>>96009352This isn't even mentioning the other potential issues with the concept.
For example, it being a playable class changes how we view other nature-adjacent classes. If druids are nature, worship it, are given powers by it or are somehow linked to it's cycles, what does this mean for the barbarian hailing from a primitive society that lives much closer to nature? What about the ranger that thrives in nature but exists as a separate entity from it, more so using it rather than being it?
It muddies their flavor up, making their relationship with the natural world seem less interesting when you can just be an agent of it.
Similar issues come from the other end with the Cleric, Paladin and Warden classes. Hard to distinguish yourself flavor-wise when the other classes can easily adapt your concept into them. Worships a nature god or gods, chosen by the fey as their champion (or plaything) and granted powers, protector of said nature from evil, etc.
Finally their other mechanical widgets: Shapeshifting, pets and summoning.
Summoning is complicated to pull off in a tabletop medium since suddenly dropping multiple new combatants slows things down to a crawl, a lot of time and energy is now focused on your critters and away from the other players/encounter overall. The usual fixes are some form of having to spend your own actions on them, them being some sort of modifier attached to you or just an abstract spell flavored like a creature which all cut into the fantasy of summoning.
Pets and shapeshifting seem to be stapled onto the class which some people simply won't care for these aspects. Variants of the druid make these more opt in but it's still more unfocused baggage that comes with the concept.
I wish for a non-magical shapeshifter class since the concept has so much more potential than 1 or 2 viable combat forms for the level+exploration oriented form that best suits the terrain.