Base Class: Druid
While other druids seek to return to the wild, you are a creature of fur and instinct who gazes curiously at civilization. Whether you are an awakened beast, a cursed shapeshifter, or a spirit of the woods given flesh, you have learned to invert the flow of nature — transforming not into beasts, but into people.
You blend animal strength with humanoid ingenuity, turning the civilized form into a weapon and a mystery both.
Humanoid Wild Shape
- You retain your own game statistics, hit points, and mental ability scores.
- You gain that species’ basic movement speed and can use equipment, armor, and weapons normally.
- You may adopt one Humanoid Trait while in this form:
- Adaptable Skill: Gain proficiency in one skill or tool of your choice for the duration.
- Physical Heritage: Gain a temporary +1 bonus to AC or a climbing, swimming, or gliding speed of 20 ft.
- Cultural Reflex: Gain advantage on one type of saving throw of your choice against being charmed, frightened, or grappled.
Level 3: Primal Armament
As a bonus action, you can summon a Primal Armament into your hand. This weapon can take the form of any simple or martial melee weapon, but it always appears crafted from natural materials such as bone, stone, wood, or crystal. It counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You are proficient with your Primal Armament, and you can use your Constitution modifier, instead of Strength or Dexterity, for its attack and damage rolls.
When you conjure your Primal Armament, choose one of its aspects:
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Claw of the Predator. When you hit a creature with your Primal Armament, you can deal an extra 1d4 damage once per turn.
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Branch of the Grove. You can use the weapon as a druidic focus. When you cast a spell that restores hit points, you can add your Wisdom modifier to the healing once per turn.
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Fang of the Hunter. When you reduce a creature to 0 hit points, you gain temporary hit points equal to your Wisdom modifier (minimum 1).
The weapon lasts until dismissed (no action required) or until you die. You can’t have more than one Primal Armament at a time.
Primal Armament-Weapon
Your Primal Armament weapon of choice
Borrowed Ingenuity
When you cast a spell or make a weapon attack while in a Humanoid Wild Shape, you can add your Wisdom modifier to the damage roll (once per turn).When you make an ability check using a skill or tool you gained proficiency with through Humanoid Wild Shape or Primal Armament, you can roll with Advantage. You can also use your Wild Shape to transform into a hybrid form, mixing your natural beast traits (such as claws, beak, or natural armor) with your humanoid body. In this hybrid form, you may use one of your beast’s natural weapons in addition to wielding equipment.
Mask of Many
You can use Wild Shape to take on the appearance of a specific individual humanoid you’ve observed for at least 1 hour. You can perfectly mimic their voice, mannerisms, and general behavior. Additionally, while in Wild Shape, you gain proficiency with a marital weapon of your choice and medium armor. (This weapon can be wielded along with your Primal Armament but goes away once you revert to your original form)
True Reversal
You can maintain a Humanoid or Hybrid Wild Shape indefinitely. When you enter a Humanoid Wild Shape, you can choose to retain any number of your natural features — claws, tusks, feathers, eyes, etc. These natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks. Once per long rest, when you are reduced to 0 hit points in Humanoid or Hybrid form, you may automatically revert to your true beast form with half your hit points restored and all conditions removed.
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