Base Class: Druid
Deep within the heart of the untamed wilderness, where the boundaries between beast and man blur, exists an extraordinary breed of druids known as Shapecallers. These exceptional individuals have forged an unbreakable connection with the primal forces of nature, transcending the limitations of their mortal forms. Through unwavering dedication and relentless pursuit of harmony, they have unlocked a unique path that allows them to seamlessly weave together the essence of beasts and their own being.
Enhanced Wild Shape
- When you use Wild Shape, you can expend 5 Wild Shape Points from your Wild Pool to transform into a Beast with a challenge rating equal to or less than your druid level divided by 3, rounded down.
- The ability to use Wild Shape on your turn becomes a bonus action, rather than an action.
- While transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain hit points equal to 1d12 per level of the spell slot expended.
Wild Pool
- You possess a pool of [3x Level] points that can be spent with Wild Shape or Hybrid Transformation.
- The pool regains half its points during a short rest and all of its points during a long rest.
- The wild pool and mana resource can be exchanged. [4 mana point = 1 wild point]
Hybrid Transformation
As a bonus action, you can expend a Wild Point to enter a Hybrid Transformation, which lasts for 1 minute or until you end it as a bonus action.
While in your Hybrid Transformation, you gain the following benefits:
- You can choose up to [Proficiency Bonus] traits from the list of available beast traits.
- Each chosen trait requires 1 point to activate.
- You gain proficiency with the natural weapons of the beasts you mimic, allowing you to use your Wisdom modifier instead of Strength or Dexterity for attack and damage rolls with those weapons.
- You can speak, cast spells, and perform somatic components while in your Hybrid Transformation, as long as you retain your humanoid mouth or the ability to vocalize.
Traits of the Beast
Level 3 Traits
Damage
- Bite of the Wolf: Your teeth transform into fangs, allowing you to make a bite attack that deals 1d8 (2d8, 3d8) piercing damage.
- Tentacles of the Octopus: Your limbs transform into tentacles, granting you the ability to make multiple attacks against creatures within your reach. Each tentacle attack deals 1d6 (2d6, 3d6) bludgeoning damage.
- Acid Spit of the Cobra: You can spit a stream of corrosive acid at a target. The target must make a Dexterity saving throw against your spell save DC or take 1d6 (2d6, 3d6) acid damage.
Status
- Tail Strike of the Scorpion: A long, flexible tail grows from your lower back, allowing you to make a tail strike and disarm or trip opponents, the target must succeed on a Dexterity saving throw against your spell save DC.
- Charge of the Rhino: Gain a +2 AC. When you move at least 20 feet straight toward a creature, the target must succeed on a Strength saving throw against your spell save DC or be knocked prone.
- Webbing of the Spider: You can shoot a web to restrain a creature. The creature must succeed on a Dexterity saving throw against your spell save DC or be restrained.
- Sonic Howl of the Bat: You emit a high-pitched sonic howl that disorients enemies. Each creature of your choice within a 20-foot cone must make a Constitution saving throw against your spell save DC or be deafened until the end of their next turn.
Movement
- Climbing Claws of the Gecko: Your hands and feet transform, granting you the ability to climb surfaces at a speed equal to your normal speed.
- Pounce of the Tiger: You can make a special leap as part of your movement, allowing you to jump up to 20 feet horizontally and 10 feet vertically.
- Swift Reflexes of the Cheetah: Your reflexes become lightning-fast. You gain the ability to take the Dodge action as a bonus action on your turn.
Bonuses
- Scent of the Bloodhound: You gain advantage on Wisdom (Perception) checks that rely on smell.
- Shadow Blend of the Panther: You gain the ability to blend with the shadows, granting you advantage on Dexterity (Stealth) checks made in dim light or darkness.
- Disorienting Quills of the Porcupine: Your body is covered in sharp quills. The enemy must succeed on a Dexterity saving throw against your spell save DC or take 1d6 piercing damage.
Level 6 Traits
Damage
- Gore of the Bull: A pair of sharp horns sprout from your head, allowing you to make a gore attack that deals 2d8 (3d8) piercing damage.
- Pincers of the Crab: Your hands transform into large, powerful pincers, allowing you to make a pincer attack that deals 2d6 (3d6) bludgeoning damage and potentially grapples the target.
- Poisonous Sting of the Snake: A venomous stinger grows from your body, allowing you to make a sting attack that deals 1d8 (2d8) piercing damage plus 2d6 (3d6) poison damage. The target must make a Constitution saving throw against your spell save DC, taking half damage on a success.
Status
- Primal Roar of the Gorilla: You let out a mighty roar that bolsters your allies, granting them temporary hit points equal to your Druid level + your Wisdom modifier and advantage on saving throws until the end of their next turn.
- Stomp of the Elephant: You can stomp the ground, creating a shockwave that affects creatures within a 15-foot radius. They must succeed on a Dexterity saving throw against your spell save DC or be knocked prone.
Movement
- Swift Swimmer of the Dolphin: You gain a swimming speed equal to your normal speed.
- Swift Swim of the Swordfish (Lvl 10): You gain an incredible swimming speed, allowing you to move through water at double your normal speed. You also gain advantage on Strength (Athletics) checks made while swimming.
- Burrow Speed of the Badger: You gain the ability to burrow through the ground at a speed equal to half your normal speed.
- Lunge of the Tiger: Once per turn, when you hit a creature with a melee weapon attack, you can expend your reaction to immediately move up to half your movement speed without provoking opportunity attacks.
- Glide of the Flying Squirrel: You gain a membrane between your limbs, allowing you to glide through the air for short distances, reducing fall damage and granting advantage on Dexterity (Acrobatics) checks involving balance.
Bonuses
- Keen Hearing of the Owl: Your hearing sharpens, granting you advantage on Wisdom (Perception) checks that rely on sound.
- Camouflage of the Chameleon: Your skin changes color and texture, allowing you to blend seamlessly with your surroundings. You gain advantage on Dexterity (Stealth) checks made to hide.
- Quicksilver Reflexes of the Hummingbird: Your reflexes become extraordinarily quick, granting you advantage on Dexterity saving throws and increasing your AC by a bonus equal to your Wisdom modifier.
Level 10 Traits
Damage
- Crushing Jaws of the Alligator: Your jaw transforms into a powerful set of alligator jaws, allowing you to make a bite attack that deals 3d10 piercing damage. On a hit, the target must succeed on a Strength saving throw against your spell save DC or be grappled.
- Electrical Discharge of the Electric Eel: You can release a powerful electric discharge, dealing 4d8 lightning damage to creatures within a 30-foot cone. The targets must make a Dexterity saving throw against your spell save DC, taking half damage on a success. Additionally, each target hit must succeed on a Constitution saving throw against your spell save DC or be stunned until the end of their next turn.
Status
- Roar of the Lion: As an action, you can unleash a powerful roar. Each creature of your choice within 15 feet of you must make a Wisdom saving throw against your spell save DC or be frightened until the end of their next turn.
- Mystic Gaze of the Serpent: Your eyes take on a mesmerizing quality. As an action, you can target a creature within 30 feet of you and force them to make a Wisdom saving throw against your spell save DC. On a failed save, the target is charmed for 1 minute. The target can repeat the saving throw at the end of each of their turns, ending the effect on a success.
Movement
- Flight of the Eagle: You sprout wings or gain the ability to levitate, granting you a flying speed equal to your normal speed.
- Shadow Step of the Panther: You gain the ability to teleport up to 60 feet to an unoccupied space that you can see in dim light or darkness as a bonus action.
Bonuses
- Thick Hide of the Bear: Your skin toughens, providing resistance to non-magical slashing, piercing, and bludgeoning damage.
- Echolocation of the Bat: You gain blindsight with a range of 60 feet, allowing you to perceive your surroundings without relying on sight. You also gain advantage on Wisdom (Perception) checks that rely on hearing.
Aspect of the Wild
At 6th level, your deep connection to the wild enhances your Hybrid Transformation. When you activate your Hybrid Transformation, you can choose an Aspect of the Wild to augment your form, spending 1 wild pool point. Your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Select one of the following benefits:
Aspect of Vigor:
- Your Hybrid Transformation grants you temporary hit points equal to your Druid level + your Wisdom modifier whenever you activate it.
- Additionally, while in your Hybrid Transformation, you gain advantage on saving throws against being frightened or charmed.
Aspect of Resilience:
- While in your Hybrid Transformation, you gain resistance to a damage type of your choice.
- Additionally, your AC increases by a bonus equal to your Wisdom modifier while in your Hybrid Transformation.
Aspect of Agility:
- Your movement speed increases by 10 feet while in your Hybrid Transformation.
- Additionally, you gain advantage on Dexterity (Acrobatics) and Dexterity (Stealth) checks while in your Hybrid Transformation.
Aspect of Ferocity:
- While in your Hybrid Transformation, your attacks score a critical hit on a roll of 19 or 20.
- Additionally, you gain a bonus to damage rolls equal to your Druid level divided by 2 (rounded down).
Aspect of Senses:
- While in your Hybrid Transformation, you gain true sight with range of 10 feet.
- Additionally, you gain expertise on Wisdom based skills while in your Hybrid Transformation.
Harmony of Forms
At 10th level, Your command over your Hybrid Transformation and Wild Shape reaches new heights of synchronization. You can add the traits as if you were on your hybrid form.
Primordial Spirit Bond
At 14th level, your mastery over the spirits of the wild reaches its zenith. You can now forge a deep bond between your allies and the primal spirits, imbuing them with the essence of creatures both ancient and mighty. As an bonus action, you can bestow upon a willing creature within 30 feet the essence of a primal spirit, granting them a powerful ability for 1 minute.
Choose one of the following abilities to grant to the target:
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Strength of the Primate: The target's Strength score becomes 24 for the duration. They gain a +4 bonus to Strength checks and saving throws, and their carrying capacity is doubled.
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Agility of the Panther: The target's Dexterity score becomes 24 for the duration. They gain a +4 bonus to Dexterity checks and saving throws. Additionally, they can use their reaction to automatically succeed on a Dexterity saving throw.
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Endurance of the Bear: The target's Constitution score becomes 24 for the duration. They gain a +4 bonus to Constitution checks and saving throws. Once per turn, they can use their reaction to regain hit points equal to half their druid level.
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Insight of the Wise Owl: The target's Intelligence score becomes 24 for the duration. They gain a +4 bonus to Intelligence checks and saving throws. They can also use their reaction to automatically succeed on an Intelligence saving throw.
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Charisma of the Enchanting Serpent: The target's Charisma score becomes 24 for the duration. They gain a +4 bonus to Charisma checks and saving throws. Additionally, they have advantage on Charisma checks to charm or persuade others.
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Vigor of the Phoenix: The target's Wisdom score becomes 24 for the duration. They gain a +4 bonus to Wisdom checks and saving throws. Additionally, they have a +5 to all healing effects.
Once you use this feature, you can't use it again until you finish a long rest. The target must complete a short or long rest before they can benefit from this feature again.
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