By RAW, the Druid dies.
Wild Shape protects you from a few specific things:
When you revert to your normal form, you revert to the number of hit points you had before you transformed (and then take overflow damage).
If you revert and have hitpoints remaining in caster form, you don't fall unconscious as a result of being reduced to 0 hit points.
Finger of ...
The shortest answer is, assuming the druid has the best-case scenario available to them, they wouldn't. The scimitar is all-around a better weapon than the sickle, assuming you're proficient in both (since the sickle is simple and the scimitar is martial, this is a reason why a character might wield the sickle instead, but doesn't apply to the druid).
As a ...
Druids have been shapeshifters from the beginning
The D&D Druid ability to shapechange showed up originally in their first appearance in the game, as a monster in the Greyhawk supplement for original D&D. At that time, they were known as "priests of a neutral-type religion", had both cleric and magic-user spellcasting, and had "barbaric followers". ...
They are not shapechangers.
Shapechanger is a Tag (Monster Manual p.7) given to certain creatures. Becoming a druid doesn't change you from Humanoid (elf) to Humanoid (elf, shapechanger) in the same way that learning the polymorph spell doesn't change your sorcerer to a shapechanger.
Sort of, but no.
Unarmored Defense does not provide a bonus to AC. It provides an alternate means of calculating it.
So, your druid has two AC calculations available to him:
AC provided by beast form.
10 + Dexterity Modifier + Wisdom Modifier
You don't get to add the two together, because they both set AC to an absolute value. A brown bear has an AC of 11....
Your analysis is correct but one sided
You have accurately pointed out many of the advantages of the Moon Druid. It is true that it is one of, if not the strongest subclass in the game. But you have failed to account for some of the drawbacks that limit their output.
Low AC: Most beast forms have comparatively low AC compared to the martial characters in ...
Wisdom: Prime Requisite versus Spell Casting Ability
The thing that originally made Clerics different was the prime requisite being the Wisdom score. Druids, being a sub-class of Cleric, were along for the ride.
TL;DR: originally, to differentiate the (hybrid) Cleric from the (pure)Magic User and the (pure)Fighting Man
How? Via the prime requisite ...
By a literal reading of the rules, then no you do not start with ammunition (possibly just because Druids aren't really associated with ranged weapons).
Compare with the Ranger starting equipment that specifically mentions a quiver and 20 arrows.
However, you can speak to your DM. It would hardly be unbalancing to start you off with 20 arrows or whatever.
Note the uses of the word Beasts in the description of what Wild Shape does.
Beasts is a defined term; from page 2 of the Dungeon Master Basic Rules:
Beasts are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are
unintelligent and lack any society or language. Beasts include all
varieties of ...
Like most other answers, I would say yes, two shapeshifts in a combat is legit; no, you did not make a mistake by allowing your player to wolf out and; no, you shouldn't try to claw back the ability.
One thing I would add to the previous answers is that this issue will almost certainly balance itself out fairly soon. Yes, a CR 1 creature in a level 2 party ...
In the PHB pg 164 it gives you the multiclass table for what proficiencies you gain once you place 1 level into Druid (or any other class). Note on this table it also reminds you that Druids will NOT wear any armor or use any shields made of metal, just like it does in the Druid section earlier in the book. Thus your answer becomes: No, you may not wear ...
First off, let's note that there's nothing in the Druid description that specifically precludes the WS1 → WS2 transformation you're contemplating.
Second, consider this line of "Wild Shape":
You retain the benefit of any features from your class... and can use them if the new form is physically capable of doing so.
Wild shaping is a druid ...
You might say something like: "Oh, well, a wizard can use a wand to cast spells, and a druid's yew wand is a wand, so the wizard can use that."
But a wizard's arcane focus isn't just any old wand. A wizard's arcane focus is an item which was specifically created to be an arcane focus. If the druid's yew wand wasn't specifically created to be an ...
1975—Original D&D, but not playable
The original Greyhawk supplement included druids, but they weren’t playable characters. They had a shape-changing ability.
1976—Original D&D, as cleric subclass
To the major class of clerics there is also a new subclass, the DRUID. These are similar to the monster of the same name as described in ...
Yes, the rules stop this simply by how the ability works. The ability just doesn't provide any way to choose two forms. It specifies one ("a beast that you have seen").
Without something giving a druid the ability to meld beast forms, the druid had as much ability to shift into a hybrid form as a random peasant does — none.
The rules do not indicate that the thorn whip spell uses a grapple (which the weird would be immune to). The water weird has no immunity to the effect of thorn whip. Very clever use of a spell to defeat a creature.
The explanation varies between editions of D&D
According to the AD&D 1st edition Players Handbook, wearing metal armor interferes with the druid's supernatural abilities, but merely carrying items made of metal does not:
The more powerful druidic spells, as well as their wider range of weaponry, make up for the fact that druids are unable to use any ...
There's nothing inherently imbalancing about creating your own Circle, and it can be a great way to give your Druid a theme of your choosing. This was covered in some depth in this question.
However, as you yourself have said, you've picked some of the best spells around for the custom Circle you've come up with. At that point you have to ask yourself why ...
The phrase "gain the ability" means that it doesn't replace anything. In addition to your previous ability to wild shape as an action, you now also have the ability to wild shape as a bonus action.
If it had been "your wild shape ability now takes a bonus action, rather than a normal action" you'd lose the ability to wildshape as an action, but this is ...
Because it's Cool!
Remember D&D is a role playing game first and a war game second. If the player imagines her Druid as a sickle wielding bad ass, reaping the foes of nature: fan-bloody-tastic.
I am DMing a player whose gnome cleric dual wields daggers - mechanically she is giving up +2 AC from a shield or a 1d8 primary for the chance to do roughly the ...
Unfortunately, multiclassing is an entirely optional rule, so there is no way to force your DM to allow it.
If the DM allows for it, the character needs to have a 13 in the relevant stats for both classes. In the case of a Druid/Rogue, this means Wisdom and Dexterity.
As for how the blend will work, there really isn't much combat synergy ...
Dungeon Master Guide, page 165
Dragon Scale Mail
Armor (scale mail), very rare (requires attunement)
While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the
Frightful Presence and breath weapons of dragons,
and you have resistance to one damage type that is
determined by the kind of dragon that ...
Not until level 18
Wildshape's 3rd bullet point is quite clear:
You can't cast spells [....]
A druid that shifts into Wildshape can't cast any spells, regardless of their VSM components. This includes spells from innate spell slots, scrolls, and other magic items which state that they enable the wielder to cast a spell. A DM may choose to ignore this rule, ...
Only the Moon Druid after level 6
While it's not specifically stated that they aren't magical, it is clear that they aren't due to the class feature of the Circle of the Moon Druid at level 6:
Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and ...
Feats, generally, aren't supplanted by beast statistics. (Though your ability to make use of them may be supplanted.) Alert and Lucky, specifically, still apply in their entirety.
Your game statistics are replaced by the statistics of the beast. (PHB p.67)
To see what is supplanted or augmented, take a look at beasts' statistics. ("Statistic," as ...
Yes, truesight will see through Wild Shape. As you mentioned in the question, truesight can perceive the original form of a creature transformed by magic. And the first line of Wild Shape says that:
Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before.
So Wild Shape is a magical transformation, ...
This is unclear, and it's ultimately the DM's call. Beyond the general "what the DM says goes", it's not spelled out what exactly it means to have seen an animal. There's plenty of room for the DM to say that it's not seeing the shape that matters, but seeing a living animal with your mystical druidic connection, which won't work with a mere polymorphed form....
It's very reliable. According to the description, it "predicts what the weather will be". No ifs, ands, or buts. This suggests perfect accuracy.
That said, it's not very precise. (Precision is not the same as accuracy.)
The description isn't clear whether it shows a single effect that predicts the weather over 24 hours, or if it changes in appearance over ...
Cantrips are not prepared like the rest of your leveled spells. From the Druid Spellcasting class feature section:
At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.
Preparing and Casting ...
You don't need to appeal to a Druid's alignment for an answer to this. You will find the general answer on page 65 of the PHB in the Druid class description.
Druids accept that which is cruel in nature, and they hate that which
is unnatural, including abberations(such as beholders and mind
flayers) and undead (such as zombies and vampires)