Base Class: Druid
Wild at heart
Peering down from the canopy above, unseen to her quarry below, a halfling takes on the guise of a spider monkey. Flinging herself from branch to branch, bounding from tree to tree, the druid easily keeps pace as she follows their caravan.
A cold gale bites down from the mountain, carrying with it the stench of death. A lone bugbear lets out a yelp and sprints for camp, war horn in hand - and falls, as teeth snap at tendons, and the enormous white wolf finishes of its prey.
Sun beats down on a beach off the Northern coast of Chult. Laughter carries across the still, clear tropical waters as a merry Firbolg in the guise of a large turtle ferries his companions along atop his ample shell.
The Circle of Tooth and Claw attracts a certain kind of druid for a few different reasons. Some seek refuge in its primal power. Others simply prefer the carefree life, away from the ever-encroaching reach of 'civilised' society. Whatever the reason, most druids would agree that those who do choose the Circle of Tooth and Claw rarely remain untouched by the call of the wild.
Enhanced Wild Shape
At 2nd level, you gain the ability to transform into a beast using Wild Shape. Your Wild Shape behaves differently in the following ways:
- When you Wild Shape, your beast form's hit points are determined by rolling d8 equal to your Druid level. These are added as temporary hit points, and only last the duration of your Wild Shape. These temporary hit points behave as usual, and do not stack.
- If you are knocked unconscious, you lose the temporary hit points, and any damage carries over in to your hit point pool.
- If you dismiss the Wild Shape voluntarily, you lose access to the temporary hit points until you next Wild Shape. The temporary hit point pool is only replenished at the end of a long rest, and must be rerolled each time.
- When your temporary hit point pool is depleted in Wild Shape, any excess damage is carried over into your hit point pool. You cannot be knocked out of Wild Shape until you are knocked unconscious, drop the form willingly or have the effect dispelled (e.g. through dispel magic).
Your Wild Shape adheres to the the Beast Shape table outlined in the PHB.
Enhanced Beast Form: Defensive
While in beast form, your minimum Armor Class becomes 8 + Wisdom modifier + Proficiency. Roll additional hit die equal to your Wisdom modifier when determining your temporary hit points gained upon using Wild Shape.
Enhanced Beast Form: Offensive
While in beast form, add your Wisdom modifier to your attack and damage rolls in addition to any other modifiers. Additionally, you gain advantage on Intimidation ability checks made while transformed with Wild Shape.
Enhanced Beast Form: Support
While in beast form, your movement speed is doubled outside of combat. In combat, when an ally within 5 ft. of you is hit with a single-target attack, you may use your Reaction to interpose and take the damage for them. Additionally, you can attempt to Hide even if only lightly obscured as long as you are in an area natural your beast form is naturally found.
Enhanced Beast Form
Starting at 2nd level, your ability to Wild Shape is enhanced. When you use the Wild Shape action, the Wild Shape is enhanced to provide additional utility depending on the type of enhancement: Offensive, Defensive or Support.
Offensive.The beast form chosen takes on a more fearsome appearance. For example, your chosen Wild Shape form may have longer claws, sharper teeth or a more bestial appearance in general.
Defensive. The beast form chosen becomes stronger and capable of taking more damage. For example, your chosen Wild Shape form may have thicker natural fur or armor, appear larger than usual or simply harder to hit.
Support. The beast form chosen becomes faster and better adapted to the environment. For example, your chosen Wild Shape form may appear more visually similar to the natural fauna of the area you are in.
Your Enhanced Beast Forms provide additional utility. Wild Shape is still restricted to the limitations outlined by the Beast Shapes table (PHB 66-67).
Arcane Savagery
Starting at 6th level, when you make an attack in beast form (but before you make your attack roll), you may expend a spell slot to deal additional cold, fire, lightning or poison damage. Decide on the type of damage and the number of spell slots to be used on the attack before making the attack roll.
If the attack hits, deal an additional 1d6 of the chosen damage per level of spell slot used.
Shape of the Wild
Beginning at 10th level, your Wild Shape beast forms are further enhanced.
Offensive. Your beast form may be Large regardless of the beast form chosen. While in beast form, you have advantage on Strength ability checks.
Defensive. Your beast form may be Large regardless of the beast form chosen. While in beast form, you have advantage on Constitution saving throws.
Support. Your beast form may be Large regardless of the beast form chosen. While in beast form, your carrying capacity doubles.
Additionally, while in beast form, you gain the benefits of the Speak with Animals spell.
Beast Embodied
Starting at 14th level, the bestial power that surges through you allows you to harness abilities that you otherwise would not be able to. While you are in your Wild Shape form, you may cast Catnap, Fear or Haste at 3rd Level only.
Once you use this feature, you can’t use it again until you finish a long rest.
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Posted Sep 29, 2018I had a fair bit of trouble getting D&D Beyond to actually allow me to make this post public - if I remember correctly, I had to set a subclass feature at level 3 because the default druid subclass is Circle of the Land, and they get extra spells at 3rd level (I might be getting that wrong).
In answer to your second question, the Enhanced Beast Forms is discussed across two sections and does have set benefits, but I intended it to be the kind of thing you can have fun with (and as always discuss with your DM and modify to best suit your game, particularly given this is untested Homebrew content). This is the first subclass I've created and I didn't know how it would end up looking. The full Enhanced Beast Forms section might be better structured as follows:
Hopefully that clears things up a bit. Reading back through this homebrew subclass, there's definitely a few things that I feel need to be reworked. The goal in writing it was ultimately to provide better scaling of the Wild Shape ability in to later levels.
One of the possibly overpowered class features that I will look in to when I have a bit more time;
The 'interposing reaction' feature is one I'm a little unsure of; it may make this subclass a little too 'Jack of all Trades' (which the RAW Druid already veers pretty dangerously close to and which makes for a bad play experience for everyone else at the table IMO). I'd definitely consider talking to your DM about it if you decide to try out this homebrew. Perhaps something that would fit better would be something like, the capacity for the Druid to speak their known languages while in Support Enhanced Beast form.
Hope some of this helps! If anybody tries out this homebrew in their own game, please let me know how you find it! I'd love to hear any suggestions or critiques anybody might have.
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Posted Sep 15, 2018I have two questions. First, I noticed that the Enhanced Beast Form ability is available at 3rd level in the builder, but says it starts at 2nd level. My second question also regards the Enhanced Beast Form ability. Is there supposed to be some set benefit? Or is it up for the player and DM to discuss?