Dungeons and Dragonshas long been the most popular tabletop RPG, achieving a resurgence in the last few years due to its vast portrayal in the media. A decade after thePlayer’s Handbook’s initial release in 2014, a new version comes with major overhauls that aim to makeDungeons and Dragons’ 5th edition easier to learn and play.

This is an in-depth examination of every change made to Druids, which especially focuses on the Wild Shape feature, the primary appeal of the class. In addition, the newPHBis introducing a fresh subclass for Druids entirely.

Dungeons & Dragons

Druids are Made More Powerful in the 2024 Player’s Handbook

D&D Wild Shapes See Massive Improvements

Druids’ Wild Shape abilityis easily its selling facet, so improving it in the new edition seemed logical — and indeed it’s been heightened. For starters, Wild Shape now takes a bonus action, a major change for transforming during combat without essentially wasting a round before being able to dig one’s claws into enemies.

As opposed to shaping into any known beast, Druids will be limited to a certain number of “known forms,” which, much like spell preparation, they can switch out on a long rest. More than anything, this makes finding the right stat blocks easier in the moment. From an immersion standpoint, it grants the Druid greater reverence for the animals they choose to take, and forfirst-timeD&Dplayers, it’s far less intimidating to have a set pool of Wild Shapes prescribed for them. Druids can also now explicitly speak in Beast form, negating the obvious roleplaying drawback of only being able to speak in animal grunts.

Druids get a greater number of Wild Shape uses as the class progresses in level, as well as smoother replenishment options. Before, all uses were regained on a short or long rest, but a more complex and fluid system has been put in place:

When a Druid Wild Shapes, instead of assuming a new pool of hit points in that form, they gain temporary hit points equal to their level. While possibly a major nerf to some, it also rebalances the game by not allowing Druids to tank with a veritable hoard of hit points. This, of course, makes it harder to knock a Druid out of their shape by using their own hit points, presumably doing so only once they are at 0.

At level 7, players can choose to take a Primal Strike ability, which grants additional elemental damage while shaped. This damage increases at level 15. And finally, Druids can expend a use of Wild Shape to cast Find Familiar, granting them ananimal companion much like a ranger or wizardwould have. These two abilities are fitting for both nature-based combat and roleplaying needs.

The Circle of the Moon Better Embodies its Lunar Strength

Given the humongous improvements to Wild Shape,the Druid subclassbest known for its transformative powers was due for an equally good overhaul. In addition to strengthened Wild Shapes, Circle of the Moon Druids now align more with their lunar domain by dealing more radiant damage.

At level 3, when players take this subclass, their AC in Beast form becomes 13 plus their Wisdom modifier (unless the Beast’s AC is higher) and they gain three times their Druid level in temporary hit points as opposed to the ordinary gain. Even more significantly, while the base Druid class gets to cast spells in Wild Shape at a whopping level 18, Circle of the Moon Druids can at least cast spells from their Circle spells table at level 3.

At level 10, Moon Druids no longer have access to Elemental Wild Shapes but gain Moonlight Step, a moon-flavored Misty Step (teleport to an unoccupied space within 30 feet as a bonus action) that grants advantage on the next attack roll in the same turn. They also deal moreradiant damage in theD&D5e update, as at level 6, an attack’s normal damage can be turned into radiant damage, and at level 14, they gain Lunar Form, dealing an additional 2d10 radiant damage to a Wild Shape’s attack. Where this subclass once lacked moon-based abilities, its skills now play into that tenfold.

The 2024 PHB Introduces Druids Centered on the Seas

Wizards of the Coast is also introducing a new subclass for druids, the Circle of the Sea. Along with the othersubclass additions of the 2024PHB, this initially appeared as a playtest in Unearthed Arcana before entering official materials.

Given that druidic domains have nearly every other terrain covered, a sea-based druid seemed due. In fact, this opens up a new door entirely for roleplaying and flavor. With the confirmation ofnewD&Dspellsbeing included in the newPHBas well as existing oceanic races like the triton, a Sea Druid may be set up for success. This also hints at the fresh and exciting possibility of a druid pirate, among other interesting creations sure to appear after thePHB’s release.

While Druid might not be the most popular class to play based onDungeons and Dragons’ own statistics, it’s easily one of the most iconic when thinking offantasy class archetypes. Perhaps these new changes, which significantly improve the overall staying power and flavor of Druids, will encourage more players to seek out these fearsome protectors of nature.