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D&D 5.5 PHB Review (Classes, Druid)


Abbreviations : In the following I am referring to Dungeons and Dragons as D&D , the Players Handbook as the PHB , the 2014 version as 5E and to the 2024 version as 5.5.

I am assuming that the reader is familiar with the 5E PHB, so I am only commenting on things that are new or different from the 5E version.

The Druid Class

Note : In the D&D 5.5 PHB every class has 4 subclasses that they get at third level.
The descriptions below have been abbreviated. They are intended to serve as a guide to the changes. Please don’t consider these to be the rules, refer to the text in the book.

CORE DRUID TRAITS

Hit Point Die: D8 per Druid level
Saving Throw Proficiencies: Intelligence and Wisdom
Skill Proficiencies: Choose 2: Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, or Survival
Weapon Proficiencies: Simple weapons
Armor Training: Light armor and Shields ( No longer has the restriction that “Druids will not wear armor or use shields made of metal” that appeared in the 5E rules)
Starting Equipment: Choose A or B:
    (A): Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP
    (B): 50 GP

CLASS FEATURES

Level 1, Spellcasting:
    Cantrips: Whenever you gain a Druid level, you can replace one of your Cantrips with a different one.
    Spell Slots: No change.
    Prepared Spells: The number of spells you can have prepared is no longer dependent on your WIS score, but is listed on the Druid Features table.
Level 1, Druidic: (No change.)
Level 1, Primal Order: (This is new.) Choose Magician or Warden.
    Magician. one extra cantrip and a (WIS mod) bonus to INT (Arcana or Nature) checks.
    Warden. proficiency with Martial weapons and training with Medium armor.
Level 2, Wild Shape: (This has changed significantly.) You can use your action to magically assume the shape of a beast that you have seen before. Your druid level determines the beasts you can transform into.
    Number of Uses: You can use Wild Shape twice. You regain one use with a Short Rest, and all uses with a Long Rest. The number if uses increases at certain Druid levels, as shown in the Druid Features table.
    Known Forms: You know four, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed. You can switch one known form after a Long Rest.
Rules While Shape-Shifted:
    Temporary Hit Points: You gain a number of Temporary Hit Points equal to your Druid level.
    Game Statistics: Your game statistics are replaced by the Beast’s stat block, but you retain your creature type; Hit Points; Hit Point Dice; INT, WIS, and CHA; class features; languages; feats; your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature.
Level 2, Wild Companion: (This is new.) You can summon a nature spirit that assumes an animal form to aid you. You can expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without Material components.
Level 3, Subclass: (Described later)
Level 4, Ability Score Improvement: “You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Druid levels 8, 12, and 16.” This is the same as it was in 5E, it just made the ability score improvement a feat, and lets you choose another feat instead if you want to. Another minor change is that you don’t get this at level 19 anymore, you will get an Epic Boon instead (see below).
Level 5, Wild Resurgence: (This is new.) If you have no uses of Wild Shape left at the beginning of your turn, you can use spell slot to give yourself one. -And- Once per Long Rest you can use Wild Shape to give yourself a level 1 spell slot.
Level 7, Elemental Fury: (This is new.) You gain one of the following.
    Potent Spellcasting. Add your WIS mod damage with any Druid cantrip.
    Primal Strike. Once per turn, when you hit with an attack using a weapon or a Beast form’s attack, you deal an extra 1D8 Cold, Fire, Lightning, or Thunder damage.
Level 15, Improved Elemental Fury: (This is new.) Elemental Fury adds
    Potent Spellcasting. Increase a cantrip’s range by 300 ft.
    Primal Strike. Primal Strike extra damage increases to 2D8.
Level 19, Epic Boon: All classes get an epic boon feat at 19th level. There is a separate list of feats that are in the Epic Boon Category.
Level 20, Archdruid: You the following benefits.
    Evergreen Wild Shape. You regain use of it Wild Shape when you roll for Initiative if you have none.
    Nature Magician. You can convert uses of Wild Shape into spell slots.
    Longevity. You only age 1 year for every ten years that pass.

SUBCLASSES

The D&D 5E PHB only has 2 subclasses; the Circle of the Land and the Circle of the Moon. The 5.5 PHB has the following four.

The Circle of the Land

The “Land Stride” feature is no longer included.

Level 3, Circle of the Land Spells: This is basically the same except the land types have changed to: arid, polar, temperate, and tropical. The spell list have changed a little as well.
Level 3, Land’s Aid: (This is new.) use Wild Shape; Range 60 ft., AoE 10 ft. radius sphere, creatures you choose take 2D6 necrotic damage or CON save for half. One creature you choose regains 2d6 Hit Points. The damage and healing increase at higher Druid levels.
Level 6, Natural Recovery: (This is new.) Once per Long Rest, can cast a prepared level 1 spell without expending a spell slot. -And – Once per short Rest, can recover spell slots (lower than level 6) of a combined level <= half your Druid level.
Level 10, Nature’s Ward: (This has changed.) You are immune to Poison, and have Resistance to a damage type based on your current Circle of the Land Spells land type choice, as shown in a table.
Level 14, Land’s Sanctuary: (This is new.) use Wild Shape; Range 120 ft., AoE 15-foot Cub, duration 1 minute; you and your allies have Half Cover, and gain the current Resistance of your Nature’s Ward while there. As a Bonus Action, you can move the Cube up to 6O feet.

The Circle of the Moon

The “Circle Forms, Primal Strike , Elemental Wild Shape, and Thousand Forms ” features are no longer included.

Level 3, Combat Wild Shape: (This has been revised.)
When you assume a Wild Shape you have following the benefits.
    Challenge Rating. max = Druid level divided by 3.
    Armor Class. = 13 + your WIS mod. if that is higher than the Beast’s AC.
    Temporary Hit Points. gained = three times your Druid level.
Level 3, Circle of the Moon Spells: (This is new.) Similar to Circle of the Land Spells, except there is a single spell list.
Level 6, Improved Circle Forms: (This is new.)
While in a Wild Shape:
    Lunar Radiance. Attacks deal its normal damage type or Radiant damage.
    Increased Toughness. Add your WIS mod. to your CON saves.
Level 10, Moonlight Step: (This is new.) As a Bonus Action, teleport up to 30 feet, and have adv. on next attack roll you make this turn. You can do this a number of times = WIS mod., and regain expended uses when you finish a Long Rest. You can also regain a use by spending a level 2+ spell slot.
Level 14, Lunar Form: (This is new.)
You gain the following benefits.
    Improved Lunar Radiance. Once per turn, add 2d1O Radiant damage to a hit with a Wild Shape form’s attack.
    Shared Moonlight. Whenever you use Moonlight Step, you can also teleport one willing creature within 10 feet of you.

The Circle of the Sea

(This is a new subclass.)

Level 3, Circle of the Sea Spells: A list of spells you will always have prepared.
Level 3, Wrath of the Sea: As a Bonus Action, Wild Shape to create a 5-foot Emanation for 10 minutes. Each round, choose one creature within it, CON save or it takes (WIS mod. of D6s) cold damage and pushed 15 feet away.
Level 6, Aquatic Affinity: Your “Wrath of the Sea” Emanation increases to 10 feet and you gain a Swim Speed.
Level 10, Stormborn:
Your “Wrath of the Sea” adds;
    Flight. You gain a Fly Speed.
    Resistance. You have Resistance to Cold, Lightning, and Thunder.
Level 14, Oceanic Gift:
Create “Wrath of the Sea” Emanation around one willing creature within 60 Feet, instead of yourself. It receives all it’s benefits and uses your spell save DC and Wisdom modifier. Or you can spend 2 uses of Wild Shape to create it around both of you.

The Circle of the Stars

(This is a new subclass.)

Level 3, Star Map: (This is new.)
You’ve created a star chart as part of your heavenly studies. It is a Tiny object, and you can use it as a Spellcasting Focus for your Druid spells. While holding the map, you have the Guidance and Guiding Bolt spells prepared, and you can cast Guiding Bolt without expending a spell slot. You determine its form by rolling on the Star Map table or by choosing one.
Level 3, Starry Form:
As a Bonus Action, Wild Shape to take on a starry Form for 10 minutes.
You retain your stats, but you become luminous, your joints glimmer like stars. You shed Bright Light for 10-Foot and Dim Light for 10 Feet more.
Choose one of the following constellations to appear on your body.
    Archer. can make a ranged spell attack each round, range 60 Feet, radiant damage = 1d8+your WIS mod.
    Chalice. When you cast a healing spell on a creature within 30 feet, you can regain Hit Points equal to 1d8 + your WIS mod.
    Dragon. When you make an INT or WIS check or a CON save to maintain Concentration, you can treat a roll oF 9 or lower as a 10.
Level 6, Cosmic Omen:
Once per Long Rest, as a reaction, when a creature you can see within 30 feet is about to make a D20 Test, you roll 1d6 and:
    Weal (Even). add the number rolled to the total.
    Woe (Odd). subtract the number rolled from the total.
You can use this Reaction a number of times = your WIS mod.
Level 10, Twinkling Constellations:
The 1d8 of the “Archer” and the “Chalice” becomes 2d8, and while the “Dragon” is active, you have a Fly Speed of 20 Feet and can hover.
At the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.
Level 14, Full of Stars:
While in your Starry Form, you have Resistance to Bludgeoning, Piercing, and Slashing damage.

Please share your thoughts in the comments below.

2 responses to “D&D 5.5 PHB Review (Classes, Druid)

  1. Unknown's avatarAnonymous July 16, 2025 at 3:24 pm

    Are you planning to update the character sheet with the new subclasses?

    Like

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