Oneshaper
| Level | Proficiency Bonus | Features | Transformations | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Spellcasting, Feral Hide | - | 2 | — | — | — | — | — |
| 2nd | +2 | Savage Senses, Beast Circle | 2 | 2 | 2 | — | — | — | — |
| 3rd | +2 | Animal Speed +10ft | 2 | 2 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 2 | 2 | 3 | — | — | — | — |
| 5th | +3 | Extra Attack | 3 | 3 | 4 | 2 | — | — | — |
| 6th | +3 | Circle Feature | 3 | 3 | 4 | 2 | — | — | — |
| 7th | +3 | Transformation Improvements | 3 | 3 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement | 3 | 3 | 4 | 3 | — | — | — |
| 9th | +4 | 3 | 3 | 4 | 3 | 2 | — | — | |
| 10th | +4 | Circle Feature | 4 | 4 | 4 | 3 | 2 | — | — |
| 11th | +4 | Transformation Improvements | 4 | 4 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 4 | 4 | 4 | 3 | 3 | — | — |
| 13th | +5 | 4 | 4 | 4 | 3 | 3 | 1 | — | |
| 14th | +5 | Circle Feature | 4 | 4 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | 5 | 5 | 4 | 3 | 3 | 2 | — | |
| 16th | +5 | Ability Score Improvement | 5 | 5 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | Transformation Improvements | 5 | 5 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Beast Magic | 5 | 5 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 5 | 5 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Capstone | 6 | 5 | 4 | 3 | 3 | 3 | 2 |
QUICK BUILD
You can make a Oneshaper quickly by following these suggestions. First make Constitution your highest ability score. Second, make Wisdom your next highest ability score followed by Dexterity. Lastly choose the hermit or outlander background.
Class Features
As a Oneshaper, you gain the following class features
Hit Points
- Hit Dice: 1d10 per Oneshaper level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per wayfarer level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons, martial Weapons
- Tools: None
- Saving Throws: Strength and Wisdom
- Skills: Choose two from Animal Handling, Athletics, Medicine, Nature, Perception, Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a simple weapon and a martial weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- (a) any simple weapon
- (a) leather armor and a druidic focus
Alternatively, you may start with 3d4 × 10 gp to buy your own equipment.
Spellcasting
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.
Cantrips
At 1st level, you know two cantrips of your choice from the oneshaper spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Oneshaper table.
Preparing and Casting Spells
The Oneshaper table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these oneshaper spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of oneshaper spells that are available for you to cast, choosing from the oneshaper spell list. When you do so, choose a number of oneshaper spells equal to your Wisdom modifier + your oneshaper level (minimum of one spell). The spells must be of a level for which you have spell slots.
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of oneshaper spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your oneshaper spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a oneshaper spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your oneshaper spells.
Feral Hide
At 1st level, your natural Armor Class improves by +2.
Savage Senses
Starting at 2nd level, you have advantage on perception and investagtion checks made using sight, hearing, or smell.
Animal Speed
Beginning at 3rd level, your speed both in and out of beast form improves by +10ft.
Beast Circle
At 3rd level, choose which shape you will transform into from the mighty Werebear, the quick werewolf, or the unyielding wereboar.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Transformation Improvements
Starting at 7th level, you gain 1 of the folowing benefits when in your beast shape, gain another Improvement at 11th, and 17th level.
Bonus to AC. Gain a +2 bonus to your AC while transformed.
Bonus HP. Gain an additional amount of Temporary hit points equal to your level.
Bonus to attack. Gain a +2 to all attacks when in your beast form.
Extra Damage. Gain a +2 damage to all attacks when in your beast form.
Immune to Sleep. You are immune to sleep while transformed.
Immune to Stun. You are immune to Stun while transformed.
Elemental Beast. Pick one of the following damage types, Fire, Frost, or Lightning. At your will your attacks can be treated as that type of damage.
Beast Magic
Starting at 18th level, You can now cast spells in your beast form.
Unending Forms
At 20th level, You may extend your transformation by a number of rounds equal to the level of spell you expend.
Beast Circle
Many beast forms exist throughout differnt cultures and lands, but three of the most commonly found are the Werebear, Werewolf, and Wereboar.
Werebear
As a bonus action, you can transform into a mighty werebear. Your strength is unmatched and your powerful claws can decimate foes. When you transform you gain the following benefits:
-
Your size becomes large.
-
You gain Temporary hit points equal to your level times 5.
-
You gain a Claw attack which does 2d8 Slashing Damage
-
You gain a bite attack that does 2d6 Piercing Damage
-
Your Strength increases to 20, your AC becomes 13
You cannot cast spells while transformed into your beast form. All of your equipment including items you are holding transform with you and are a part of the magic.
Each time you activate your form it lasts for a number of minutes equal to you Wisdom Modifier. Once you have transformed the number of times shown for your level in the Transformations column of the Oneshaper table, you must finish a long rest before you can transform again.
Bear Hug
Starting at 3rd level, when you hit a large or smaller creature with a claw attack, you may use a bonus action to grapple with them. This grapple is automatically successful.
On its turn the victim may attempt to escape your grapple (DC equal to 8 + your proficiency bonus + your Strength modifier.) if it fails to escape you may automatically apply your claw attack damage. You may apply this damage once per turn even if you have more than one attack.
You may attempt to Bear Hug a number of times equal to your Proficiency Bonus.
You regain all expended uses when you finish a long rest
Mighty Claws
At 6th level, you claw attacks now do 2d10 Damage.
Ferocious Roar
Starting at 10th level, you may use an action to let out a powerful roar. This roar effects all enemies within a 60ft radius centered on you.
If a creature can see or hear you. it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or suffer disadvantage on all attack rolls, and saving throws. This effects lasts for 1 minute.
Once activated you may not use this ability again until you complete a short or long rest.
Bear's Toughness
Beginning at 14th level, whenever you transform into a werebear your Temp HP increases to your level x 6.
Werewolf
As a bonus action, you can transform into a vicious, and deadly werewolf. Your speed is unmatched and your attacks come fast as lightning. When you transform you gain the following benefits:
-
Your size becomes large.
-
You gain Temporary hit points equal to you level times 3.
-
You gain a Claw attack which does 1d8 Slashing Damage
-
You gain a bite attack that does 1d8 Piercing Damage
-
Your Strength increases to 16, your AC becomes 13
You cannot cast spells while transformed into your beast form. All of your equipment including items you are holding transform with you and are a part of the magic.
Each time you activate your form it lasts for a number of minutes equal to you Wisdom Modifier. Once you have transformed the number of times shown for your level in the Transformations column of the Oneshaper table, you must finish a long rest before you can transform again.
Fury
At 3rd level, you may use a bonus action to attack twice more with your claw attacks.
Feral Speed
Starting at 6th level, you have advantage on initiative rolls, and you may now use a bonus action to take the dash or disengage actions.
Leader of the Pack
Beginning at 10th level, you have advantage on any attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Venomous Bite
At 14th level, your bite attacks now an additional 1d4 poison damage, additionally any creature hit by your bite attack must make a constitution saving thrown (DC equal to 8 + your proficiency bonus + your Constitution modifier) or be poisoned.
Wereboar
As a bonus action, you can transform into a tenacious, and unrelenting wereboar. Your durability is immense and you are almost unstoppable. When you transform you gain the following benefits:
-
Your size becomes large.
-
You gain Temporary hit points equal to you level times 4.
-
You gain a Claw attack which does 1d6 Slashing Damage
-
You gain a Tusk attack that does 2d6 Piercing Damage
-
Your Strength increases to 18, your AC becomes 13
You cannot cast spells while transformed into your beast form. All of your equipment including items you are holding transform with you and are a part of the magic.
Each time you activate your form it lasts for a number of minutes equal to you Wisdom Modifier. Once you have transformed the number of times shown for your level in the Transformations column of the Oneshaper table, you must finish a long rest before you can transform again.
Deadly Charge
Starting at 3rd level, If you move at least 15 feet straight toward a target and then hit it with your tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Unstoppable
At 6th level, you may use your reaction to lower the damage of any attack that hits you. Roll 2d6 and reduce the damage by that amount. This amount improves to 3d6 at level 10, and to 4d6 at level 14.
Resilient
Beginning at 10th level, as a reaction you may add a roll of 2d6 to the result of any saving throw. You may do this a number of times equal to your Wisdom Modifier. You regain all expended uses when you finish a long rest.
Keep on fighting
Starting at 14th level, when you are reduce to 0 hit points but not killed outright you are reduced to 1 hit point instead.
You have two uses of this ability, you regain all expended uses when you finish a long rest.
Cantrips (0 Level)
- Control Flames
- Create Bonfire
- Druidcraft
- Frostbite
- Gust
- Mold Earth
- Primal Savagery
- Shape Water
- Thunderclap
1st Level
- Animal Friendship
- Beast Bond
- Cure Wounds
- Detect Poison and Disease
- Earth Tremor
- Entangle
- Fog Cloud
- Ice Knife
- Thunderwave
2nd Level
- Animal Messenger
- Barkskin
- Beast Sense
- Flaming Sphere
- Gust of Wind
- Healing Spirit
- Moonbeam
- Protection from Poison
- Spike Growth
- Warding Wind
3rd Level
- Call Lightning
- Conjure Animals
- Erupting Earth
- Flame Arrows
- Plant Growth
- Sleet Storm
- Tidal Wave
- Wall of Water
- Water Breathing
- Wind Wall
4th Level
- Conjure Minor Elementals
- Conjure Woodland Beings
- Control Water
- Dominate Beast
- Ice Storm
- Stone Shape
- Stoneskin
- Wall of Fire
- Watery Sphere
5th Level
- Commune with Nature
- Conjure Elemental
- Control Winds
- Maelstrom
- Wall of Stone
- Wrath of Nature
Other Forms
The transformations presented here could easily be swapped out for others with little or no reworking.
Wereboar could easily be a ram, goat, or bull
Werewolf could easily be a leopard, or hyena.
Werebear could easily be reskinned as a shark or crocodile, swapping bite and claw damage for either of them. Or perhaps even a badger, or wolverine.
Primal
And
Ferocious
After enduring a volley of suprised attacks, the human man's body swells and changes before their eyes, where once was a human, now stands a massive werebear. They soon regret this course of action.
Rushing forward into the fray, shifting into a large werewolf, the tiefling swings its long claws quickly and with a primal fury. The claws tear and rip into the flesh of the goblin horde.
The wooden fence separating her from her enemies is demolished, as her form changes into a powerfully robust wereboar. The fence splinters into pieces she then sets her sights on the strongest among them. She lets out a snort and readies her sharp tusks for a charge.
Cover Art: Taran Fiddler
Watch out for more classes coming soon!
Additional Credits
Inside art listed in order of appearance.
Celtic Nature Balance - Kristen Fox
Werebear - Antonio J Manzanedo
Wereboars - Matt Forsyth