The Wild Shaper Class

by SumtimesImFunny

Search GM Binder Visit User Profile
The Wild Shaper Class

The Wild Shaper

You have forged a deep and powerful connection to nature, and in return gained an incredible boon. You are the living embodiment of the primal animal spirit. Within you is the strength of all living beings. Using your innate gifts you can transform into a beast of the wilderness.
The Wild Shaper Table
Level Proficiency Bonus Features Wild Shapes Max CR
1st +2 Wild Shape 1 1/4
2nd +2 Primal Spirit 2 1/2
3rd +2 Primal Bloodline 2 1
4th +2 A.S.I. or Feat 2 1
5th +3 Multiattack, Minor Animal Forms 2 1
6th +3 Primal Bloodline Feature 2 2
7th +3 Polymorpher 2 2
8th +3 A.S.I. or Feat 2 2
9th +4 Beastial Fury 3 3
10th +4 Minor Animal Forms (CR 1) 3 3
11th +4 Primal Bloodline Feature 3 3
12th +4 A.S.I. or Feat 3 4
13th +5 3 4
14th +5 3 4
15th +5 Minor Animal Forms (CR 2) 3 5
16th +5 A.S.I. or Feat 3 5
17th +6 Beast of Many Forms 3 5
18th +6 Primal Bloodline Feature 4 6
19th +6 A.S.I. or Feat 4 6
20th +6 Primal Champion, Minor Animal Forms (CR 3) 4 6

Class Details

Hit Points

Hit Dice: 1d8 per Wild Shaper level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Wild Shaper level after 1st

Proficiencies

Armor: Light Armor, Shields
Weapons: Simple weapons
Saving Throws: Constitution and Wisdom
Skills: Choose 3 from Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, Stealth, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Any Simple Melee Weapon and a Shield or (b) Two Simple Melee Weapons

  • (a) A Light Crossbow and 20 Bolts or (b) 4 javelins

  • (a) An Explorer's Pack or (b) A Dungeoneer's Pack

  • Leather Armor and a Dagger

Multiclassing Guide

If your group uses multiclassing, here's what you need to know if you take a level in the Wizard class.

Ability Score Minimum. As a multiclass character, you must have at least a Wisdom and Constitution score of 13 to take a level in the Wild Shaper class, or to take a level in another class if you are already a Wild Shaper.

Proficiencies Gained. If Wild Shaper is not your initial class, you gain Light Armor, Shields, and Simple Weapon Proficiencies when you take your first level as this class.

Wild Shape (if Multiclassing into Druid) If your multiclass character has levels in both this class and Druid, you add half your Druid levels (rounded down) to this class for the purposes of Wild Shape restrictions and the Max CR of available Beasts to transform into.

Class Features

Wild Shape

At 1st level, your primal powers manifest as the ability to shapeshift into animals. You can use your bonus action to magically assume the shape of a Beast that you have seen before. You can use this feature once, and regain all expended uses after completing a Short or Long Rest. You gain more charges of Wild Shape as you gain levels in this class, as shown by the Wild Shapes column of the Wild Shaper Table. You can only transform into beasts with a CR that matches or is lower than the amount specified in the Max CR column of the Wild Shaper Table. You must also adhere to the restrictions detailed in the table below:

Wild Shaper Level Wild Shape Restrictions
1st No Flying Speed, Burrow Speed or Swimming Speed
3rd No Swimming Speed or Flying Speed
5th No Flying Speed
7th No Restrictions

While you are Wild Shaped:

  • You assume the Beast's Strength, Dexterity, and Constitution Scores, as well as its Armor Class, which gains a bonus equal to your Wisdom Modifier.
  • You gain Temporary Hit Points equal to the chosen form's Maximum Hit Points.
  • You cannot cast spells, but you retain all features and benefits from this class, any other class you may have, and your race.
  • You also retain your Wisdom, Intelligence, and Charisma scores, alignment, personality, and saving throw and skill proficiencies.
  • Any equipment you have melds into your new shape. Once you revert to your original form, all of your equipment will be as it once was on your person or inventory.
  • You can remain in your beast form for a number of hours equal to half your Wild Shaper level (Minimum 1 hour), or until you are knocked Unconscious or killed, take a Short or Long Rest, or use your bonus action to revert to your regular form.

Primal Spirit

Starting at 2nd level, while you are Wild Shaped, you can use Wisdom, instead of Strength or Dexterity, for the attack and damage rolls of your Beast forms natural weapon attacks. Additionally, if a natural weapon attack of your Beast form forces a creature to make a saving throw, you can instead use your Wild Shaper Save DC, which equals 8 + your Proficiency Bonus + your Wisdom Modifier.

Primal Bloodline

Starting at 3rd level, the ancient dormant powers of your bloodline manifest. Your chosen Primal Bloodline grants you features at 3rd, 7th, 11th, and 18th level.

Ability Score Improvement

At 4th level, and again at 8th, 12th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1. You cannot increase an ability score above 20 with this feature.

You can also forgo the Ability Score Increase and gain a Feat with your DM's permission.

Mulitiattack

Starting at 5th level, if your Beast form lacks Multiattacks, it gains Multiattack, able to make 2 attacks as its action.

Additionally, your attacks in animal form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Minor Animal Forms

Also at 5th level, whenever you transform into a Beast of CR 1/2 or lower, you can do so without expending a charge of Wild Shape. When you transform with way, you do not gain any Temporary Hit Points. At higher levels you can transform into more powerful Beasts this way, CR 1 at 10th level, CR 2 at 15th level, and CR 3 at 20th level.

Polymorpher

Starting at 7th level, you can expend 2 charges of Wild Shape to cast Polymorph, targeting yourself, without needing to provide the Verbal, Somatic, or Material components of the spell, or having to concentrate on it. While Polymorphed, you gain all the benefits of Wild Shape as if you had used the Wild Shape feature to transform, but the duration is reduced to 1 minute.

Beastial Fury

Starting at 9th level, while Wild Shaped, when you lose the Temporary Hit Points gained from Wild Shape, you can use your reaction to change your Beast form into another form you know, without gaining additional Temporary Hit Points or expending a charge of Wild Shape.

Beast of Many Forms

Starting at 17th level, after you expend a charge of Wild Shape to transform into a Beast, you can use your bonus action on every subsequent turn you are Wild Shaped to transform into a different Beast without expending a charge of Wild Shape. You do not gain any additional Temporary Hit Points.

Primal Champion

When you reach 20th level in this class, if your Beast form lacks Multiattack or has less than 3 attacks, it gains Multiattack, able to make 3 attacks as its action. Additionally, your attacks in animal form ignore resistance and immunity to magical attacks and damage.

Primal Bloodlines

Lycan Bloodline

Powerful lycans infiltrated your bloodline long ago. Their shapeshifting powers may be dormant in most, but not you. You mastered the transformation, turning your primal powers into weapons.

Hybrid Form

Starting at 3rd level, you can manipulate your primal blood to transform halfway into a creature of your choice. As a bonus action, you can use a charge of Wild Shape to merge your stats with that of your animal form. This form lasts for 1 hour. While in Hybrid Form:

  • You gain temporary Hit Points equal to your chosen Beast's maximum Hit Points.
  • You gain the Beast's natural weapon attacks, Actions, Senses, and skill proficiencies.
  • Your Armor Class, Strength, Dexterity, and Constitution Scores match your chosen form's, unless yours are better.
  • You retain the ability to speak, use your hands, and gain the benefits of items in your possession, such as armor and weapons.

Lycan's Fury

Starting at 6th level, while in Hybrid Form, you are proficient in Martial Weapons, and you can use Wisdom, instead of Strength or Dexterity, for attack and damage rolls of held weapons while in Hybrid Form.

Heightened Awareness

Starting at 11th level, you gain a bonus to Initiative rolls equal to your Wisdom Modifier (Minimum +1). Additionally, if you are surprised, you can use your reaction to expend a charge of Wild Shape to take on a Hybrid Form of your choice, ending the surprised Condition on yourself.

Shape Changer

Starting at 18th level, you can cast Alter Self on yourself at will, without any of the somatic, verbal, or material components.

Druidic Bloodline

Your bloodline descended from Archdruids, not only gifting you with Wild Shape, but also with control over nature itself. Nothing phases you when you wield the power of the natural world.

Druidic

Starting at 3rd level, you learn Druidic. You also gain proficiency in the Herbalist Kit. If you already have proficiency in this artisan tool, you gain proficiency with another artisan's tool of your choice.

Primal Spellcasting

Also at 3rd level, your primal powers allow you to cast spells. You learn spells from the Druid or Ranger spell lists. Wisdom is your spellcasting ability for these spells, and you can use a druidic focus as your spellcasting focus for these spells.

Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 12 4 3 3 -
18th 3 12 4 3 3 -
19th 3 13 4 3 3 1
20th 3 13 4 3 3 1

Nature's Wrath

Starting at 6th level, as a bonus action while Wild Shaped, you can expend a Wild Shaper spell slot to grant your Beast form's a bonus to the damage of their natural weapon attacks equal to 1d8 times the level of the spell slot (Maximum 4d8). The damage type can be Acid, Cold, Fire, Lightning, or Poison (your choice when you expend the spell slot).

Beast Spells

Starting at 11th level, you can cast Wild Shaper spells while Wild Shaped, ignoring Verbal components.

Clear Mind

Starting at 18th level, while you still have the Temporary Hit Points granted by Wild Shape, your Concentration on Wild Shaper spells cannot be broken against your will.

Guardian Bloodline

You learned to manifest your primal powers as a physical entity called a Primal Guardian. You can shape it to your whims, proving a very useful ally in life and death.

Primal Guardian

Starting at 3rd level, you gain a different use for your Wild Shape Feature. Instead of shapeshifting into an animal of your choice, you can instead summon that animal in an unoccupied space within 30 feet of you. This creature gains all of the benefits you normally get from Wild Shape and has to adhere to the regular restrictions.

Your Primal Guardian is friendly to you and your allies, understands all the languages you understand, and acts on your turn. You can use your bonus action to command it to take any action it knows. Your Primal Guardian lasts a number of hours equal to half your Wild Shaper level. Your Primal Guardian ends early if it is reduced to zero Hit Points, you transform into another creature using Wild Shape, you take a Short or Long Rest, or you use a bonus action to dismiss it.

Additional Proficiencies

Also at 3rd level, you gain proficiency in Medium Armor and Martial Weapons.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, when you take the Attack Action on your turn. Additionally, you can have your Primal Companion make a single natural weapon attack in place of one of your attacks.

Bond of Protection

Also at 6th level, whenever you or your Primal Guardian are targeted by an attack and you are within 5 feet of each other, you or your Primal Guardian can use their reaction to impose Disadvantage on the attack roll.

Pact Tactics

Starting at 11th level, you have Advantage on attack rolls against creatures within 5 feet of your Primal Guardian. Additionally, your Primal Guardian gains Advantage on attack rolls against creatures within 5 feet of you.

Ultimate Bond

Starting at 18th level, you can have 2 Primal Guardians summoned at one time, and can summon two Primal Guardians with a single bonus action, provided you expend 1 charge of Wild Shape per Primal Guardian summoned. When summoning more than one Primal Guardian at once, their combined CR must be equal or lower than your maximum CR.

Plague-Ridden Bloodline

Your ancestors were always shunned and persecuted over your connection to plague vectors, such as rats and insects. This constant state of paranoia caused their abilities to mutate, able to transform into swarms of plague vectors.

Natural Immunity

Starting at 3rd level, you use Constitution, instead of Wisdom, for all your Wild Shaper features that require Wisdom. Additionally, when you Wild Shape, you retain your Constitution score, unless your chosen form's Constitution score is greater. Finally, you are immune to Poison and Disease.

Swarm Wild Shape

Also at 3rd level, whenever you expend a charge of Wild Shape to transform into a Tiny Beast, you can choose to transform into a swarm of the chosen Beast instead. When you do, you gain the following benefits:

  • Your new form is a Medium sized swarm of Tiny Beasts.
  • The Temporary Hit Points you gain are equal to 5 times your Wild Shaper level instead of your chosen Beasts Maximum Hit Points.
  • You are immune to being Grappled, Paralyzed, Petrified, Prone, Restrained, and Stunned.
  • You can occupy another creature's space and you can move through openings large enough for a Tiny Beast.
  • You gain a new natural weapon attack, it uses your Constitution for its attack and damage rolls, and on hit, it deals 2d6 Poison damage.

Exit Strategy

Starting at 6th level, while transformed into a swarm or while in your regular form, you can use your reaction upon taking damage to move up to half your speed without provoking attacks of opportunity.

Greater Swarm

Starting at 11th level, when you transform into a swarm, you can choose to make the swarm Large sized, granting you the following benefits:

  • Your natural weapon attack now deals 3d6 Poison damage.
  • You have Advantage on attack rolls against any Medium or smaller creature that is within your space.

Plague Born

Starting at 18th level, you ignore Resistant to Poison damage and treat Immunity to Poison damage as Resistance. Additionally, once per Wild Shape while transformed into a swarm, you can force a creature you dealt damage to with your natural weapon attack to roll a Constitution Saving Throw. On a failed save, their Maximum Hit Points are reduced by twice your Wild Shaper level and cannot regain Hit Points for one minute. On a successful save, the creature is immune to this effect for 24 hours.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.