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added 138 characters in body
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It looks mostly fine to me, though it’ll be worth looking at the monster lists as there are far fewer monstrosities than beasts that fit the Druid restrictions - only 21 in my collection on D&D Beyond (that includes the main monster books, plus a few from adventure). There’s less variety in terms of size, for example, and monostrosities can’t get around without drawing attention the way many beasts can.

In addition, while beasts rarely get powerful supernatural abilities, monstrosities do - for example being able to turn into a Rust Monster might give the player quite an advantage against humanoid foes armed with metal weapons, and a Cockatrice can petrify those it bites - something balanced against PCs who might have resources to resist or recover from this, but which might be overpowered when used against monsters.

These abilities might also offset the lack of spellcasting when using wild shape, another balancing factor, moreso than the charges, pounces and multiattacks that beasts typically get.

It looks mostly fine to me, though it’ll be worth looking at the monster lists as there are far fewer monstrosities than beasts that fit the Druid restrictions - only 21 in my collection on D&D Beyond (that includes the main monster books, plus a few from adventure).

In addition, while beasts rarely get powerful supernatural abilities, monstrosities do - for example being able to turn into a Rust Monster might give the player quite an advantage against humanoid foes armed with metal weapons, and a Cockatrice can petrify those it bites - something balanced against PCs who might have resources to resist or recover from this, but which might be overpowered when used against monsters.

These abilities might also offset the lack of spellcasting when using wild shape, another balancing factor, moreso than the charges, pounces and multiattacks that beasts typically get.

It looks mostly fine to me, though it’ll be worth looking at the monster lists as there are far fewer monstrosities than beasts that fit the Druid restrictions - only 21 in my collection on D&D Beyond (that includes the main monster books, plus a few from adventure). There’s less variety in terms of size, for example, and monostrosities can’t get around without drawing attention the way many beasts can.

In addition, while beasts rarely get powerful supernatural abilities, monstrosities do - for example being able to turn into a Rust Monster might give the player quite an advantage against humanoid foes armed with metal weapons, and a Cockatrice can petrify those it bites - something balanced against PCs who might have resources to resist or recover from this, but which might be overpowered when used against monsters.

These abilities might also offset the lack of spellcasting when using wild shape, another balancing factor, moreso than the charges, pounces and multiattacks that beasts typically get.

Removed objection to use of Sorcerer spell list, as OP clarified answer; added 7 characters in body
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One thing to consider is the change to the Sorcerer spell list; Druids, like Clerics, can prepare and cast any spell on their list, and both classes have shorter, more tightly themed spell lists as a result. Offering the same ability to change spells with the Sorcerer spell list might be rather more powerful than it seems, as while he list is shorter than the Wizard list for example, it’s been tailored with the thought that characters using it only get access to a small number of those spells, rather than all of them.

Otherwise itIt looks mostly fine to me, though it’ll also be worth looking at the monster lists as there might not be as manyare far fewer monstrosities asthan beasts that fit the Druid restrictions - only 21 in my collection on D&D Beyond (that includes the main monster books, plus a few from adventure).

In addition, while beasts rarely get powerful supernatural abilities, monstrosities do - for example being able to turn into a Rust Monster might give the player quite an advantage against humanoid foes armed with metal weapons, and a Cockatrice can petrify those it bites - something balanced against PCs who might have resources to resist or recover from this, but which might be overpowered when used against monsters.

These abilities might also offset the lack of spellcasting when using wild shape, another balancing factor, moreso than the charges, pounces and multiattacks that beasts typically get.

One thing to consider is the change to the Sorcerer spell list; Druids, like Clerics, can prepare and cast any spell on their list, and both classes have shorter, more tightly themed spell lists as a result. Offering the same ability to change spells with the Sorcerer spell list might be rather more powerful than it seems, as while he list is shorter than the Wizard list for example, it’s been tailored with the thought that characters using it only get access to a small number of those spells, rather than all of them.

Otherwise it looks fine to me, though it’ll also be worth looking at the monster lists as there might not be as many monstrosities as beasts that fit the Druid restrictions.

It looks mostly fine to me, though it’ll be worth looking at the monster lists as there are far fewer monstrosities than beasts that fit the Druid restrictions - only 21 in my collection on D&D Beyond (that includes the main monster books, plus a few from adventure).

In addition, while beasts rarely get powerful supernatural abilities, monstrosities do - for example being able to turn into a Rust Monster might give the player quite an advantage against humanoid foes armed with metal weapons, and a Cockatrice can petrify those it bites - something balanced against PCs who might have resources to resist or recover from this, but which might be overpowered when used against monsters.

These abilities might also offset the lack of spellcasting when using wild shape, another balancing factor, moreso than the charges, pounces and multiattacks that beasts typically get.

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One thing to consider is the change to the Sorcerer spell list; Druids, like Clerics, can prepare and cast any spell on their list, and both classes have shorter, more tightly themed spell lists as a result. Offering the same ability to change spells with the Sorcerer spell list might be rather more powerful than it seems, as while he list is shorter than the Wizard list for example, it’s been tailored with the thought that characters using it only get access to a small number of those spells, rather than all of them.

Otherwise it looks fine to me, though it’ll also be worth looking at the monster lists as there might not be as many monstrosities as beasts that fit the Druid restrictions.