I recently made a Druid subclass that is somewhat similar to the Bladesinger and other caster/martial hybrids, and I was wondering if it is balanced with the official Druid Subclasses. The basic idea is for basically a Druid and Ranger/Paladin Hybrid that is on the front lines. This may be a little too MAD (Wisdom for casting, Dexterity/Strength for weapons, Constitution for HP, Dexterity for AC) but Wild Shape should shore up AC. I imagine this class kind of operating like Paladins for most of the game because of their transformation at 14th level and their Smite like abilities.
Bonus Proficiencies: At 2nd level, you gain proficiency in simple and martial weapons.
Idea: Gives them a lot more weapons to use effectively. They now can wield a D8 weapon and have a shield. They probably won’t use these as much at 10th level, but for now it should make them very good in the front lines next to a tank.
Magical Strikes: Also at 2nd level, you can heighten the power of your weapon strikes. Once per turn, when you hit a creature with a weapon attack, you can choose to expend a spell slot to deal an extra 1D8 damage per level of the spell slot to the target (maximum 5D8). The damage type is your choice between acid, cold, fire, lightning, or thunder damage.
Idea: Similar to Divine Smite. I chose to add the once per turn limit to prevent abuse. More flexible damage types, but still more resisted than Radiant.
Extra Attack: At 6th level you can attack twice, instead of once, when you take the Attack action on your turn.
Idea: Plucked straight from the Bladesinger and Valor/Swords Bard.
Natural Strikes: At 10th level, you have natural weapons that you can use to attack creatures. Choose one of the following natural weapons, Fanged Maw or Sharpened Claws. These attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage:
Fanged Maw: You gain the following melee weapon attack. Bite: Your bite counts as a finesse weapon that you are proficient in with a reach of 5 feet. On a hit, you deal piercing damage equal to 1D10 + your Strength or Dexterity modifier, and the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your strength or dexterity modifier) or fall prone. While you are using your Wild Shape or your Natural Avatar, you retain your bite attack, and it deals an extra 1D10 damage on a hit.
Sharpened Claws: You gain the following melee weapon attack. Claw: Your claws count as a finesse weapon that you are proficient in with a reach of 5 feet. You must have one hand free to attack with your claws. When you use the attack action to attack with your claws, you can make one attack with them as a bonus action if you have both of your hands free. On a hit, you deal slashing damage equal to 1D8 + your Strength or Dexterity modifier. While you are using your Wild Shape or your Natural Avatar, you retain your claw attack, and it deals an extra 1D8 damage on a hit.
Idea: Basically gives them some better weapons. The bite lets them hold a shield and a focus and still be a great attacker, where the claws requires free hands but can deal some more damage. Each of them gain a damage boost with Wild Shape and the level 14 feature, since I give them natural weapons similar to beasts.
Natural Avatar: At 14th level, you can become a powerful nature combatant. As a bonus action, you can expend one use of Wild Shape to become a nature avatar for one minute. When transformed, you gain the following features:
Your weapon attacks deal an extra 1D8 damage. The damage type is your choice of acid, cold, fire, lightning, and thunder.
When you take the attack action on your turn, you can use a bonus action to cast a Druid spell of 3rd level or lower.
You are resistant to acid, cold, fire, lightning, and thunder damage.
You can use this feature once for free, and you regain that use after you finish a long rest. Every time after the free use, you gain a level of exhaustion.
Idea: A Paladin Transformation for druids, but a lot weaker. Gives them Eldritch Knight War Magic, resistance to elemental damage, and a little extra damage similar to Improved Divine Smite. I added the exhaustion to prevent level 20 spamming, as the most you should use this feature is twice a day.
I made this subclass for these combat focused Druids that work as hybrids or nature warriors that are a little better than the ranger.