Wildshifter
A tribal elf stands perched on a branch in the cover of night, above the sight of the passing soldiers. The elf's eyes shift into pure dark orbs to more sharpely survey the scene below. Finally, the elf spots his target, the company's captain atop his horse. Waiting for the perfect moment, the elf grows brutal talons and leaps down at the captain with deadly intent.
Surrounded on all sides by the invading ogres, a dwarf warrior starts to grow in size. In a moment, where the dwarf was just standing is now a massive cave bear with a deadly scorpion stinger. In a blink, the stinger-tipped tail of the creature lashes out, stabbing into the closest ogre, and the beast's clawed paws slash mightily into the next.
Patrolling the sky, a silent owl observes the plains below. Confident any danger is far off, the owl lands, settling back down with its companions as it partially shifts back into its normal human form, but retains its quiet owl-like feathers and sharp talons just in case.
Shapeshifting into wild beasts to accomplish their aims, wildshifters are versatile warriors of the wild. They call upon the powers and abilities of the beasts of the land to strengthen themselves, whether to protect themselves, allies, or nature itself or to seek vengeance on threats plaguing the land. In this way, wildshifters become avatars of nature's strength, cunning, and adaptability.
Wild Bond
Wildshifters develop close bonds with particular beasts of the wild, drawing upon their natural essence to integrate their power into themselves. They revere nature and beasts and often belong to the ancient traditions of the druidic circles.
Compared to druids, wildshifters develop a greater ability to intricately shapeshift, either partially or completely, into creatures they have bonded with, but lack the ability to produce spells. Powerful wildshifters gain great control over their shapeshifting, allowing them to take on the aspects of multiple creatures at once and even change their own appearance at will.
Guardian of Nature
On rare occasion within the druidic circles, an individual's spiritual union with nature does not manifest spellcasting ability, but instead in a more powerful mastery of shapeshifting. These individuals, known as wildshifters, often
act as the frontline against threats to the circle and the delicate balance of nature.
Although wildshifters are frequently beholden to
sacred sites or regions of hallowed nature, when a
major threat to the land arises, they are eager to set out
and join forces with others to quell the danger. They
serve an adventuring party as a powerful and versatile
close-combat warrior, able to scout, protect their allies, or
harass enemies depending on the creatures they develop
a bond with.
Creating a Wildshifter
When making a wildshifter, the most important question to ask is how you gained your shapeshifting ability? Were you blessed by a diety of the Old Faith as a child? Or were you raised by animals, during which time you learned to magically copy them? Maybe you were born to a druidic circle that sees a wildshifter born once a generation?
Consider as well your connection to and relationship with nature. Many wildshifters see nature as holy land that should be protected. Do you think the same or do you instead see the powers of nature as something to be used for your own benefit? Perhaps you are concerned with the relationship between civilization and untamed nature and seek to be a peacekeeper to maintain balance between the two?
A final question to consider is why you set off as an adventurer. Did malevolent destruction fall upon sacred nature you were sworn to defend, leading you to seek revenge? Or perhaps your druidic circle detected a great evil arising and you have been sent to learn more and quell it if possible? Maybe you even disagreed with some of the practices of your fellows and decided to strike out on your own?
Quick Build
You can make a wildshifter quickly by following these suggestions. First, make either strength or dexterity your highest ability score, followed by wisdom. Second, choose the outlander background. Third, choose
dexterous, enduring, and perceptive
(flight) as your starting wild
aspects.
The Wildshifter Table
Level | Proficiency Bonus |
Features | Natural Weapon Die | Wild Aspects |
---|---|---|---|---|
1st | +2 | Natural Weapons, Wild Aspect, Druidic | 1d4 | 3 |
2nd | +2 | Natural Armor, Wildshifter Circle | 1d4 | 3 |
3rd | +2 | Wild Form, Nature's Empathy | 1d4 | 4 |
4th | +2 | Ability Score Improvement | 1d4 | 4 |
5th | +3 | Extra Attack, Chimeric Form (2) | 1d6 | 5 |
6th | +3 | Circle Feature, Druidic Claws | 1d6 | 5 |
7th | +3 | Evasion | 1d6 | 6 |
8th | +3 | Ability Score Improvement, Land's Stride | 1d6 | 6 |
9th | +4 | Chimeric Form (3) | 1d6 | 7 |
10th | +4 | Circle Feature | 1d6 | 7 |
11th | +4 | Feral Fury | 1d8 | 8 |
12th | +4 | Ability Score Improvement | 1d8 | 8 |
13th | +5 | Chimeric Form (4) | 1d8 | 9 |
14th | +5 | Circle Feature | 1d8 | 9 |
15th | +5 | Thousand Faces | 1d8 | 10 |
16th | +5 | Ability Score Improvement | 1d8 | 10 |
17th | +6 | Chimeric Form (5) | 1d10 | 11 |
18th | +6 | Timeless Body | 1d10 | 11 |
19th | +6 | Ability Score Improvement | 1d10 | 12 |
20th | +6 | Avatar of the Wilds | 1d10 | 12 |
Class Features
As a Wildshifter, you gain the following class features:
Hit Points
- Hit Dice: 1d10 per wildshifter level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per wildshifter level after 1st.
Proficiencies
- Armor: Light armor, medium armor
- Weapons: Simple weapons, scimitars
- Tools: None
- Saving Throws: Dexterity, Strength
- Skills: Choose two skills from Athletics, Acrobatics, Nature, Animal Handling, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a scimitar or (b) any simple melee weapon
- (a) leather armor or (b) hide armor
- an explorer's pack and four javelins
Natural Weapons
As a bonus action, you can magically shapeshift weapons inspired by beasts for use in combat, such as claws, horns, or fangs. These weapons have the following properties:
- The weapons count as natural melee weapons with the finesse property, with which you are proficient.
- The weapons deal 1d4 bludgeoning, piercing, or slashing damage (your choice when you shapeshift). This die changes as you gain wildshifter levels, as shown in the Natural Weapon Die column of the Wildshifter table.
On your turn, when you attack with natural weapons, including those gained by racial features, you can make one more attack with those weapons as a bonus action.
Wild Aspect
As a wildshifter, you develop a close connection with certain beasts of the wild and gain the ability to magically shift your form to partially imitate theirs. At 1st level, choose three aspects (see the Wild Aspects section) and one bonded animal that corresponds to each. You gain additional wild aspects according to the Wildshifter table.
As a bonus action, you can choose one of your aspects, partially shapeshift into the corresponding bonded creature, and gain the benefits of that aspect's minor form, replacing any current aspects. When you do so, you simultaneously change your natural wildshifter weapons to one appropriate to your new form. This transformation can include growing horns, scales, fur, long teeth, or other features of your bonded creature's appearance that you choose.
You may shapeshift a number of times between short or long rests equal to your wisdom modifier (minimum of once). You can revert to your normal form as a bonus action without expending a use of your shapeshifting. Also, once you have access to major forms (see the Wild Form feature), you can choose to drop the major form while retaining the minor form benefits in this same manner.
Natural vs Metal Armor
Like druids, wildshifters will not wear armor made of metal. The manufactured nature of metal armors inhibits a wildshifter's ability to transform into their animal aspects. While wearing metal armor, you cannot benefit from your aspects' minor or major forms.
Armors derived from plant or animal material, such as leather or hide, are useful to wildshifters as they can be integrated into an aspect's major form without difficulty. You can benefit from your aspects' forms and the AC granted by these armors at the same time.
Druidic
You know Druidic, the secret language of the druidic circles. You can speak the language and use it to leave hidden messages. You and others who know this language
automatically spot such a message. Others spot the
message's presence with a successful DC 15 Wisdom
(Perception) check but can't
decipher it without magic.
Natural Armor
Beginning at 2nd level, your shapeshifting allows you to improve your natural defenses, granting yourself beast-like hide or scales. While you are not wearing any armor or wielding a shield, your armor class equals 10 + your dexterity modifier + your wisdom modifier.
Wildshifter Circle
At 2nd level, you choose to identify with one of the druidic circles. As a wildshifter, the benefits you gain from that association affect you differently than druids. Your choice grants you features at 2nd, 6th, 10th, and 14th level.
Wild Form
At 3rd level, you learn to fully shapeshift into a beast. When you use the wild aspect feature to shift into one of your wild aspects, you may choose to transform into your bonded creature, gaining the benefits of the aspect's major and minor forms. The following rules apply to your shapeshifted form:
- You retain your own statistics (including hit points and the ability to speak), except for those noted below and in the specific aspect description.
- Your appearance changes to that of your bonded creature, and your creature type becomes beast.
- You may change your size by up to one step from your normal size, unless stated otherwise for the specific aspect.
- You cannot cast spells or wield weapons/shields. You can continue to use your natural weapons and unarmed strikes.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Armors derived from plant or animal material can easily be integrated into your shapeshifted form, granting you the benefits of the armor while in your new form.
Optional Rule: Druidic Wild Shape
You can instead shapeshift into an animal that you have seen before but do not have the wild aspect for. When you do so, you must follow the same rules as the Wild Shape feature from the Druid class, including but not limited to: level limitations for the types of creatures you can shapeshift into (using your wildshifter level for required druid levels), the duration of your transformation, and your game statistics in your new form.
However, there are a few differences: You do not replace your hit points with that of the new form (instead retaining your original hit point pool), transforming in this way requires expending one of your uses of shapeshifting, and you retain the use of your wildshifter features.
Nature's Empathy
Beginning at 3rd level, your attunement to wild beasts makes you more adept at interacting with the creatures of nature. You have advantage on skill checks involving interactions with beasts. If a beast is one of your wild aspects (or is closely related at your DM's discretion), you automatically add double your proficiency bonus to those checks regardless of your normal proficiencies.
In addition, while you are shapeshifted into the major form of a creature, you can communicate with that kind of beast as if you shared a language.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Chimeric Form
At 5th level, you learn to draw upon two of your wild aspects at a time. When you shapeshift into one of your wild aspects (using either the "wild aspect" or "wild form" features), you may choose one of your other wild aspects and gain the benefits of its minor form as well, influencing your shapeshifted appearance in minor ways.
As you gain levels, you learn to integrate more wild aspects into your form. You may choose up to two additional minor forms at 9th level, three at 13th level, and four at 17th level.
Druidic Claws
Beginning at 6th level, your natural wildshifter weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
In addition, you gain a bonus to damage dealt with your natural wildshifter weapons equal to half your wisdom modifier (rounded up).
Evasion
Beginning at 7th level, your malleable form helps you avoid area effects, such as a dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a dexterity saving throw to take only half damage,
you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Land's Stride
Beginning at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have
advantage on saving throws against plants that are
magically created or manipulated to impede
movement, such as those creature by the entangle spell.
Feral Fury
Beginning at 11th level, you take inspiration from the feral techniques used by your favored beasts. When you take the attack action with natural weapons on your turn, you may choose to attack wildly. When you do so, you may attack two additional times with your attack action, but you have disadvantage on all attack rolls until the end of your turn.
Thousand Faces
At 15th level, your shapeshifting ability becomes far more versatile. You gain the ability to change your appearance at will, as a bonus action.
Your altered appearance must have the same basic arrangement of limbs and be roughly the same size as your current form. Performing this feature does not require expending a use of shapeshifting.
Timeless Body
Beginning at 18th level, the primal magic that permeates your being causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.
Avatar of the Wilds
At 20th level, you effortlessly draw upon your wild aspects at a moment's notice. As a bonus action, you may switch one of your current minor forms for another minor form from one of your wild aspects, without expending a use of shapeshifting.
In addition, you can now choose a total of five additional minor forms as part of the chimeric form feature.
Multiclassing
Prerequisites. To qualify for multiclassing with the Wildshifter class, you must meet these prerequisites:
13 Wisdom and 13 Dexterity.
Proficiencies. When you multiclass into the Wildshifter class, you gain the following proficiencies:
Simple weapons, scimitars, light
armor, medium armor.
Wild Aspects
A wildshifter forms bonds with a select few creatures, allowing the wildshifter to transform into those creatures and gain their attributes for themselves. These bonds are known as wild aspects, each of which grants unique capabilities to the wildshifters that use them.
Acrobatic Aspect
Example Creatures: Lizards, Ibexes, Monkeys
The acrobatic aspect is one of swift, graceful movement, granting the ability to dart and scurry with an astounding agility and balance.
Minor Form
You have advantage on athletics checks made to climb and acrobatics checks.
Major Form
Your speed increases by 10 feet, and you gain a climb speed equal to your base speed. In addition, a number of times between short rests equal to your wisdom modifier (minimum of once), you can take the dodge action as a bonus action.
Agile Aspect
Example Creatures: Cheetahs, Lizards, Snakes
Those with the aspect of agility are lethal foes who strike unexpectedly with deadly effect, while avoiding opportune strikes made in return.
Minor Form
Opportunity attacks against you are made with disadvantage, and you make opportunity attacks with advantage.
Major Form
You gain a climb speed equal to your base speed. In addition, a number of times per short rest equal to your wisdom modifier, when you hit a creature with a melee attack, you may force that creature to make a constitution saving throw (DC = 8 + your proficiency bonus + your wisdom modifier). On a failure, that creature is stunned until the end of your next turn.
Ambusher Aspect
Example Creatures: Raptors, Wildcats, Wolves
The ambusher is an agile hunter, adept at racing from ambush to deliver grievous wounds.
Minor Form
You gain a bonus to initiative rolls equal to your wisdom modifier.
Major Form
Your speed increases by 10 feet. In addition, once on your turn, when you attack a creature that has not yet had a turn in combat, you deal damage equal to double your wisdom modifier on a hit.
Aquatic Aspect
Example Creatures: Dolphins, Fish, Whales
The aquatic aspect imparts clever mastery of the seas.
Minor Form
You gain a swim speed equal to your base speed, and can hold your breath for 10 minutes before being at risk of drowning.
Major Form
Your normal speed is replaced by a swim speed of 50 feet. You can breathe underwater indefinitely.
Beginning at 15th level, you gain blindsense with a range of 15 feet.
Behemoth Aspect
Example Creatures: Elephants, Giraffes, Rhinos
Behemoths are symbols of immense size and power.
Minor Form
Your size increases by one step. In addition, you gain a bonus to athletics checks made to shove other creatures and to resist being grappled or shoved equal to your wisdom modifier.
Major Form
Your size is large or huge (your choice). On your turn, if you move at least 10 feet straight towards a creature and hit it with your next attack, that creature is automatically knocked prone if it is smaller than you. In addition, you have a +2 bonus to damage rolls against prone creatures with your melee attacks.
Charismatic Aspect
Example Creatures: Chameleons, Peafowl, Dart Frogs
Some creatures exert their presence with spectacular colors and charisma, making themselves impossible to ignore.
Minor Form
You gain a +2 bonus to your charisma score. In addition, you gain a bonus to performance checks involving creatures that see you equal to your wisdom modifier.
Major Form
You have advantage on performance checks. In addition, once per round, you can replace one of your attacks with a dazzling display to distract a creature that can see you within 30 feet. When you do so, you make a performance check and your target makes a wisdom check. If your check is higher, the target has disadvantage on attack rolls until the beginning of your next turn.
Climbing Aspect
Example Creatures: Foxes, Monkeys, Spiders
The aspect of the climber imparts cunning mobility and manual agility.
Minor Form
You gain a climb speed equal to your base speed.
Major Form
You gain a climb speed of 50 feet. In addition, a number of times between short rests equal to your wisdom modifier (minimum of once), you can take the disengage action as a bonus action.
Crawler Aspect
Example Creatures: Ants, Roaches, Spiders
Those with the bug aspect are unperturbed by difficult terrain, tight conditions, and darkness.
Minor Form
You ignore difficult terrain, and cannot be stuck or restrained in webs.
Beginning at 15th level, you gain tremorsense with a range of 15 feet.
Major Form
Your available sizes for this form additionally include diminutive or tiny. You gain a climb speed equal to your base speed and darkvision to a range of 60 feet. You are not considered squeezing when moving through a space large enough for a creature one size smaller than you.
In addition, while you are not moving, you have a bonus to stealth checks equal to your wisdom modifier.
Darting (Flight) Aspect
Example Creatures: Bats, Dragonflies, Hummingbirds
The aspect of the darting flight offers the ability to make quick, subtly effective attacks at foes.
Minor Form
If you entered the reach of a creature on your turn, you may freely leave that creature's reach without provoking an attack of opportunity.
Major Form
You gain a flight speed of 40 feet that can be used for a number of minutes equal to your wisdom modifier between short or long rests. In addition, if you move at least 30 feet on your turn, you gain a +2 bonus to AC until the beginning of your next turn.
Beginning at 10th level, you can fly indefinitely in this form.
Dexterous Aspect
Example Creatures: Cats, Deer, Wolves
Those with the aspect of dexterity are a powerful, yet
graceful hunters, avoiding predators and taking down prey
with ruthless efficiency.
Minor Form
You gain a +2 bonus to your dexterity score.
Major Form
Your speed increases by 10 feet, and you gain a bonus
to stealth checks equal to your wisdom modifier.
Electric Aspect
Example Creatures: Catfish, Eels, Rays
The aspect of electricity imparts the ability to charge
attacks with electricity and move in water
effortlessly.
Minor Form
Your melee attacks with natural weapons deal an
additional 1 point of lightning damage. This
damage increases to 1d4 at 7th level, 1d6 at 13th
level, and 1d8 at 17th level.
Major Form
Your normal speed is replaced by a swim speed
of 30 feet. You can breathe underwater
indefinitely. In addition, when you are hit by a
melee attack within 5 feet, your attacker
automatically takes the lightning damage
from the minor form.
Enduring Aspect
Example Creatures: Bears, Goats, Gorillas
The aspect of constitution invokes a juggernaut of tireless endurance and furious power. Those who take this aspect are known for surviving severe wounds and delivering punishing blows in return.
Minor Form
You gain a +2 bonus to your constitution score. This increases your current hit points and hit point maximum by an amount equal to your current level. If you lose the benefits of this minor form, your current hit points and hit point maximum decrease by the same amount.
Major Form
You reduce any bludgeoning, piercing, and slashing damage by an amount equal to your wisdom modifier. In addition, you can reroll the damage die for melee attacks you make, but you must use the new result when you do so.
Furious Aspect
Example Creatures: Bears, Boars, Woverines
Many creatures of the wild demonstrate a fury unknown to the civilized world. These creatures are known for their single-minded and undistracted focus on their prey.
Minor Form
At the beginning of your turn, you may choose to grant yourself advantage on your attacks. If you do so, attacks targeting you have advantage until the beginning of your next turn.
Major Form
Creatures you hit with a melee attack have
disadvantage on attack rolls against you
until the beginning of you next turn.
Grappler Aspect
Example Creatures: Crocodiles, Gorillas, Scorpions
Those with the grappler aspect are adept at latching onto their foes to prevent escape.
Minor Form
You have advantage on athletics checks made to grapple.
Major Form
You gain a bonus to ability checks made to grapple or avoid/escape being grappled equal to your wisdom modifier. In addition, you can attempt to grapple creatures up to two sizes larger than you.
Grappler (Aquatic) Aspect
Example Creatures: Crustaceans, Jellyfish, Octopi
Those with the acquatic grappler aspect are adept at grasping onto their foes in water.
Minor Form
You have advantage on athletics checks made to grapple.
Major Form
You gain a swim speed of 30 feet. You can breathe underwater indefinitely. In addition, you gain a bonus to ability checks made to grapple or avoid/escape being grappled equal to your wisdom modifier.
Hunter Aspect
Example Creatures: Bears, Snakes, Wolves
The hunter aspect grants mastery over tracking and stalking creatures and the powerful ability to finish off wounded prey.
Minor Form
You have advantage on smell-based perception checks.
Major Form
Your walking speed increases by 10 feet. In addition, you
have advantage on attack rolls made against
targets that are missing at least half of
their hit points.
Hunter (Aquatic) Aspect
Example Creatures: Dolphins, Sharks, Seals
The aquatic hunter aspect grants mastery over underwater pursuits and the powerful ability to track and kill wounded prey.
Minor Form
You gain the ability to detect injured creatures within 120 feet by scent. When a creature missing at least one hit point is within 120 feet of you, you are aware of their presence but do not know their exact location or exactly what creature they are.
Major Form
Your walking speed is replaced by a swim speed of 30 feet. You can breathe underwater indefinitely.
In addition, you have advantage on attack rolls made against targets that are missing at least half of their hit points.
Intelligent Aspect
Example Creatures: Dogs, Monkeys, Pigs
Those with this aspect are cunning hunters, able to use their wits to overcome foes.
Minor Form
You gain a +2 bonus to your intelligence score. You have a bonus to either arcana, history, nature, or religion (chosen when you gain this aspect) equal to your wisdom modifier.
Major Form
Once per short rest, when you are hit by an attack, you may use your reaction to force the triggering creature to reroll the attack.
Jumping Aspect
Example Creatures: Frogs, Kangaroos, Rabbits
The aspect of the jumping grants great mobility in leaping through the air.
Minor Form
You have advantage on acrobatics checks. In addition, your standing and running long jump covers a distance equal to twice your strength score. Similarly, your standing and running high jump clears a distance equal to 6 + double your strength modifier. In this form, jumping costs only one foot of movement for every two feet you travel.
Major Form
You may use your bonus action to disengage by leaping away from your opponents, moving yourself a distance less than or equal to your standing jump in any direction.
Lunging Aspect
Example Creatures: Mantises, Scorpions, Snakes
The aspect of the mantis imparts uncanny patience and unsettling speed in their lunging attacks.
Minor Form
The reach of your melee attacks increases by 5 feet.
Major Form
You gain a bonus to initiative rolls equal to your wisdom modifier. In addition, you have advantage on attack rolls against any creature that hasn't taken a turn in combat yet.
Lurking Aspect
Example Creatures: Crabs, Crocodiles, Water Snakes
Those with the aspect of lurking is skilled at hiding, especially in water, and striking at unsuspecting targets.
Minor Form
You have advantage on attacks targeting creatures that have not yet had a turn in combat.
Major Form
You gain a swim speed of 30 feet. Once per round, when you hit a creature with a melee attack, you may attempt to grapple that creature as part of that attack.
Miniscule Aspect
Example Creatures: Mice, Roaches, Snakes
The miniscule aspect offers the ability to gain access to hard-to-reach places while avoiding many attacks and effects.
Minor Form
You have advantage on dexterity saving throws.
Major Form
Your size is fine, diminutive, or tiny (your choice) and you gain a climb speed equal to your base speed. In addition, your minute size grants you a bonus to AC and dexterity saving throws equal to your wisdom modifier. However, your natural weapon attacks only deal half their normal damage while in this form.
Nocturnal Aspect
Example Creatures: Cheetahs, Raccoons, Wolves
The nocturnal aspect imparts mastery over night. Those who take this aspect become adept at stalking under the cover of darkness.
Minor Form
You gain darkvision with a range of 60 feet if you do not already have darkvision; otherwise, the range of your darkvision increases by 30 feet.
Beginning at 15th level, you gain blindsense with a range of 15 feet.
Major Form
You have advantage on stealth checks while in dim light or darkness. In addition, when make a melee attack with advantage on your turn, you deal extra damage equal to your wisdom modifier on a hit.
Nocturnal (Flight) Aspect
Example Creatures: Bats, Nightingales, Owls
The aspect of the nocturnal flier imparts mastery over darkness and the night. Those who take this aspect become adept at stalking in darkness from the air.
Minor Form
You gain darkvision with a range of 60 feet if you do not already have darkvision; otherwise, the range of your darkvision increases by 30 feet.
Beginning at 15th level, you gain blindsense with a range of 15 feet.
Major Form
You gain a flight speed of 30 feet that can be used for a number of minutes equal to your wisdom modifier between short or long rests. In addition, when you target a creature with a melee attack on your turn, you do not provoke opportunity attacks from that creature by moving out of their reach until the end of your turn.
Beginning at 10th level, you can fly indefinitely in this form.
Opportunistic Aspect
Example Creatures: Crocodiles, Scorpions, Spiders
The aspect of the opportunist invokes shockingly
threatening attacks against those that dare approach.
Minor Form
Other creatures provoke an opportunity attack from you when they enter your reach.
Major Form
You make opportunity attacks with advantage. Your melee attacks with natural weapons deal an additional 1 point of damage (poison or the original damage type, your choice). This damage increases to 1d4 at 7th level, 1d6 at 13th level, and 1d8 at 17th level.
Beginning at 15th level, you gain tremorsense with a range of 15 feet.
Pack Aspect
Example Creatures: Hyenas, Lions, Wolves
Pack hunters are magnetic predators, intimidating to their foes, inspiring to their allies, and expert in cooperating to bring down their prey.
Minor Form
You have an intense, commanding visage granting you a bonus to intimidation and persuasion checks equal to your wisdom modifier.
Major Form
When you and an allied creature are within five feet of the same creature, you both have advantage on attack rolls against that creature.
Perceptive Aspect
Example Creatures: Cheetahs, Deer, Goats
Those with the aspect of perception are rarely caught unaware, able to spot both predator and prey alike with ease.
Minor Form
You have advantage on sight-based perception checks.
Major Form
Your base speed increases by 10 feet, you gain a bonus to sight-based perception checks equal to your wisdom modifier, and you cannot be surprised.
Perceptive (Flight) Aspect
Example Creatures: Eagles, Hawks, Owls
Those with the perceptive flight aspect have powerful senses to hunt down even the most elusive prey.
Minor Form
You have advantage on sight-based
perception checks.
Major Form
You gain a flight speed of 30 feet that can be
used for a number of minutes equal to your
wisdom modifier between short or long rests. In
addition, you gain a bonus to sight-based perception
checks equal to your wisdom modifier.
Beginning at 10th level, you can fly indefinitely
in this form.
Powerful Aspect
Example Creatures: Bulls, Hippos, Rhinos
Those with the aspect of power are fierce
chargers and are adept at trampling their foes.
Minor Form
You gain a +2 bonus to your strength score.
Major Form
If you move at least 10 feet straight towards a
creature on your turn, you have advantage on your
next attack roll against that creature before your
turn ends. If that attack hits, you deal bonus
damage equal to double your wisdom modifier.
Resilient Aspect
Example Creatures: Crustaceans, Rhinos, Turtles
Master of defense, these creatures embody hardiness
and protection.
Minor Form
You gain a +1 bonus to AC.
Major Form
Your shape changes to that of your bonded creature. Your size is medium or large (your choice) and you gain an additional +1 bonus to AC.
In addition, at the beginning of your turn, you may use your bonus action to take a defensive posture. When you do so, attacks targeting you are made with disadvantage, but your speed is reduced to 0.
Stealth Aspect
Example Creatures: Snakes, Spiders, Tigers
The aspect of stealth imparts unmatched furtiveness. Those who master this aspect hunt and take down their prey without ever being noticed.
Minor Form
You have advantage on stealth checks.
Major Form
You have a bonus to stealth checks equal to your wisdom modifier. In addition, your first hit against a surprised creature deals additional damage equal to half your wildshifter level (rounded down) plus your wisdom
modifier.
Stealth (Flight) Aspect
Example Creatures: Bats, Moths, Owls
The aspect of flying stealth is one of silence and patience. This predator glides through the night unheard, striking with unseen attacks.
Minor Form
You have advantage on stealth checks.
Major Form
You gain darkvision to a range of 60 feet and a flight speed of 30 feet that can be used for a number of minutes equal to your wisdom modifier between short or long rests. In addition, your first hit against a surprised creature deals additional damage equal to four times your wisdom modifier.
Beginning at 10th level, you can fly indefinitely in this form.
Stubborn Aspect
Example Creatures: Badgers, Boars, Mules
Those with this aspect are famously stubborn, refusing to fall from grievous wounds.
Minor Form
When reduced to 0 hit points, you may choose to gain a level of exhaustion instead of falling unconscious. If you choose to do so, you do not fall unconscious from having 0 hit points until the end of your next turn.
Major Form
Your speed increases by 10 feet. In addition, when you enter this form, you gain temporary hit points equal to your wildshifter level plus your wisdom modifier. You may only gain these hit points once between short or long rests. If you complete a short or long rest in this form, you immediately regain the temporary hit points.
Swift Aspect
Example Creatures: Cheetahs, Horses, Wildebeests
The aspect of speed grants increased maneuverability
and swift movement that is difficult
to counter.
Minor Form
Your speed increases
by 10 feet.
Major Form
Your speed increases by an additional 10 feet. If you move at least 20 feet in a straight line on your turn, creature have disadvantage on attack rolls against you until the beginning of your next turn.
Wise Aspect
Example Creatures: Tortoises, Turtles, Elephants
Those with the aspect of wisdom demonstrate unerring patience and mental endurance.
Minor Form
You gain a +2 bonus to your wisdom score.
Major Form
You have advantage on intelligence, wisdom, and charisma saving throws. In addition, once per long rest, when you fail one of these saving throws, you may choose to succeed instead.
Venomous Aspect
Example Creatures: Platypuses, Snakes, Spiders
Venomous creatures debilitate their prey with poisoned attacks, weakening them before the kill.
Minor Form
Your melee attacks with natural weapons deal an additional 1 point of poison damage. This damage increases to 1d4 at 7th level, 1d6 at 13th level, and 1d8 at 17th level.
Major Form
When you hit a creature with a melee attack, they must make a constitution saving throw (DC = 8 + your proficiency bonus + your wisdom modifier). On a failed save, a creature is poisoned and may repeat the saving throw at the end of each of their turns, ending the effect on a success. On a successful save, a creature is immune to
this poison for 24 hours.
Wildshifter Circles
Alongside their more magically-gifted druidic counterparts, wildshifters are organized into the same circles that share viewpoints on the natural world. Wildshifters often act as the muscle for these circles, being the frontline against threats to the circle and the nature they defend.
Circle of the Moon
Due to the circle of the moon's proclivity towards transformation and shapeshifting, wildshifters are more common in this circle than any other. Moon wildshifters have elaborate control over their wild aspects allowing them to combine and benefit from more aspects at once.
More strongly attuned to their animalistic side than others, wildshifters from the circle of the moon tend to be more reclusive from society, often spending weeks or months prowling and scouting their lands for threats.
Animal Bond
At 2nd level, your close spiritual bond with the beasts of the wild grants you an additional wild aspect.
Recuperating Shift
Beginning at 6th level, you are able to mend some of your wounds through your shapeshifting. When you use your bonus action to shift forms, you restore an amount of hit points equal to one roll of your natural weapon die. You may do this a number of times between long rests equal to your wisdom modifier (minimum of once).
Greater Chimera
Beginning at 10th level, when you use the chimeric form feature to benefit from multiple minor forms, you may choose one additional minor form to benefit from.
At 20th level, with the "Avatar of the Wilds" feature, you benefit from a total of six of your minor forms at once.
True Chimera
Beginning at 14th level, you draw up on the greater powers of two beasts at once combining them into a true amalgamation of their appearance and abilities.
When you use your bonus action to shapeshift into one of your wild aspects, you may choose one of your bonus minor forms granted by the chimeric form feature. You benefit from the major form of the chosen aspect in addition to the wild aspect you are shapeshifting into, effectively granting you two major forms at once. Your shape changes to become a bizarre combination of the two aspects and you take on the size of whichever major form is larger (if applicable).
Circle of Spores
Wildshifters of the circle of spores are physically bound to
the powers of decay and the cycle of life and death. Their shapeshifting extends not only to animal forms, but also
the ability to generate deadly spores.
Those that would violate the sacred cycle of life and
death by unnaturally avoiding their final rest or seeking to replace life with undeath, risk facing the lethal, life-
draining power of these wildshifters.
Halo of Spores
Beginning at 2nd level, you passively generate invisible spores from your form that you can unleash on unsuspecting targets. When a creature you can see moves to within 10 feet of you or starts its turn there, you can use your reaction to deal necrotic damage equal to one roll of your natural weapon die plus your wisdom modifier to that creature unless it succeeds on a constitution saving throw (DC = 8 + your proficiency bonus + your wisdom modifier).
Siphoning Infestation
Beginning at 6th level, your spores draw the life energy of your targets into yourself. When you use the halo of spores feature to damage a creature, you gain a number of temporary hit points equal to the necrotic damage dealt.
Spreading Spores
At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action, you can begin to exude spores in a 15-ft radius around yourself. The center of the affected area remains on you as you move and lasts for up to one minute or until you dismiss the spores as a bonus action.
Whenever a creature moves into the affected area or starts its turn there, that creature takes your halo of spores damage unless that creature succeeds on a constitution saving throw (DC = 8 + your proficiency bonus + your wisdom modifier) or you choose to exempt that creature. A creature cannot take this damage more than once per turn.
While the cube of spores persists, you cannot use your halo of spores reaction.
Fungal Body
Beginning at 14th level, your shapeshifted form is as much spore as it is a living creature. While shapeshifted using the wild form feature, you cannot be blinded, deafened, frightened, or poisoned, and you
have immunity to poison
damage.
Circle of the Land
Members of the circle of the land have a deep connection to the lands in which they were born, granting them a powerful connection to the ambient magics of nature. Even wildshifters in the circle develop spellcasting to augment their shapeshifting.
Wildshifters of this circle are devoted protectors of their homelands, working with their fellow druids and wildshifters to safeguard communities that follow the Old Faith.
Wildshifter of the Land Spellcasting
Wildshifter Level |
Cantrips Known |
Spells Known |
1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|
2nd | 2 | 3 | 2 | — | — | — |
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 | 11 | 4 | 3 | 3 | — |
18th | 3 | 11 | 4 | 3 | 3 | — |
19th | 3 | 12 | 4 | 3 | 3 | 1 |
20th | 3 | 13 | 4 | 3 | 3 | 1 |
Spellcasting
At 2nd level, you draw upon your connection to the land in which you became a wildshifter to cast spells. Choose that land – arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark.
Cantrips
You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.
Spell Slots
The Wildshifter of the Land Spellcasting table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these 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.
Spells Known of 1st Level and Higher
At 2nd level, you know three 1st-level druid spells of your choice.
The Spells Known column of the Circle of the Land Wildshifter Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 8th level in this class, you can learn one new spell of 1st or 2nd level. At 7th, 13th, and 19th levels, your new spell must come from the druid circle of the land spell list associated with your chosen land.
Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots. If you are replacing the spell learned at 7th, 13th, or 19th levels, the new spell must come from the spell list associated with your chosen land.
Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells. 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 druid spell you cast and when making an attack roll with one.
Spell attack modifier = your proficiency bonus +
Beast Magic
At 6th level, you learn to produce magic while in a beast form. You can cast your druid spells even while fully shapeshifted into one of your wild aspects.
Nature's Ward
Beginning at 10th level, you have advantage on saving throws to avoid being charmed or frightened, and you are immune to poison and disease.
Nature's Sanctuary
Beginning at 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its attack against you.
Circle of Stars
Like sailors who relied on the stars of the night sky to navigate their way across vast waters, wildshifters of the stars likewise embark on epic journeys using the guidance of constellations.
Members of this circle revere the stars and the knowledge that their patterns bring to light. While druids of the circle focus their efforts on tracking these patterns to glean knowledge, wildshifters are called on journeys by the influence of starlight where they are led to greater wisdom through the experiences they have. When their journeys are complete, wildshifters return to the circle and the insight they gained is correlated with the patterns of the sky to gather all knowledge into one congruous whole.
Starry Form
At 2nd level, you gain the ability to harness constellations' powers to alter your form. Once per long rest, when you use your bonus action to shapeshift into a new form, you may choose to take on a starry version of the wild aspect.
Your starry form has the same statistics as your
shapeshifted form, but your body becomes luminous;
your joints glimmer like stars and glowing lines
connect them as on a star chart. This form sheds
bright light in a 10-foot radius and dim light for an
additional 10 feet. In addition, while in this form, you
may choose to deal radiant damage with your
natural melee weapons. The starry form ends after
10 minutes, reverting to the non-starry version of
your current form. Alternatively, the form ends early
if you dismiss it (no action required) or shapeshift into
a new form.
Whenever you assume your starry form, choose which
of the following constellations glimmers on your body:
- Pegasus. A constellation of a pure, winged horse appears on you. While in this form, you may use your bonus action to restore a number of hit points equal to one roll of natural weapon die plus your wisdom modifier. You may do this a number of times equal to your wisdom modifier (minimum
of once).
- Scorpius. A constellation of a vicious scorpion appears on you. While in this form, creatures that move to a location inside your reach provoke an opportunity attack from you (regardless of whether or not that creature began its movement inside your reach).
- Ursa. A constellations of a great bear appears on you. When you enter this form, you gain a number of temporary hit points equal to your wildshifter level plus your wisdom modifier.
Light the Path
Beginning at 6th level, you connection to the firmament guides you on your journeys. You gain the following benefits:
- You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.
- You have advantage on survival checks to follow tracks/paths, navigate wilderness, orient yourself when lost, and similar challenges related to finding your way.
Twinkling Constellations
At 10th level, the constellations of your starry form improve in the following ways:
- Ursa. This constellation now grants a number of temporary hit points equal to your wildshifter level plus double your wisdom modifier.
- Scorpius. This constellation grants you one additional reaction each round that can only be used to make an opportunity attack.
- Pegasus. This constellation now heals an amount equal to two rolls of your natural weapon die plus your wisdom modifier.
Full of Stars
Beginning at 14th level, you become partially incorporeal while in your starry form. While using your starry form, you have resistance to bludgeoning, piercing, and slashing damage.
Circle of Wildfire
Wildfire wildshifters are agents of destructive power to clear the way for new creation and life. Their circle understands that destruction is a necessary prerequisite for the creation of new life and is part of the natural cycle of the living world.
These wildshifters can transform into fiery beasts, destroying and incinerating threats to their land, whether it be diseased life, biological debris, or unnatural beings, to allow for the healthy renewal of nature.
Fiery Form
At 2nd level, you learn to harness the power of fire in your shapeshifting. Once per long rest, when you use your bonus action to shapeshift into a new form, you may choose to take on a fiery version of the wild aspect.
Your fiery form has the same statistics as your intended shapeshifted form, but you emanate fire, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. In addition, while in this form, you may choose to deal fire damage with your natural melee weapons. The form ends after 10 minutes, reverting to the normal version of your current form. Alternatively, the form ends early if you dismiss it (no action required) or shapeshift into a new form.
While in this form, whenever you are hit with an attack
within 5 feet, the attacking creature takes
fire damage equal to one roll of
your natural weapon die.
Soul of Fire
Beginning at 6th level, you learn to produce fiery attacks regardless of your current form. When you hit a creature with a natural weapon attack, you may choose to deal fire damage or your normal damage type.
In addition, you gain resistance to fire damage, and your attacks ignore resistance to fire damage.
Consuming Flame
Beginning at 10th level, your fire consumes the forms of the dead to bestow new life. While in your fiery form, when a small or larger creature dies within 10 feet, you may choose to incinerate its body as a reaction. When you do so, you heal a number of hit points equal to two rolls of your natural weapon die plus your wisdom modifier.
You may do this a number of times equal to your wisdom modifier (minimum of once) between long rests.
Incinerating Blaze
At 14th level, your fire grows ever hotter and more
powerful. Whenever you deal fire damage with
your natural weapons, you add
1d6 to the damage dealt.
Circle of Dreams
The circle of dreams has close ties with the Feywild and good-aligned Fey. The goals of the circle center on filling the world with dreamy wonder where the wounded can find healing and the weary can find rest. However, such a world is impossible while the wicked are allowed to roam, and so the wildshifters of the circle are charged with finding and rooting out these sources of evil.
Agent of the Summer Court
At 2nd level, you become imbued with the blessings of the Summer Court. You become a source of fey energy that can disrupt and disorient evildoers.
When you touch a creature, whether through a melee attack or otherwise, you may use your reaction to force that creature to make a wisdom saving throw (DC = 8 + your proficiency bonus + your wisdom modifier). On a failed save, the creature is disoriented by dreamy visions and is blinded until the end of your next turn. You may do this a number of times between long rests equal to your wisdom modifier (minimum of once).
Fey Cunning
At 6th level, the fey power within you makes you
more naturally resistant to manipulation and cloaks
you in disorienting energy, granting you the following
benefits:
- You have advantage on saving throws to resist being charmed or frightened.
- You gain a bonus to stealth checks equal to your wisdom modifier.
Cloaked in Shadows
At 14th level, you learn to hide yourself in the shadowy powers of the Gloaming Court when you shapeshift. Once per short rest, when you use your bonus action to shapeshift using the wild aspect or thousand faces features, you may choose to make your new form invisible for one minute. Your invisibility ends early if you shapeshift into a new form.
Circle of the Shepherd
Even more so than other circles, the circle of the shepherd focuses their efforts on the protection and conservation of animal species, ensuring that their homes and habitats remain undisturbed. Members of this circle commune with the spirits of beasts and are content in the company of animals and wild spirits.
Wildshifters from the circle of the shepherd find themselves constantly in the presence of beast spirits. By virtue of their empathetic bond with nature, these wildshifters act as a beacon, attracting the spirits of nature to protect and aid them, especially when they call upon their power to shapeshift.
Wild Beacon
Beginning at 2nd level, whenever you shapeshift you attract beast spirits that assist you and your allies. Once per short rest, when you shapeshift into one of your wild aspects, you may choose one of the minor forms you are now benefiting from. Spirits of that animal flood into the area, granting the benefits of the chosen minor form to all creatures of your choice within 30 feet.
These spirits persist for one minute, after which the chosen creatures no longer benefit from the minor form.
Feral Speech
At 6th level, you learn to communicate with all beasts of the wild. Regardless of your current form, you can communicate with beasts as if you shared a language. Beasts you communicate with are still limited by their inherent intelligence. Most lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past.
In addition, you gain proficiency in animal handling if
you are not already proficient. If you already have
proficiency, you add your proficiency bonus
twice when you make an animal
handling check.
Summon Beasts
Beginning at 10th level, you can more deliberately control your bond with animal spirits to summon them in your time of need. Once per long rest, you can use your action to cast the conjure animals spell at 5th level. When you reach 14th level, you can cast the spell at 7th level.
The spell requires maintaining concentration and lasts up to one hour, as if it were cast normally.
Faithful Summons
Beginning at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of the conjure animals spell as if it were cast at 9th level. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it.
Once you use this feature, you can not
use it again until you complete a
long rest.
The Wildshifter
A fullcaster class for those who wish they could be something else. Shapeshift into fantastic beasts and claim their abilities as your own with seven wildshifter circles: Moon, Spores, Dreams, Stars, Wildfire, Land, and Shepherd.
Art Credits:
Page 2: Tribal Elf by Orochi-Spawn
Page 4: Little Gifts by Manuel Castanon
Page 5: Gaube by AlsaresLynx
Page 7: Peacock Girl by Jennyeight
Page 8: Arlinn Kord by Anna Podedworna
Page 10: God of Evanescence by Sandara
Page 11: One Wandering Soul by Aviaku
Page 12: Huatli's Raptor by Randy Vargas
Page 13: Elk Forest Elemental by Aaron Miller
Page 15: Not of this World by Carota17
Page 16: Pheonix by Arkarti
Page 17: Plant Spirit by Sandara
Page 18: Spirit Summoner by RalphHorsley
Page 19: Crirawin by Gamelore
See Dragonshard's GM Binder profile for more homebrew classes inspired by Pathfinder.