at level 20) that the druid can use without much restriction (at will, no time limit) but with the tradeoff that it doesn't grant temp-hp.
i mean, speak with animals is a ritual spell so you can cast it whenever since its aways prepared, just takes 10 minutes to do so, but yea as a class feature would be nice, thematic, and not very powerful either
My hope is the beast section gets a complete overhaul in the new monster manual There needs to be more beast options for CR 3, 4, 5, and 6. And honestly, there needs to be some way that you can still use your PB and/or WIS to make attacks, otherwise a CR 3 monster like a Scorpion isn't that good with only a +4 to hit
Circle of the sea is so weird, just bake it into land druid with ocean domain, each domain can get elemental style buffs, burrow for desert, climb for forest etc
I know many people who were OK with using basic stat blocks for wild shape, we all just wanted unique features to pick from when transforming so we wouldn't be just generic animal 1. Also the elemental damage bonus from moon got rolled into the base class. I also didn't like how much it looks like cleric.
Build your own block. Get x number of points. Each ability costs points. Points increase as you level. Size costs points to go bigger or smaller, skill advantages, weapons, multi-attack, flight, swimming, etc… Balance by the points and it makes things fun. Just require the shape to be an animal that can manage those traits but not hard nosed about it. Oh wait, that would require balancing and actual play testing and actually intelligent devs.
If they want the moon druid to be the combat form druid then they should double down on the flavour and make the higher level abilities be in theme with Were creatures. Many a players fantasy when hearing about moon druid is the thought of being a werewolf, then let them be one and go deep in to the were creatures features so it is viable at end game, Regeneration, howls, multi attacks, rages etc.
I love the idea that using Wild Shape specifically for combat is a subclass, rather than something supported by the class feature. That gives a nice flavour to that subclass and leaves the others to focus on being full-force nature casters. More classes should be built with this idea that the base class is not the primary source of mechanical flavour, but just establishing a foundation. I think they could go further with leaning into this Beast Warrior idea, though. Really push it for being a frontline melee build. For other subclasses, I'd like to see things such as Speak With Animals becoming an always-on innate characteristic. Just more things that blur the lines between nature & person, so it begins to feel like your druid is BECOMING nature itself. Something I do find a bit troubling with these OD&D class breakdowns is your constant use of the most powerful classes/subclasses as proof that something needs to be buffed. While, yes, there are a bunch of places where they need to take the shackles off and let people live their fantasy (every melee class is always a victim of this), it's worth considering that if the reference point for EVERYTHING is that "wizards can turn people into dragons, permanently" or "bard does this better", that maybe the problem is that wizards & bards need to get debuffed a bit. Surely the best way to balance the game isn't to crank everything up, but to bring everything more towards the middle.
I hate that the new Moon Druid kept 5E’s biggest flaw and stripped away its most interesting feature. By level 10 you’ll never be able to hit anything and you can’t even turn into an elemental to make up for it. It’s so lame!
Wonder if they're trying to make the moon druid an anti-night creature subclass? Moonbeam specifically screws over shapechangers, like werewolves and vampires. Radiant damage is also useful to deny vampire regeneration, and zombie undead fortitude.
I'm a 16th level Moon Druid playing standard 5e, and I use Moonbeam all the time. It upcasts beautifully, provides a good ranged combat option for enemies outside melee range, and (best of all) I can grapple enemies and "triple dip" them in and out of the beam for 3x the expected damage. Being able to cast it while in wildshape would be absolutely bonkers good.
I have about 1500 hrs in the Bg3 early access. If you haven’t played it, enjoy. Larian did some interesting things to some of the class abilities. Thief gets two bonus actions at 3rd level. It’s gonna be fun once the full game comes out and multi-classing with out ability score requirements becomes a thing.
Druids being more thematically related to moon is what I think this class needed. Moon druid in 5e had barely nothing related to the moon, except the idea of change and transformation, now they really feel more on theme.
Yes but at the same time you as player could always do that so now that they a doing this do all player I agree with pact I would love a moon based subclass but this version is not it as he said it is doing two things but not the best at either I wish they would make moon a subclass about the phases of the moon and the waxing and waning into features then make a subclass all about wild shaping in combat.
@@itsmefirefox the thing about phases I guess is already developed for moon sorcery, I mean, it's super cool as a thing, but it would be repetitive. I think it's not so bad, moonbean is kinda insipid, maybe some other spells at level 15 would be cooler, but still, I don't dislike the idea
I think the purpose of moonbeam for moon druid is for grappling and using upcast spells to deal damage multiple times per round. "Fixes" the damage scaling issue, but loses the reason why someone would want to turn into a bear and fight.
Fantastic video. But I'm reminded of the brief comment spar you and I had on your bard video. You worry that the bard overshadows this druid. I agree. Is some of that flaw in druid design? Well, probably. But to my point, can't some of it be a problem of the bard being overtuned right now? I've been playing D&D for 25 years myself. The words "This druid is ok, but I'm worried the bard might overshadow them" would have been positively inconceivable to me before this playtest. And that inconceivability was a *good* thing. I don't see any reason why a bard should be within a country mile of the full primal spell list. I think this solution is that the bard should be get access to some of everyone's spell lists, not all of one (and eventually all of all). The bard shouldn't be threatening to overshadow every other caster in the game the wat they are right now. If I were to make an even hotter take, I'm not even sure the bard should be a full caster at all, but we can just table that one. ;)
no swim speed limit - awesome and makes sense bonus action WS - awesome and makes sense (been saying it for ages) loosing hit points - very bad, massive nerf of an already weak feature, immersion breaker, loose storyline elements (e.g. the guard swotts your spider shape, talk, run or fight ur way out) prepared forms - very bad, no one is going to do this >
I totally agree about the moon druid, the fantasy of that sublcass is to be a beast smashing up people, not calling down moon beams. The extra damage should not come from a spell, but from my claws and fangs. Also it is a shame they went away from templates. I think they recieved a lot of bad feedback because they basically had the worst version of templates possible.
I personally think it would be interesting to have a druid subclass like the Moon Druid gain more abilities with it's transformations, especially if it meant the Druid gaining the ability to Wildshape or Polymorph (themselves) into Monstrosities and maybe other creature types when they upcast Polymorph on themselves. This would possibly include gaining an ability like Conjuration Wizards get at level 10 where their concentration on Conjuration spells can't be broken by damage, but instead applying to Transmutation spells like Polymorph
Remember earlier playtests? They’d make a rule, then revert or make the opposite. The reasoning: get input to compare and contrast both versions. Yes, tons of reverts and nerfs happened. But that is so they can check actual demand for different aspects.
8:27 if the maximum CR is your druid level divided by 3, and you unlock this feature at level 6, doesn't it mean that the new maximum CR is 2 and it increases by 1 for each 3 levels?
Yes. Thats exacly the point, this part of that Level 6 feature is unnecesary it should be a part of level 3 feature description. Instead of "the maximum Challenge Rating for your Wild Shape is 1." it should simply say "the maximum Challenge Rating of your Wild Shape equals your Druid level divided by 3 (rounded down). So its still 1 at level 3 and 2 at level 6 etc. Beacuse now these descriptions of features (lvl 3 and lvl 6) are unnecessary bloated.
Ranger 5 / Druid 7 is actually a pretty good multiclass thanks to Primal Strikes. Adding +1d8 elemental damage on top of your attacks puts the Ranger on par with the Paladin's +1d8 radiant damage that they get at 11th level. Pick Land for the additional spellcasting prowess, and I think that multiclass would be a pretty cool gish (also, who wants to go past Ranger 5 in this playtest...)
I actually really liked circle of Sea. It concentration an action free after set up and lasts 10 minutes. Though I do feel it should target a different save or do half damage on a successful check. This is actually the subclass I plan to play test. I love the changes to bard to where I feel less need to test to know I like them.
@@brianmyklebust9924 Its a druid subclass built around it’s wild shape option, like almost all of the druid subclasses. I think if they fix level six feature to be more interesting/ different it could be alot of fun. I’m sure I’ll have a good time trying it out. What class subclass combo are you going to try first?
12:33 , Nerf the other caster instead of buffing the druid (this nerfs made sense there was no way that it was good for the game that a simple druid , just by picking a subclass is a better frontliner than any other martial )
The radiant damage on moon druids makes a lot of sennse. It is the same damaging moonn light as the moon beam spell, that they have. How would force damage make more sense?
Im ready for another look at glyph of warding. Place near enemy for a free reaction silvery barbs, waiting. A concentration free bless or bane. Mage armor for Squishies. Fairly tough on the spell slots, but if divine soul sorc, grave cleric, and undead warlock: quicken cast glyph, put bane, twin mind spike. Minus 2d4 to saves, attacks.... Or another turn: chain warlock sprite, quicken synaptic static, twin toll the dead...
Moon druids with a barbarian dip are the real tanks of the game now once druids get there level 5 feature where they can use a spell slot to wildshape. At level 5 druid 15 temp hp per spell slot which can have resistence with a level dip in barbarian.
Now you can lightning lure at 300 ft of range at lvl 15. So you can force movement at 300 ft and make someone in a building you can see to take fall damage depending on the high of the building.
I can understand wanting Force damage instead of Radiant damage for moon druid attacks at level 6, however, there is good reason not to use force. Very little has any resistance to Force damage, if anything. It's a very powerful damage type because of how rare it is to find anything resistant to it. This is why force damage effects also typically do less raw damage then other damage types.
I'm curious to see how Baldur's Gate 3 rules work compared to D&D 5E rules. Martial characters can make attacks as bonus actions depending on their weapon (a greatsword allows you to pommel strike), and caster characters, or at least wizards, have new ways to regain spells.
Thanks for the OneDnD videos Kobold. So far, I haven't seen anything about OneDnD that makes me want to play it. I'll stick to 2.5e, 3.5e, and 5e. Those have some issues, but nothing that can't be fixed by DM fiat.
It definitely feels like Wild Shape in this play test is best used for not turning into a beast in most cases. They really needed to make the templates good rather than revert to the old system in a way where the only problem that really gets fixed is the bookkeeping. That said, if I were play testing this Druid, I think that a Circle of Sea Druid with Primal Strikes, either as a Warden or multiclassing into Fighter, Ranger, or Blade Warlock, could make for an interesting Thor-like Primal Pseudo-Paladin character build.
I know the big thing about Moon Druid is that they recieved feedback about it having a lack of lunar theming. Hence why they have this fixation this time around on moonbeam. Least Moonbeam scales nicely at higher levels, so at least at level 14 you could (don't recommend it) spend a 7th level spell to have a satellite death beam that deals up to 7d10 radiant damage. Or you could just do that without having to transform anyways, thus making it confusing as to why have this feature in the wildshape combat class. If they really wanted to make it shine, why not give the wildshape immunity to the effects and damage of the moonbeam and give them extra bonuses while they're in it? Or at least let em use it right when they wild shape.
That's actually a pretty damn good idea. It really doesn't change a whole lot, doesn't really buff them a whole lot, but gives them better control of the spell. Although if they get a bonus, I'd say like an extra d6 once a turn, or maybe PB a turn. I'll be adding that in my survey
I still don't get why it isn't the case that moon druids don't get to wild shape into monstrosities that are just amalgams of different beasts, like owlbear, centaur, or a chimera. It would be fun as hell and a necessary boost to the combat abilities of the moon druid at the higher levels. Wild shape quickly becomes outcast at 2nd tier and was only saved by elementals in base 5e. Now they don't even get that.
Druid still could bear more improvements in the base class, and meanwhile the subclasses maybe should pause until the base class issues can be resolved.
By the way the Druid doesn’t specify that their “free” spells don’t count towards your prepared or known spells like it does in 5e, so all their forced prepared spells will take up your prepared or known spell, meaning you don’t get to choose that many spells yourself.
Moon druid didn't lose their damage from the previous playtest. It was just moved into the base class. They still get 1d8 and later 2d8 added to an attack per turn. I'm also a bit surprised that you say combat transformation will become less useful for non-moon druids. Rather than spending a full action to transform, they can now cast a spell, turn into a bird as a bonus action, and fly to a high vantage point out of reach. Next turn, they can use a bonus action to become themselves again and immediately cast another spell. It lost combat tankyness but gained a lot in combat mobility. Finally while I do agree that the moonbeam flavor feels very forced, the level 14 feature is actually very strong. Normally you spend and action each turn to get its damage. Now it is suddenly completely free (well, except for concentration). And you don't have to cast moonbeam at 2nd level. This can be a 5th level moonbeam dealing 5d10 damage each turn while you are meanwhile also mauling your opponent. You are casting a lot fewer spells than other druids anyway.
Treantmonk: Sea Druid looks really fun and is probably too powerful. Kobold: Sea Druid is really boring and is also too weak. The duality of man strikes again.
@@PackTactics I think it's more to do with the power you get for the extremely low cost. for the price of 1 wild shape (now equivalent to 1st level spell at 5th level druid) you can bonus action set up turn 1 and immediately get a save or 3d6 to 5d6 thunder damage ability that has a minor push affect. it last for 10 minutes without concentration, and each turn you get another 3d6 to 5d6 damage without spending ANY action. I'd say that's way more powerful than a typical 1st level spell.
@@otheusrex2190 3d6 if you end your turn near the creature and it only effects one creature. It's a con save. If the creature succeeds the save, nothing happens. That's like 5.25 average damage if we assume 50% chance because of the con save. If its 5d6 then its 8.75 average damage. Keep in mind this is not dpr but you caaan make it dpr if you're close to the enemy constantly. Think about it. You have to consider damage dealt vs damage taken in the analysis. I don't think its worth it for only one feature, you're stuck with 1 feature if you pick sea. If you pick land, you have more options, even Moon, you have more options.
More details about Sea subclass: You only get one feature to play with if you play sea druid. Even at higher levels, you're still playing with one feature. And when you get the feature at 3rd level, its not as strong as walking 30 ft away. Even if you put down a control spell, walking away 30 ft to cover is just better than sticking around. I really have a hard time understanding why this feature is good. It really really sucks.
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That thumbnail is wonderfully cursed. Well done
I had more fun drawing this then reading Monk or Ranger.
@@PackTactics I mean anything is more fun than that
BG3
@@PackTactics Oh hey, you know about the meme encounter as well xD.
It's so cute! ❤
"Inside you there are two wolves" hits differently given the reference the title card is making xD
What tis the refrence?
@@thewholesomecultist6702 most likely the baldurs gate druid wildspahe sex
@@thewholesomecultist6702 "...in balders gate 3 the bear stuffs you... if your lucky"
-Vc of first druid Halsin
Judging from the thumbnail, someone must be excited about Baldur's Gate 3 coming out. Yeah, I saw the bear scene...
My favorite line from Super Troopers is now more relevant than ever before: "B..Bear-fucker! Do you require assistance?!"
"Thanks, I hate it." Basically, anyone who saw it
The new Druid is un*bear*able
Considering Baldur’s gate 3 I would describe it as super “easy” bearly an inconvenience.
Moon Druid is ironically held back by its name of all things, since when I think of what a Moon Druid would do, I wouldn't think it's the best Wild Shaping Druid. I'd want to see Moon Druid dip into barbarian a little: give it the ability to howl and frighten people, be immune to charm and frighten while in beast form and maybe give it something similar to Beast Barbarian's Infectious Fury. If you wanna get really spicy, maybe give it the ability to manifest parts of its beast forms while in its normal form, like allowing it to gain the traits, senses and movement speeds of a beast form.
It's kinda weird because Moonbeam counters shapeshifts, so it's like "???".
Yeah with this in mind it'd make more sense to make every subclass related to a different animal.
Moon = Wolf
Land = Bear
Sea = Shark
Sky = Eagle
Primal = Dinosaur
etc...
I think the current features are for two reasons. First, the Circle of the Moon seemed to me to have been a reference to lycanthropy, since were-people turn into dangerous creatures in the moonlight. Second, there was a lot of feedback from players asking for more "moon flavor" with the Moon Druid. So they focused on the moon flavor, but they accidentally split their own flavor into two pieces that are weaker. I like moonbeam on this subclass, but I wish that you could control it while fighting as an animal. Give them moonbeam, but let them move it as a bonus action or prevent friendly fire. Maybe the capstone lets them make and control two beams. I'd also prefer to switch the teleport out for an auto-prep of polymorph and the ability to expend a use of wildshape to to cast it as a bonus action once per day. Maybe they can choose to let the polymorphed creature keep their mental stats. This would be a great way to have a druid that masters lycanthropy and defends against abuses of it.
I remember when I first started playing D&D, I had trouble keeping the Land and Moon druid circles straight. For whatever reason, my natural instinct was that the moon had to do with aetherial concepts and magic, whereas terrestrial beasts dwelled upon the land.
Improved Circle Forms radiant damage is because you're bestowed with the power of moonlight.
*moonbeam
@@louiesatterwhite3885, the correction is unnecessary. You get access to the Moonbeam spell, but you also have radiant strikes.
@@carsonrush3352 it was a joke
Speak with Animals is a ritual. Having it always prepared means that you never have to expend a spell slot or a "preparation slot" to cast it. That's the point of Druidic.
Love the kobold in the thumbnail, the lineart and coloring aesthetic is very pleasing to the eyes
I wish moon druids could wildshape into non beasts at higher levels like in pathfinder. Turning into dragons, elementals, plants or kaijus/monstrosities is really cool and has to do more with the theme of wildshape combat.
They can, it's called Shape Change!
After all, for casters, spells are class features right? (I am dripping with sarcasm).
Still, I'd rather they focus on just making moon druid's scaling with beast forms better first rather than make every monster designer sweat buckets because now they have to worry about players becoming monsters when they make a new monster.
You make me remember the Druids epic classes from 3.5.
@The_Crimson_Witch , this is exactly what they need. It would be interesting to create a way for lower level beasts to scale up their power. Maybe grant their attacks 1d6 more damage for each level they're behind your CR max. It'd also be interesting to grant more attacks at later levels. That way you don't feel compelled to choose a brown bear every time you wildshape. It's the strongest option, and thus the optimal pick.
I'd also aim for focusing the level 10 feature on becoming a master of the polymorph spell. The two biggest hurdles of polymorph are (1) you lose you mind while affected, and (2) you can't enhance yourself fast enough to reliably use it in battle. There are usually 3 turns of combat, and if you use your action to transform then you've lost a turn and 1/3 of your ability to affect the combat. Give them the ability to cast polymorph as a bonus action and keep their mental stats once per day (cast it with a 6th level slot or higher to do it again). That will make them think. Even if you have to lower the duration to 10 min or 1 min, it would be super fun.
I'd say this could all be fixed if they focused on a central theme, for instance: you are a master of shape shifting that uses their mastery of lycanthropy to police those that would abuse it. It makes the features work together: combat wildshape, moonbeam, and polymorph.
The difference between Treantmonk and Pact Tactic’s takes on the UA is absolutely wild.
I lean PT for UA takes. Treantmonk generally covers for the average table, but playtest and new rules are an opportunity to fix the underlying issues that most tables houserule or ignore. If you only play at tables that cater to melee martials being viable, you won't provide feedback to make the game as a whole support that style.
"Math vs reactionary spiteful takes"
Fantastic intro, it works on so many levels. Well done sir!
They should just make a circle of lycanthropy, and a separate circle of the moon for people who love moon beams.
Land's Aid damage is fine. Remember at level 5, you can get back wild shape uses by spending a 1st level spell slot. So compare its output to other 1st and 2nd level spells. Not only do you get AOE damage, but you also get a free heal on top.
It's wither and bloom, a 2nd level spell. Except it upcasts at higher levels. So, you can convert a 1st level slot to get the equivalent of wither and bloom cast at 5rh level eventually.
I guess it's worth deciding if that's worth a class feature. Probably decent enough though.
They decided that for moon druid instead of the whole transforming gimmick, which was the _only_ reason anyone played Moon Druid (and tankiness but eh), they instead decided to double down on it being named _moon_ druid.
Also I think it's hilarious that moon druids now get to cast moonbeam, the anti-shapeshifter spell which CAN friendly fire, in their wild shape. _Depending on what you're fighting, casting it means you have a big opportunity to hit yourself with your own greatest weakness while wildshaped._
Yeah.. does wizards think it’s too hard for people to understand the idea that the mood is a theme and mode of transformation in many myths. Though they could make a clause that your immune to the de-transformation part of moonbeam for a whole rules for thee not for me idea.
Your new thumbnails are so cute. Who drew Kobold? :)
Link to the artist is in the description.
@@PackTactics Ah I see it now. Thank you.
Can’t wait for Gator to get his own channel
Gator does have his own channel. Its called Draconic cry. He has 2 videos.
One day he will get a third video :-)
So they basically heard everyone say that moon druid needed a more clear identity, and decided to go the lunar mage route rather than beast route.
Legit, just combine the moon features of the class into stars druid, and make a circle of beasts druid that focuses on transformation and self buffs. Allow hybrid creatures, such as taking the bear stat block, but allowing you to take snake venom on top of it, or alternatively, open up the option to transform into monstrosities.
You mentioned wanting the extra damage on moon druid to have been force, rather than radiant. While radiant doesn't make sense either, why force? To me, force damage seems more the domain of a gravity druid, if there ever was to be one.
Wait why the bear giving us bedroom eyes?
"In balders gate 3 the bear stuffa you... if your lucky"
I literally fell over when I saw this thumbnail. Well played
I really enjoyed the bear puns - I'm REALLY looking forward to BG3 - And thank you for all these videos. They are helping me understand wtf is happening.
Could you tell what Gater was saying at the end in the muffled voice? I rewatched that bit several times and I couldn't make it out.
Love the pronunciation baiting in this video.
I think my ideal Druid would have Speak with Animals as a class ability at will.
Additionally, Wild Shape should give temp-hp equal to the chosen form; if you lose that temp-hp, you revert to your normal state and the usage ends. Wild Shape should also have a limited number of Preferred Forms (no more than 3-5 at level 20) that the druid can use without much restriction (at will, no time limit) but with the tradeoff that it doesn't grant temp-hp.
i mean, speak with animals is a ritual spell so you can cast it whenever since its aways prepared, just takes 10 minutes to do so, but yea as a class feature would be nice, thematic, and not very powerful either
when pack said elemental fury, i heard elemental furry and was very scared.
Loved the fun back and forths in this episode
"Kobold! I LOVE fireball"
"I know you do, Gator"
My D&D journey began with Baldur's Gate in the 90s.
I am so hyped for this game.
My hope is the beast section gets a complete overhaul in the new monster manual
There needs to be more beast options for CR 3, 4, 5, and 6.
And honestly, there needs to be some way that you can still use your PB and/or WIS to make attacks, otherwise a CR 3 monster like a Scorpion isn't that good with only a +4 to hit
Circle of the sea is so weird, just bake it into land druid with ocean domain, each domain can get elemental style buffs, burrow for desert, climb for forest etc
not the bear!!!!!!!
What a friendly looking bear
I know many people who were OK with using basic stat blocks for wild shape, we all just wanted unique features to pick from when transforming so we wouldn't be just generic animal 1. Also the elemental damage bonus from moon got rolled into the base class. I also didn't like how much it looks like cleric.
Build your own block.
Get x number of points. Each ability costs points. Points increase as you level.
Size costs points to go bigger or smaller, skill advantages, weapons, multi-attack, flight, swimming, etc…
Balance by the points and it makes things fun. Just require the shape to be an animal that can manage those traits but not hard nosed about it.
Oh wait, that would require balancing and actual play testing and actually intelligent devs.
4:37 I mean, druids don't really need a free casting of a spell they can cast as a ritual anyway
If they want the moon druid to be the combat form druid then they should double down on the flavour and make the higher level abilities be in theme with Were creatures.
Many a players fantasy when hearing about moon druid is the thought of being a werewolf, then let them be one and go deep in to the were creatures features so it is viable at end game, Regeneration, howls, multi attacks, rages etc.
I love the idea that using Wild Shape specifically for combat is a subclass, rather than something supported by the class feature. That gives a nice flavour to that subclass and leaves the others to focus on being full-force nature casters. More classes should be built with this idea that the base class is not the primary source of mechanical flavour, but just establishing a foundation. I think they could go further with leaning into this Beast Warrior idea, though. Really push it for being a frontline melee build. For other subclasses, I'd like to see things such as Speak With Animals becoming an always-on innate characteristic. Just more things that blur the lines between nature & person, so it begins to feel like your druid is BECOMING nature itself.
Something I do find a bit troubling with these OD&D class breakdowns is your constant use of the most powerful classes/subclasses as proof that something needs to be buffed. While, yes, there are a bunch of places where they need to take the shackles off and let people live their fantasy (every melee class is always a victim of this), it's worth considering that if the reference point for EVERYTHING is that "wizards can turn people into dragons, permanently" or "bard does this better", that maybe the problem is that wizards & bards need to get debuffed a bit. Surely the best way to balance the game isn't to crank everything up, but to bring everything more towards the middle.
I hate that the new Moon Druid kept 5E’s biggest flaw and stripped away its most interesting feature. By level 10 you’ll never be able to hit anything and you can’t even turn into an elemental to make up for it. It’s so lame!
Wonder if they're trying to make the moon druid an anti-night creature subclass?
Moonbeam specifically screws over shapechangers, like werewolves and vampires.
Radiant damage is also useful to deny vampire regeneration, and zombie undead fortitude.
I'm a 16th level Moon Druid playing standard 5e, and I use Moonbeam all the time. It upcasts beautifully, provides a good ranged combat option for enemies outside melee range, and (best of all) I can grapple enemies and "triple dip" them in and out of the beam for 3x the expected damage. Being able to cast it while in wildshape would be absolutely bonkers good.
I have about 1500 hrs in the Bg3 early access. If you haven’t played it, enjoy. Larian did some interesting things to some of the class abilities. Thief gets two bonus actions at 3rd level. It’s gonna be fun once the full game comes out and multi-classing with out ability score requirements becomes a thing.
I like the cute Kobold in the thumbnail.
You got a like for the Talladega Nights reference. Shake-n-Bake!
I think that movie is super duper funny lol.
THE THUMBNAIL IS SO FUNNY
Druids being more thematically related to moon is what I think this class needed. Moon druid in 5e had barely nothing related to the moon, except the idea of change and transformation, now they really feel more on theme.
Yes but at the same time you as player could always do that so now that they a doing this do all player I agree with pact I would love a moon based subclass but this version is not it as he said it is doing two things but not the best at either I wish they would make moon a subclass about the phases of the moon and the waxing and waning into features then make a subclass all about wild shaping in combat.
@@itsmefirefox the thing about phases I guess is already developed for moon sorcery, I mean, it's super cool as a thing, but it would be repetitive.
I think it's not so bad, moonbean is kinda insipid, maybe some other spells at level 15 would be cooler, but still, I don't dislike the idea
I think the purpose of moonbeam for moon druid is for grappling and using upcast spells to deal damage multiple times per round. "Fixes" the damage scaling issue, but loses the reason why someone would want to turn into a bear and fight.
And puts you at pretty massive risk of loosing concentration as you are stuck in melee.
Haha, I understand the bear jokes. 💀
Fantastic video. But I'm reminded of the brief comment spar you and I had on your bard video. You worry that the bard overshadows this druid. I agree. Is some of that flaw in druid design? Well, probably. But to my point, can't some of it be a problem of the bard being overtuned right now? I've been playing D&D for 25 years myself. The words "This druid is ok, but I'm worried the bard might overshadow them" would have been positively inconceivable to me before this playtest. And that inconceivability was a *good* thing. I don't see any reason why a bard should be within a country mile of the full primal spell list. I think this solution is that the bard should be get access to some of everyone's spell lists, not all of one (and eventually all of all).
The bard shouldn't be threatening to overshadow every other caster in the game the wat they are right now. If I were to make an even hotter take, I'm not even sure the bard should be a full caster at all, but we can just table that one. ;)
no swim speed limit - awesome and makes sense
bonus action WS - awesome and makes sense (been saying it for ages)
loosing hit points - very bad, massive nerf of an already weak feature, immersion breaker, loose storyline elements (e.g. the guard swotts your spider shape, talk, run or fight ur way out)
prepared forms - very bad, no one is going to do this >
Well the thumbnail is topical 😂 really cute kobl art though too ❤
The first Baldurs Gate meme is a banger. Well done only needed that squirrel...
gator is squirrel
Gator is such a great part of the channel.
I'll stick to druid 5e, thanks. I've been learning about it the past few months and hopefully I'll get to play it someday.
13:00 Gator can’t because he’s embarrassed
😎👉👉
I totally agree about the moon druid, the fantasy of that sublcass is to be a beast smashing up people, not calling down moon beams. The extra damage should not come from a spell, but from my claws and fangs.
Also it is a shame they went away from templates. I think they recieved a lot of bad feedback because they basically had the worst version of templates possible.
let them know on the survey
They did the same as they did with mystics, they just dropped the whole idea in the trash
I personally think it would be interesting to have a druid subclass like the Moon Druid gain more abilities with it's transformations, especially if it meant the Druid gaining the ability to Wildshape or Polymorph (themselves) into Monstrosities and maybe other creature types when they upcast Polymorph on themselves. This would possibly include gaining an ability like Conjuration Wizards get at level 10 where their concentration on Conjuration spells can't be broken by damage, but instead applying to Transmutation spells like Polymorph
Remember earlier playtests? They’d make a rule, then revert or make the opposite. The reasoning: get input to compare and contrast both versions.
Yes, tons of reverts and nerfs happened. But that is so they can check actual demand for different aspects.
Have we seen the new spike growth? Because that's the only use I could think of for sea druid's push
I imagine the Bear sound effect from Harvey Birdman
8:27 if the maximum CR is your druid level divided by 3, and you unlock this feature at level 6, doesn't it mean that the new maximum CR is 2 and it increases by 1 for each 3 levels?
Yes. Thats exacly the point, this part of that Level 6 feature is unnecesary it should be a part of level 3 feature description. Instead of "the maximum Challenge Rating for your Wild Shape is 1." it should simply say "the maximum Challenge Rating of your Wild Shape equals your Druid level divided by 3 (rounded down). So its still 1 at level 3 and 2 at level 6 etc. Beacuse now these descriptions of features (lvl 3 and lvl 6) are unnecessary bloated.
@@NiebieskiMak my point was that he was reading it wrong, or at least so it seemed
@packtactics, I made this skill monkey for Baldur's Gate 3 to get more out of non-combat encounters very early. 'One D&D' is looking like trash changes to me.
Wood-Elf - Perception, Stealth
Background: FOLK HERO - Animal Handling, Survival
(1)
Rogue 1
SKILLS -> Slight of Hand, Acrobatics, Persuasion, Insight
Expertise for two skills in -> Persuasion, Slight of Hand
Sneak attack (Ranged with bow)
(2)
Ranger 1
FAVORED ENEMY -> Bounty Hunter
NATURAL EXPLORER -> Beast Tamer
SKILL -> Medicine
(3)
Cleric 1
Sub-Class -> Knowledge domain
SKILLS with double proficiency bonus -> Arcana, Nature
CANTRIPS -> Guidance, Thaumaturgy, Sacred Flame
SPELLS -> Healing Word, Create Water, Guiding Bolt
(4)
Bard 1
Bardic inspiration -> Flute
CANTRIPS -> Mage Hand, Vicious Mockery
SPELLS -> Speak with Animals, Feather Fall, Thunderwave, Longstrider
SKILL -> Religion
(5)
Ranger 2
FIGHTING STYLE -> Archery
SPELLS -> Hunters Mark, Ensnaring Strike
(6)
Ranger 3
SUB-CLASS -> Gloom Stalker
Dread Ambusher
Umbral Sight
Disguise Self free spell
SPELLS -> Hail of Thorns
(7)
Ranger 4
FEAT -> Sharpshooter
(8)
Ranger 5
Extra Attack
Rope Trick free spell
SPELLS -> Spike Growth, Lesser Restoration, Jump
(9)
Fighter 1
FIGHTING STYLE -> Defense
Second Wind
(10)
Fighter 2
Action Surge
(11)
Fighter 3
SUB-CLASS -> Battlemaster
4 Superiority Dice
MANEUVERS -> Percision Attack, Trip Attack, Menacing Attack
(12)
Fighter 4
Ability score improvement to DEX
Yay Gator is back!
Ranger 5 / Druid 7 is actually a pretty good multiclass thanks to Primal Strikes. Adding +1d8 elemental damage on top of your attacks puts the Ranger on par with the Paladin's +1d8 radiant damage that they get at 11th level. Pick Land for the additional spellcasting prowess, and I think that multiclass would be a pretty cool gish (also, who wants to go past Ranger 5 in this playtest...)
Thank you for your information video
Looks like ill continue to play 5e with the addition of Boons at lvl20 because thats really cool.
They're only in trouble if Astarion is around ;)
I actually really liked circle of Sea. It concentration an action free after set up and lasts 10 minutes. Though I do feel it should target a different save or do half damage on a successful check. This is actually the subclass I plan to play test. I love the changes to bard to where I feel less need to test to know I like them.
Have fun playtesting a subclass that basically only has one feature compared to the other subclasses. Even the upgrades are just about one feature.
@@brianmyklebust9924 Its a druid subclass built around it’s wild shape option, like almost all of the druid subclasses. I think if they fix level six feature to be more interesting/ different it could be alot of fun. I’m sure I’ll have a good time trying it out. What class subclass combo are you going to try first?
12:33 , Nerf the other caster instead of buffing the druid (this nerfs made sense there was no way that it was good for the game that a simple druid , just by picking a subclass is a better frontliner than any other martial )
Why limit wildshape by a ressource when it doesn't give you extra hp?
That is actually a good question
The radiant damage on moon druids makes a lot of sennse. It is the same damaging moonn light as the moon beam spell, that they have. How would force damage make more sense?
Oh the puns... loved this one!
I haven't even watched the video, I just wanted to comment about the thumbnail.
Not the bear 😂
All you need to do is "When you wildshape, you gain temp hp = your level in druid x (4 + con mod) " or something like that. Easy fix.
The thumbnai is a reference to "that" scene in Baldur's Gate 3, isn't it? ;)
Im ready for another look at glyph of warding. Place near enemy for a free reaction silvery barbs, waiting. A concentration free bless or bane. Mage armor for Squishies. Fairly tough on the spell slots, but if divine soul sorc, grave cleric, and undead warlock: quicken cast glyph, put bane, twin mind spike. Minus 2d4 to saves, attacks.... Or another turn: chain warlock sprite, quicken synaptic static, twin toll the dead...
Did I just make a Yellow Lantern?
10:41 that movie was a Pathfinder movie, not a DnD movie
Moon druids with a barbarian dip are the real tanks of the game now once druids get there level 5 feature where they can use a spell slot to wildshape. At level 5 druid 15 temp hp per spell slot which can have resistence with a level dip in barbarian.
Kobold just loves Elemental Furry
Your critique on adding nonsensical "moon stuff" to moon druid is 1000% my sentiment on this subclass
Now you can lightning lure at 300 ft of range at lvl 15. So you can force movement at 300 ft and make someone in a building you can see to take fall damage depending on the high of the building.
If the wild shape doesn't give an hp shield, then there's no reason to limit its uses per day or the CR of critters you can become.
yea honestly true, the problem is moon druid gets temp hp shield and unlimited wildshapes for them would be a bit too strong
I can understand wanting Force damage instead of Radiant damage for moon druid attacks at level 6, however, there is good reason not to use force. Very little has any resistance to Force damage, if anything. It's a very powerful damage type because of how rare it is to find anything resistant to it. This is why force damage effects also typically do less raw damage then other damage types.
Gator, those jokes were Grizzly.
"Elemental Furry"
Can't tell if that was intentional or not!
I'm curious to see how Baldur's Gate 3 rules work compared to D&D 5E rules. Martial characters can make attacks as bonus actions depending on their weapon (a greatsword allows you to pommel strike), and caster characters, or at least wizards, have new ways to regain spells.
Thanks for the OneDnD videos Kobold. So far, I haven't seen anything about OneDnD that makes me want to play it. I'll stick to 2.5e, 3.5e, and 5e. Those have some issues, but nothing that can't be fixed by DM fiat.
... and I'm purposely avoiding the bear thing. Baldur's Gate 3 is UNBEARABLY offensive. There, I'll give you one.
@@johnmiller2689how is it offensive?
“femboy kobold rizzing up a Druid bear can’t hurt you”
I could see a version of the wild shape that grants you temporary hit points equal to 5x your Druid level.
It definitely feels like Wild Shape in this play test is best used for not turning into a beast in most cases. They really needed to make the templates good rather than revert to the old system in a way where the only problem that really gets fixed is the bookkeeping.
That said, if I were play testing this Druid, I think that a Circle of Sea Druid with Primal Strikes, either as a Warden or multiclassing into Fighter, Ranger, or Blade Warlock, could make for an interesting Thor-like Primal Pseudo-Paladin character build.
I know the big thing about Moon Druid is that they recieved feedback about it having a lack of lunar theming. Hence why they have this fixation this time around on moonbeam. Least Moonbeam scales nicely at higher levels, so at least at level 14 you could (don't recommend it) spend a 7th level spell to have a satellite death beam that deals up to 7d10 radiant damage. Or you could just do that without having to transform anyways, thus making it confusing as to why have this feature in the wildshape combat class.
If they really wanted to make it shine, why not give the wildshape immunity to the effects and damage of the moonbeam and give them extra bonuses while they're in it? Or at least let em use it right when they wild shape.
That's actually a pretty damn good idea. It really doesn't change a whole lot, doesn't really buff them a whole lot, but gives them better control of the spell. Although if they get a bonus, I'd say like an extra d6 once a turn, or maybe PB a turn. I'll be adding that in my survey
of course the thumbnail references the recent panel from hell. hahahaha
When I became aware of the source of that reference, I could only wonder why they did that.
Why would you choose magician order when there are like two cantrips on the primal spell list....
5:03 Elemental… FurRy?
5:21 Queue Moon with Nature?
I still don't get why it isn't the case that moon druids don't get to wild shape into monstrosities that are just amalgams of different beasts, like owlbear, centaur, or a chimera. It would be fun as hell and a necessary boost to the combat abilities of the moon druid at the higher levels. Wild shape quickly becomes outcast at 2nd tier and was only saved by elementals in base 5e. Now they don't even get that.
Druid still could bear more improvements in the base class, and meanwhile the subclasses maybe should pause until the base class issues can be resolved.
My thoughts are that I'm not going to be playing one d&d anytime soon. I'll just stick with 5e thank you very much
By the way the Druid doesn’t specify that their “free” spells don’t count towards your prepared or known spells like it does in 5e, so all their forced prepared spells will take up your prepared or known spell, meaning you don’t get to choose that many spells yourself.
Nah, they just moved that text to the spellcasting class feature if im not mistaken
@@saeedrazavi4428 if so then that’s something that’s easily gonna be missed or forgotten and will lead to the scenario above.
Moon druid didn't lose their damage from the previous playtest. It was just moved into the base class. They still get 1d8 and later 2d8 added to an attack per turn.
I'm also a bit surprised that you say combat transformation will become less useful for non-moon druids. Rather than spending a full action to transform, they can now cast a spell, turn into a bird as a bonus action, and fly to a high vantage point out of reach. Next turn, they can use a bonus action to become themselves again and immediately cast another spell. It lost combat tankyness but gained a lot in combat mobility.
Finally while I do agree that the moonbeam flavor feels very forced, the level 14 feature is actually very strong. Normally you spend and action each turn to get its damage. Now it is suddenly completely free (well, except for concentration). And you don't have to cast moonbeam at 2nd level. This can be a 5th level moonbeam dealing 5d10 damage each turn while you are meanwhile also mauling your opponent. You are casting a lot fewer spells than other druids anyway.
Do druids still get shield prof ? Or just medium armour from the primal order?
Druids still get shield prof at lvl 1. They get medium armor later in primal order. I forgot to show that. My bad.
Treantmonk: Sea Druid looks really fun and is probably too powerful.
Kobold: Sea Druid is really boring and is also too weak.
The duality of man strikes again.
for real! I was thinking the same thing
Sea Druid is bonkers good compared to other stuff in 2024 playtest
@@johncostello4565 Walking 30 ft away is better than that feature. Even if you have a control spell up like sleet storm, just walking away is better.
@@PackTactics I think it's more to do with the power you get for the extremely low cost. for the price of 1 wild shape (now equivalent to 1st level spell at 5th level druid) you can bonus action set up turn 1 and immediately get a save or 3d6 to 5d6 thunder damage ability that has a minor push affect. it last for 10 minutes without concentration, and each turn you get another 3d6 to 5d6 damage without spending ANY action. I'd say that's way more powerful than a typical 1st level spell.
@@otheusrex2190 3d6 if you end your turn near the creature and it only effects one creature. It's a con save. If the creature succeeds the save, nothing happens. That's like 5.25 average damage if we assume 50% chance because of the con save. If its 5d6 then its 8.75 average damage. Keep in mind this is not dpr but you caaan make it dpr if you're close to the enemy constantly. Think about it. You have to consider damage dealt vs damage taken in the analysis. I don't think its worth it for only one feature, you're stuck with 1 feature if you pick sea. If you pick land, you have more options, even Moon, you have more options.
So can we confirm that Bards, Clerics and (to some extend) Rogues were the ones that came out winning from this UA?