Some options have remained the same, been reworked, been added, and been removed and are detailed and organized below.

The core two options (Moon/Land) leads often druids feeling generic. There aren't core powerful features attached to their subclasses- instead, the majority of their power comes from a static increase in Wild Shape CR or increasing spell levels. Compared to a class like Cleric, there is room to give each subclass more fun (and desired) mechanics to improve both the flavor and fun the options bring to the table.

One of the most challenging aspects to the druid class for new and veteran players is juggling the giant amount of stat blocks accessible. Being able to transform into literally any beast you have seen not only adds vague rules and awkward moments between DM and Player, but can slow down gameplay tremendously when repeatedly finding the best beast for any given circumstance. Instead, as a player progresses, much like how a Bard or Warlock learns new spells, Druids will learn new Wild Shapes.

Regardless of option selected, the Wild Shape feature now includes the ability to cast spells that don't require somatic components while wild shaped. Gone are the days of having access to half your abilities (or less) while using a different core ability. The feature now encourages interesting spell selection to keep as many options open as possible while allowing the classes core two features to work together.

The largest change the Druid class is getting is a full Animal Companion alongside all of its other features. Different Druid subclasses work with their Animal companion, and the option brings back one of the most iconic aspects of the class.

Disclaimer: none of the options being changed are game breaking or game ruining. Over a long period of play, I have noticed patterns that lead to frustrating game play for new and veteran players within the Druid core class. Rules as written, the core option can be tremendous amounts of fun in the right players hands and these changes do dramatically change how the core options function. These changes are not perfect for every table, but I do believe the majority of tables would benefit with this replacement class.

The druid presents problematic mechanics for its players. While the option does have some amount of flexibility, the core inability to use its most iconic abilities together leads to frustrating feast/famine experiences. The core of the class is divided into two vastly different play styles and don't work well together in most cases.

The Druid Reincarnated Level Proficiency Bonus Features Cantrips Known Shapes Known 1st 2nd 3rd 1st +2 Spellcasting, Animal Companion 2 — 2 — — 2nd +2 Wild Shape, Druid Circle 2 4 3 — — 3rd +2 — 2 6 4 2 — 4th +2 Ability Score Improvement, Wild Shape Improvement 3 8 4 3 — 5th +3 — 3 10 4 3 2

*



Spellcasting

Starting at first level, you gain the Spellcasting feature as detailed in the Player's Handbook Druid class (pg. 66).

Animal Companion

At 1st level, you are able to form a magical bond with a natural creature. With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion.

Choose a beast with a challenge rating of 1/8 or lower to make your companion such as a giant crab, flying snake, or owl. This animal appears from the wild and bonds with you, becoming your animal companion.

You can only have one animal companion. Summoning a new animal companion causes your current animal companion to leave and is replaced by your newly summoned companion.

With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it if it has died. If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.

Your animal companion gains a variety of benefits while it is linked to you. The animal companion loses its Multiattack action, if it has one. The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.

Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. Whenever you gain a level in this class, your companion gains an additional hit die and increases its hit points accordingly.

Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1.

Your companion shares your alignment, and has a personality trait and a flaw of your choice. Your companion shares your ideal, and its bond is always, “The druid who travels with me is a beloved companion for whom I would gladly give my life.”

Wild Shape

Starting at 2nd level, you learn how to assume the shape of 4 beasts you've seen. You can use your action to magically assume the form of any of your learned beast shapes. At 2nd level, for example, you can learn to transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.

Whenever you gain level in this class, you learn two additional shapes of beasts you've seen.

You can use this feature twice. You regain expended uses when you finish a short or long rest.

Beast Shapes

Level Max CR Limitations Example 2nd 1/4 No swimming or flying speed Wolf 4th 1/2 No flying speed Crocodile 8th 1 — Giant eagle

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.