Brethren of the Druids of the Circles, these experts of shape and form stand on the line between the obligations of their Circle and the survival of their charges. They focus on transforming into forms that allow them to thrive in the thick of combat, bringing death to their foes or protecting their allies.
Level | PrB | Features | Blessings | SpKnown | Slots | SlotLvl |
---|---|---|---|---|---|---|
1st | +2 | Warform, Pack Blessing, Druidic | 1 | - | - | - |
2nd | +2 | Beastcasting | 1 | 2 | 1 | 1st |
3rd | +2 | Vow of the Pack | 1 | 3 | 1 | 1st |
4th | +2 | Ability Score Improvement | 2 | 3 | 1 | 1st |
5th | +3 | Multiattack, (new spell level) | 2 | 4 | 2 | 2nd |
6th | +3 | Pack Feature | 2 | 4 | 2 | 2nd |
7th | +3 | Primal Attacks | 3 | 5 | 2 | 2nd |
8th | +3 | Ability Score Improvement | 3 | 5 | 2 | 2nd |
9th | +4 | (new spell level) | 3 | 6 | 2 | 3rd |
10th | +4 | Form Control | 4 | 6 | 2 | 3rd |
11th | +4 | Pack Feature | 4 | 7 | 3 | 3rd |
12th | +4 | Ability Score Improvement | 4 | 7 | 3 | 3rd |
13th | +5 | (new spell level) | 5 | 8 | 3 | 4th |
14th | +5 | Pack Bond | 5 | 8 | 3 | 4th |
15th | +5 | Pack Feature | 5 | 9 | 3 | 4th |
16th | +5 | Ability Score Improvement | 6 | 9 | 3 | 4th |
17th | +6 | (new spell level) | 6 | 10 | 4 | 5th |
18th | +6 | Leader of the Pack | 6 | 10 | 4 | 5th |
19th | +6 | Ability Score Improvement | 7 | 11 | 4 | 5th |
20th | +6 | Continuous Change | 7 | 11 | 4 | 5th |
You start with the following equipment, in addition to the equipment granted by your background:
You know Druidic, the secret language of druids. 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.
You may choose one of the blessings available to you from the Pack Blessings list (see below, after the class description). You may choose additional blessings at levels 4, 8, 12, 16, and 20; each time you gain a level, you may also choose to replace one Blessing you currently have with another.
Your anatomical studies and the secret rituals you have undergone allow you to assume a new shape that you have created, more suited to battle than this frail shape you were born into. Your form has medium or small size, and looks like some natural creature. It innately has an attack of your choice that deals 1d4 bludgeoning, piercing, or slashing damage, and a movement speed of 30 feet.
You can enter or leave this form as a bonus action. While in it, you are able to speak (and perform verbal components of spells), but your voice sounds bestial and cannot be associated with your normal voice. You are also able to perform the somatic components of spells in these forms, despite their varied nature, but may not use weapons or armor, or perform finely dexterous manipulations tht would require hands.
You have a pool of Form Points equal to your Wildshaper level plus your Wisdom modifier, which can be spent on improvements to your form out of the following list - your selection can be changed each time you gain a level in the Wildshaper class.
By level 2, you have learned the art of Beastcasting, using your assumed forms to cast primal spells. See chapter 10 for the general rules of spellcasting and the end of this class description for the Wildshaper spell list. You may treat any magically assumed form as a Primal Focus for the purpose of casting spells.
The Wildshaper table show you many Shamanic spell slots you have. The table also shows what the level of those slots is; all of your spell slows are the same level. To cast one of your wildshaper spells, you must expend a spell slot. You regain all expended Shamanic spell slots when you finish a short or long rest.
At 2nd level, you know two 1st level spells of your choice from the Wildshaper spell list.
The Spells Known column of the Wildshaper table shows when you learn more Wildshaper spells or your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.
Additionally, when you gain a level in this class, you can choose one of the Wildshaper spells you know and replace it with another spell from the Wildshaper spell list, which also much be of a level for which you have Shamanic spell slots.
Wisdom is your spellcasting ability for your Wildshaper spells, so you use Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Wildshaper spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
At level three, you take a sacred vow to one of the militant Packs, swearing yourself to a particular cause. Choose between the Grove Defenders Pack and the Nature's Fang Pack - the details of these Packs are given after the class description. Each Pack will charge you with duties and obligations; failure to satisfy those duties adequately can result in your being exiled from the Pack and losing access to its benefits until atonement is sought and achieved. They give you new capabilities and benefits at levels 3, 7, 11, and 15.
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
When you reach 6th level, your natural attacks while in Warform count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
At 10th level, you gain the ability cast Alter Self at-will, and can update your Warform configuration after each long rest, as part of preparing your spells for the day.
As of level 14, you gain a form of limited empathic telepathy with your allies and companions. As part of your preparations after a long rest, you may choose up to 6 allies who are present, who must be either sentient or beasts. Each of those allies and yourself can, as an action, send a short message (no more than 12 words or one mental image without great detail) to one or more of the the others. This communication has a maximum range of one mile, though you can send a signal meaning either "help!" or "flee!" to all of your packmates at a range of up to 10 miles, and they will know the rough direction from which it came.
When you reach level 18, your natural leadership helps to coordinate those around you. Allies (including yourself) that start their turn within 30 feet of you gain for the duration of their turn: five additional feet of movement speed, gain temporary hit points equal to your Wisdom modifier, and deal an extra damage die when they critically strike with any attack.
At level 20, you have perfect control over your Warform. You may select a new configuration whenever you enter Warform, or change configuration as a bonus action during your turn. As a courtesy to the other players, please ensure that you already know the form you intend to take before your turn begins - as a practical matter, this probably means drawing up multiple form configurations ahead of time, and marking off individual features that can be traded for other abilities as they are needed.
These blessings are available to your class.
This Pack is dedicated to protecting the druids and nature's balance. They will not allow wild beasts to be harmed unless there is no other choice, and they protect and liberate mistreated domestic animals. Their abilities focus on defense and protecting those around them.
At level 3, you learn how to protect yourself and others - you gain +2 AC while in your Warform, and you may use your reaction in response to an ally within your reach being attacked to impose disadvantage on all attacks against that ally until the end of the current turn.
At level 6 you learn to invoke the protection of natural spirits. You can expend a spell slot as a bonus action to immediately gain temporary hitpoints equal to your wisdom modifier, plus 3d6 per level of the spell slot expended. These temporary hit points last until your next long rest.
At level 11, your AC in your Warform increases by 1 and you gain resistance to one of bludgeoning, slashing, or piercing damage (magical or nonmagical) of your choice.
At level 15, you learn to cast Conjure Animals as a spell-like ability, cast at the level of your Shamanic Slots. The summoned creatures only last 10 minutes, but do not require concentration. Unlike the usual creatures summoned by the spell, these ones do not obey orders, instead they only attempt to protect you and your allies, in whatever way those beasts would think best.
This Pack is dedicated to destroying the enemies of nature. They visit violence on those who damage ecosystems, though they generally give warning first (but nobody ever listens). They will not suffer mistreatment of animals or people, but they focus primarily on ensuring that those who perpetrate such crimes never do so again. Their abilities focus on damage and locking down a single opponent.
At level 3, you learn to throw your weight into your strikes. Your first successful natural attack against a prone or grappled enemy each turn deals an extra d6 of damage. This increases to 2d6 at level 5, 3d6 at level 11, and 4d6 at level 17.
Beginning at level 6, you can take the Dash or Disengage action as a bonus action while in Warform.
By 11th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.
At level 15, your Warform attacks score a critical hit on a roll of 19-20.