Druid
Base Class: Druid

Also known as skinchangers or beastlings, Wargs have the ability to enter the mind of an animal and control its actions. These talents usually develop in youth with pets or other animals the Warg has a strong bond with. As a Warg's skills develop, they soon begin to control beasts that are both familiar and strange, friendly and hostile. And the most powerful of skinchangers can take over more powerful creatures such as great beasts, wyverns, and even possibly dragons.

While connected to another creature, it is not merely the Warg exerting complete control, but in fact both minds influencing each other. If the Warg is not strong enough, extended time in a beast's mind may begin to change their own personality having it become more beastly. Other, more chaotic Wargs prefer to live their lives in animal skin as much as they can and will violate taboos such as eating humanoid flesh or mating as a beast.

Warg Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Warg Spells table. The spell counts as a druid spell for you, and it doesn’t count against the number of druid spells you know.

Warg Companion

You have developed a kinship with an animal that accompanies you on your adventures. Choose a beast that is no larger than Medium and that has a challenge rating of 1 or lower.

The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your bonus action to mentally command it to take the Attack, Dash, Disengage, Dodge, or Help action.

If you are incapacitated or absent, your beast companion acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack.

You may use a bonus action to take over the beast's mind, called warging, making your body useless in a comatose state, however now being able to control the actions of the companion directly. You may take up to a long rest while in control. If your body is harmed while in control, your consciousness is wrenched back to your body. 

While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.

Your beast may only travel up to 1 mile away from you while you are in control of it.

If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.

Warg Bond

Your connection with your companion is enhanced by your Warg nature. You have a telepathic link with your companion, through which the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. As a bonus action, you can also now sense your companion wherever they may be, no matter how far it is from your body. Finally, you may heal your companion across any distance.

Beastling

You can begin to sense nearby beasts that aren't your companion. You can now use your Warg Bond ability on other creatures. If there is a creature within 100 feet of you or your companion, you may attempt to form warg into the creature. If it is willing, you may now temporarily take control of the creature, up to 1 hour. If it is unwilling it will be forced to make a Wisdom saving throw against you. If it fails, it is now under your control for 1 hour. If it succeeds, it will be considered hostile towards you and it may not be bonded with again for 24 hours.


When in control of a creature that is not your companion, they may not travel more than 1 mile away from your body, or the bond will fail.

Skinchanger

Starting at 10th level, you may now have up to two Warg companions up to a combined level of CR 8 with you permanently at all times. Both creatures share your initiative and can use their action on your bonus action. If you are warged into one of them, the other will still follow your commands.

In addition, if you are reduced to 0 hit points or die, you may immediately target your companion or the nearest beast within 1 mile of you with your Warging ability. If your physical body has died, you permanently control the companion you chose to warg into. If it is not a companion, It will have to roll a Wisdom saving throw against your Warging ability, and you will have to choose a new beast every hour or force the current beast to re-roll its Wisdom saving throw. If it succeeds, you die. If you can bring your original body back to life, you may return back to that body by touching it in your warged form.

Supreme Warg

Your warg abilities extend beyond beasts to monstrosities & dragons. You may now have up to three Warg companions with you up to a combined level CR 17, and only up to Huge in size. They share your initiative, and use your bonus action for their actions. If you are warged into one of them, the other will still listen to your commands.

Additionally, you may talk through your companions to other beings. 

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