Expanded Subclasses of The Wilds

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Expanded Subclasses of the Wilds

1
Path of the Floral Floral Surge
At 10th level, when you first enter into your rage, you can
Guardian emit a burst of floral magic that causes one of the following
While most barbarians use their inner fury to grant them effects
supernatural strength, speed, and endurance, barbarians who Draining Rage Upon entering into your rage, creatures of
follow the Path of the Floral Guardians use their bodies as a your choice within 10ft. of you must succeed a
conduit to harness the ambient nature magic around them. Constitution saving throw equal to 8 + your proficiency
When in their rage, they can transform into living avatars bonus + your Constitution modifier. On a failed saving
of the forest itself. This manifestation can take many different throw, it takes 4d6 necrotic damage and half as much on a
forms depending on the various sources of nature magic such success.
as an overgrown forest, a blighted swamp, or rampant fungal
forest. Upon using this feature, you can regain a number of
hitpoints equal to the necrotic damage dealt to one creature
Floral Rage. within range. At 14th level, this damage increases to 5d6 and
at 18th level, it increases again to 6d6.
When you select this path at 3rd level, you are able to unleash
a burst of nature magic when you rage. Whiling raging you Purging Spores Upon entering into your rage, you and
body begins becomes enveloped into a shroud a vines, petals, creatures of your choice within 30ft. of you are
or spores. When you enter into your rage, you can gain one of surrounded by life giving spores that grant resistance to
the following features. poison and necrotic damage for one minute. For the
duration of this effect, creatures have advantage on saving
Anima Rage While your raging, your body begins to throws against the following conditions: blinded, diseased,
transform into a tangled mass of barbed vines. Your melee paralyzed, or poisoned.
weapon attacks have an increased reach of 5ft. As a bonus
action on each of your turns, you can force a creature Writhing Rage Upon entering into your rage, creatures of
within 20ft. of your to make a Strength saving throw equal your choice within 10ft. of you must succeed a Strength
to 8 + your proficiency bonus + your Constitution modifier. saving throw equal to . On a failed saving throw, creatures
On a failed saving throw, that creature is pulled 10ft. take 4d6 piercing damage and are restrained until the end
towards you. of its next turn. On a successful saving throw, creatures
take half damage and are not restrained.
Blighted Rage While raging, your weapons become
coated with blighted spores. When you hit a creature with Upon using this feature, you can regain a number of
a weapon attack, it is unable to regain hitpoints until the hitpoints equal to the necrotic damage dealt to one creature
start of your next turn. within range. At 14th level, this damage increases to 5d6 and
at 18th level, it increases again to 6d6.
Spore Rage While raging, you are surrounded by a cloud Once you use any one of these features, you cannot do so
of virulent flows. Creatures within 10ft. of you must again until you finish a short or long rest.
succeed a Constitution saving throw equal to 8 + your
proficiency bonus + your Constitution modifier. On a failed Regenerative Rage
saving throw, it is poisoned until the end of its next turn
At 14th level, you are able to channel your nature magic to
Natural Connection mend the wounds of yourself or your allies. While you are
raging, you and creatures of your choice within 10ft. of you
At 3rd level, you gain proficiency in two of the following skills regain a number of hitpoints equal to 1d12+ your
of your choice: Nature, Medicine, and Survival. If you are Constitution modifier at the start of each of your turns.
already proficient in one of these skills, you are able to Affected creatures can only recover hitpoints in this manner
double your proficiency bonus instead. if they start their turn below half their hitpoint maximum.
Floral Stride
At 6th level, your connection to nature and plants grants you
the following benefits:
You can ignore difficult terrain caused by non-magical
plants
You can take the Hide action whenever you are lightly
obscured by plants
You have advantage on Dexterity(Stealth) checks while in
ample plant cover
You gain resistance to poison and disease. You also have
advantage on saving throws against being poisoned and
diseased.

2
Inspiration of the Skylord Until the Bardic Inspiration is
College of the Beastlord expended, target can double the distance that it can high
jump or long jump. When leaping in this manner,
Bards of the College of Beastlord have developed a keen creatures do not require a running start. Whenever the
understand of the beasts of the Wild. By blending their target expends its Bardic Inspiration on a
enchanting magics with their keen understand of the wilds, Dexterity(Acrobatics) check, it can do so with advantage.
they are able to serve as an emissary between civilization and
the wild. These bards are capable to calming the mightiest of Call of the Wild
beasts and can even call on them for aid in their time of need.
By 6th level, as an action, you can summon a Large or
Beast Speaker smaller beast to come to your aid. The beast can take the
form of a any creature of your choice and uses one of the
At 3rd level, you have a natural knack for speaking with appropriate Wild Beast stat blocks, which uses your
beasts. You gain proficiency in Animal Handling and Nature. proficiency bonus (PB), The beast is friendly to you and your
Whenever you make an Wisdom(Animal Handling) or companions and obeys your commands. It remains for 1
Intelligence(Nature) check regarding beasts, you can treat a hour, until it is reduced to 0 hit points, or until you die.
roll of 9 or below as a 10. In combat, the beast shares your initiative count, but it
You also have the ability to communicate simple ideas of takes its turn immediately after yours. It can move and use its
beasts through simple gestures or sounds. reaction on its own, but the only action it takes on its turn is
the Dodge action, unless you take a bonus action on your turn
Nature's Inspiration to command it to take another action. That action can be one
At 3rd level, you can use your connection to the beasts of the in its stat block or some other action. If you are incapacitated,
wild as a source of magical inspiration to empower your the beast can take any action of its choice, not just Dodge.
allies. Whenever you grant a creature inspiration, it gains one When you use your Bardic Inspiration feature, you can
of the following benefits until the Bardic Inspiration is lost. command the beast as part of the same bonus action you use
for Bardic Inspiration.
Inspiration of the Bear Until the Bardic Inspiration is Once you call a beast with this feature, you can't do so
expended, the target counts as one size larger for the again until you finish a long rest, unless you expend a spell
purposes of pushing, carrying, lifting. Whenever the target slot of 3rd level or higher to use this feature again. You can
expends its Bardic Inspiration on a Strength(Athletics) have only beast summoned by this feature at a time; if you
check, it can do so with advantage. use this action and already have beast from this feature, the
Inspiration of the Chameleon Until the Bardic first one immediately leaves or disappears.
Inspiration is expended, target can use its bonus action to Beastlord
Hide. Whenever the target expends its Bardic Inspiration
on a Dexterity(Stealth) check, it can do so with advantage. At 14th level, when you use your Call of the Wild feature, you
Inspiration of the Dunerunner Until the Bardic can unleash a surge of magic that summons the full force of
nature. When you use this feature, you can choose one of the
Inspiration is expended, the target's walking speed following effects.
increases by 10ft. and opportunity attacks against the
target has disadvantage. Nature's Stampede You can create more than one beast
at once. The number of beasts equals your Charisma
Inspiration of the Night Hawk Until the Bardic modifier (minimum of two beasts). If you summon a beast
Inspiration is expended, target can use its bonus action to would exceed that number, you choose which of the
take the Search action. For the duration of this effect, this previously created beasts disappears. For each creature
creature also gains darkvision up to 60ft. If it already you create in this manner, you can choose the same
possesses this feature, this range increases by 120ft. statblock or different ones for each.
Whenever the target expends its Bardic Inspiration on a
Wisdom (Perception) check, it can do so with advantage. Apex Specimen You can create a truly colossal beast to
common to your aid. Choose one Wild Beast statblock and
Inspiration of the Predator Until the Bardic Inspiration it gains the following traits.
is expended, the target has advantage on saving throws
against being frightened. Whenever the target expends its It deals double damage to buildings and objects
Bardic Inspiration on an attack roll, it can do so with
advantage. Counts as a Gargantuan creature and its hitpoint
maximum is doubled
Inspiration of the Leviathan Until the Bardic Inspiration
is expended, target has a swimming speed equal to its You can add an addiitonal damage die to its attacks and it
walking speed and can breathe in air and in water. can make can two attacks on its turn instead of 1.
Inspiration of the Spider Until the Bardic Inspiration is Once use either one of these feature, you cannot do so
expended, target has a climbing speed equal to its walking again until you finish a long rest.
speed.
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.

3
Behemmoth Crawler
Large or smaller beast
Large or smaller beast
Armor Class 13 (Natural Armor)
Armor Class 16 (Natural Armor) Hit Points 10 + 5 times your Bard Level
Hit Points 10 + 5 times your Bard Level Speed 30ft., 30ft. climb
Speed 30ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 15 (+2) 2 (-4) 15 (+2) 6 (-2)
18 (+4) 10 (+0) 18 (+4) 2 (-4) 15 (+2) 6 (-2)
Senses darkvision 60ft., passive Perception 12
Senses darkvision 60ft., passive Perception 12 Languages Understands languages you speak
Languages Understands languages you speak Proficiency Bonus Equals your own
Proficiency Bonus Equals your own Challenge Challenge and Xp
Challenge Challenge and Xp
Magical Attacks The crawler's attacks count as
Magical Attacks The Behemmoth's attacks count as magical for the purposes of overcoming resistance
magical for the purposes of overcoming resistance
Spider Climb The crawler can climb difficult surfaces
Siege Monster The behemmoth's attacks deal double without needing to make an ability check
damage to buildings and objects
Actions
Actions
Maul Attack Style: Melee Weapon Attack, your spell
Maul Attack Style: Melee Weapon Attack, your spell attack modifier to hit, reach 5ft., one target you can
attack modifier to hit, reach 5ft., one target you can see. Hit 1d8 + PB of your choice of bludgeoning,
see. Hit 1d8 + PB of your choice of bludgeoning, piercing, and slashing damage.
piercing, and slashing damage.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

4
Leviathan Predator
Large or smaller beast
Large or smaller beast
Armor Class 13 (Natural Armor)
Armor Class 13 (Natural Armor) Hit Points 10 + 5 times your Bard Level
Hit Points 10 + 5 times your Bard Level Speed 30ft.
Speed 30ft., 30ft. swim

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 15 (+2) 2 (-4) 15 (+2) 6 (-2)
16 (+3) 14 (+2) 16 (+3) 2 (-4) 15 (+2) 6 (-2)
Senses darkvision 60ft., passive Perception 12
Senses darkvision 60ft., passive Perception 12 Languages Understands languages you speak
Languages Understands languages you speak Proficiency Bonus Equals your own
Proficiency Bonus Equals your own Challenge Challenge and Xp
Challenge Challenge and Xp
Magical Attacks The predator's attacks count as
Magical Attacks The leviathan's attacks count as magical for the purposes of overcoming resistance
magical for the purposes of overcoming resistance
Pack Tactics The predator has advantage on attack
Amphibious The leviathan can breathe in air an in rolls against a creature if at least one of the
water predator's allies is within 5 feet of the creature and
Nimble Swimmer The leviathan can swim outside a the ally isn't incapacitated.
creature's reach without provoking attacks or
opportunity Actions
Maul Attack Style: Melee Weapon Attack, your spell
Actions attack modifier to hit, reach 5ft., one target you can
Maul Attack Style: Melee Weapon Attack, your spell see. Hit 1d8 + PB of your choice of bludgeoning,
attack modifier to hit, reach 5ft., one target you can piercing, and slashing damage.
see. Hit 1d8 + PB of your choice of bludgeoning,
piercing, and slashing damage.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

5
S
La

A
H
Sp

Se
La
Pr
Ch

M
m

Skylord Sn
da
Large or smaller beast ad

Armor Class 13 (Natural Armor) A


Hit Points 5 + 5 times your Bard Level M
Speed 20ft., 60ft. fly at
se
pi
STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 2 (-4) 15 (+2) 6 (-2) B
Pr
Senses darkvision 60ft., passive Perception 12
Languages Understands languages you speak
Proficiency Bonus Equals your own
Challenge Challenge and Xp

Flyby The skylord can fly outside a creature's reach


without provoking attacks of opportunity
Magical Attacks The skylord's attacks count as
magical for the purposes of overcoming resistance

Actions
Maul Attack Style: Melee Weapon Attack, your spell
attack modifier to hit, reach 5ft., one target you can
see. Hit 1d8 + PB of your choice of bludgeoning,
piercing, and slashing damage.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

6
College of the Gladesong Nature's Inspiration
Bards of the College of the Gladesong have the ability to At 6th level, you are able to channel the magic of life into your
listen to the voice and thought of nature itself through a magic inspiration. Upon expending a Bardic Inspiration, a
technique called the Gladesong. By channel the Gladesong, creature can gain one of the following benefits
these bards have the ability to channel surges of primal Blooming Inspiration Upon using your Bardic
magic to call upon nature itself to bolster their allies and Inspiration, that creature regains a number of hitpoints
debilitate their foes. equal to the Bardic Inspiration Die.
Withering Inspiration Upon using your Bardic
Nature's Melody Inspiration, that creature can add your Bardic inspiration
At 3rd level, you have learned to listen to the very voice of die to the total of its next damage roll. This additional
nature. You gain proficiency in Nature and Survival. damage counts as its choice of necrotic or poison damage.
You also know Druidic, the secret language of druids. You This effect lasts until expended, that creature takes a short
can speak the language and use it to leave hidden messages. rest, or if it receives another Bardic Inspiration
You and others who know this language automatically spot Nature's Voice
such a message. Others spot the message's presence with a
successful DC 15 Wisdom (Perception) check but can't At 14th level, you have mastered your Gladesong. Whenever
decipher it without magic. you use this feature, it gains the following amplified effects.
Gladesong Spore Song Poisoned creatures take poison damage at
the start of each of your turns equal to your Bardic
At 3rd level, you are able to harmonize with nature, Inspiration die and cannot regain hitpoints for the
channeling the primal magics to create one of the following duration of the poisoned condition.
effects for 1 minute. Tangled Song Creatures of your choice that starts its turn
Spore Song You are able to unleash a cloud of poisonous within range must succeed a Strength saving throw equal
thorns, spores, or pollen that weakens nearby enemies. to your spell DC or become restrained for the duration of
Creatures of your choice within 30ft. of you must succeed the effect. A creature can repeat its saving throw at the
a Constitution saving throw against your spell DC. On a start of each of its turns to end the effect on a success.
failed saving throw, creatures are poisoned for one Vitality Song You and creatures of your choice within
minute. Poisoned creatures can repeat its saving throw at range gain resistance to poison and necrotic damage for
the start of each of its turns to end the effect on a success. the duration. Whenever a creature rolls to regain
Tangled Song You are able to causes tangled vines to hitpoints, it can treat the roll as its maximum value.
rapidly grow to restrain the movements of your enemies.
Creatures of your choice within a 30ft. radius of you must
treat this area as difficult terrain. This area is centered
around you for the duration of this ability.
Vitality Song You are able to shroud your allies in an aura
of purifying spores or pollen. At the start of each of your
turns, any creature of your choice within 30ft. of your
gains temporary hitpoints equal to your Bardic Inspiration
die + your Charisma modifier.
For the duration of this feature, tiny nonmagical plants in
the affected area begin to bloom or wither(your choice). Once
you use any one of these features, you cannot do so again
until you finish a short or long rest.
Nature's Cure
At 6th level, you connection to nature has allowed to enhance
the vitality of others granting you the following benefits.
When you use your Countercharm feature, you can grant
creatures advantage on saving throws against being
blinded, deafened, poisoned, diseased, or paralyzed.
When you use your Song of Rest, you can add one
additional die to the number of hitpoints recovered.
Creatures under the effect of your Song of rest can end
one of the following conditions on itself: blinded, deafened,
poisoned, diseased, or paralyzed.
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7
Circle of the Forest Plant Summoner
Druids of the circle of the forest safeguard sacred groves and At 2nd level, You can cause a Medium or smaller plant within
forests to preserve the natural balance of plants. They serve 30ft. of your to come to life. As an action, you can expend one
as the first line of defense against any force that seeks to use of your Wild Shape feature to summon your awakened
desecrate these lands, animating the forest itself to fight plant, rather than assuming a beast form.
against their foes. The plant is friendly to you and your companions and
Although many druids of this circle hold the important obeys your commands. See this creature's game statistics in
responsibility of keep nature's growth in balance, some act as your choice of the Animus, Blight, or Spore stat block, which
agents of the forest to spread its influence beyond its means. uses your proficiency bonus (PB) in several places. You
Such druids have often been responsible for incursion from determine the plant's appearance but the form should at least
blighted or fungal plants. resemble the specific statblock that represents it.
In combat, the plant shares your initiative count, but it
Circle Spells takes its turn immediately after yours. The only action it takes
on its turn is the Dodge action, unless you take a bonus
When you join this circle at 2nd level, your connection to action on your turn to command it to take another action.
plants and nature which you access to some spells when you That action can be one in its stat block or some other action.
reach certain levels in this class, as shown on the Circle of If you are incapacitated, the plant can take any action of its
the Forest Spells table. choice, not just Dodge.
Once you gain access to one of these spells, you always The plant manifests for 1 hour, until it is reduced to 0 hit
have it prepared, and it doesn't count against the number of points, until you use this feature to awaken another plant, or
spells you can prepare each day. If you gain access to a spell until you die.
that doesn't appear on the Druid Spell List, the spell is
nonetheless a druid spell for you. Floral Magic
Forest Spells At 6th level, you are able to lace your spells with pollen,
spores, or petals to enhance it in the following aways.
Druid Level Circle of the Forest Spells Aromatic Spells When you cast a spell that causes a
2nd Entangle, Cure Wounds creature to regain hitpoints, you a creature of your choice
within range to regain a number of hitpoints equal to 1d8 +
3rd Barkskin, Spike Growth your Constitution modifier.
5th Plant Growth, Speak with Plants Blighted Spell When a creatures are hit by or fails a
saving throw one of your spell effects that deal damage, you
7th Blight, Grasping Vine can change the damage to necrotic and affected creatures
9th Tree Stride, Wrath of Nature cannot regain hitpoints until the end of its next turn.
Spore Spell When a creatures are hit by or fails a saving
throw one of your spell effects that deal damage, you can
Forest Shepherd change the damage to poison and affected creatures are
At 2nd level, you gain proficiency in Nature, Medicine, and poisoned until the end of its next turn.
Herbalism Kits. If you are already proficient in these skills, Once you use any one of these features, you cannot do so
you can double your proficiency bonus. again until you finish a short or long rest.
In addition to these skills, you gain the following benefits.
Your can move through difficult terrain caused by non-
magical plants without spending any additional movement
You can learn Druidcraft if you do not already know it.
Whenever you cast Druidcraft, you can effect a 10ft. cube.
Casting Druidcraft only requires your bonus action

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.

8
Greater Awakened Plant
Awakened Plant At 10th level, your Plant Summoner abilities improves in the
Medium or smaller plant
following ways
You can increase the size of an awakened plant to Large
Armor Class 10 + your proficiency bonus At the start of each of its turns, your Awakened Plant
Hit Points 5 + 5 times your Druid Level regains a number of hitpoints equal to your Wisdom
Speed 30ft. modifier.
The Awakened Plant can add one additional damage die
to its damage rolls.
STR DEX CON INT WIS CHA (Anima Only) Upon hitting a creature with its vine attack,
14 (+2) 14 (+2) 16 (+3) 2 (-4) 10 (+0) 11 (+0) the target must succeed a Strength saving throw equal to
your spell save DC or become grappled. On a failed saving
Senses blindsight 60ft., passive Perception 10 throw, it can use its action to break free
Languages Understands languages you speak (Fungal Only) Creatures hit by the awakened Plant's
Proficiency Bonus Equals your own attacks must succeed a Constitution saving throw or
Challenge Challenge and Xp become poisoned until the end of its next turn.
(Blight Only) Creatures hit by the Awakened Plant's
False Appearance While motionless, the awakened attacks cannot regain hitpoints until the end of its next
plant is indistinguishable from a normal plant turn.
Plant Camouflage The Awakened Plant has advantage Floral Attunement
on Dexterity(Stealth) checks while obscured by
ample plant life At 14th level, your connection to nature grants you the ability
to fully harness the innate magic stored in plants. After
Thorny Body(Anima only) When the plant is grappled finishing a short or long rest, you can choose one of the
or hit by a melee attack from a creature within 5ft. following effects depending on your attunement.
of it, that creature takes 1d6 piercing damage
Stench(Fungal Only) Creatures within 5ft. of the
Anima You can use your action to end the following
plant must succeed a Constitution saving throw conditions: blinded, deafened, diseased, or poisoned.
equal to your spell save DC or become poisoned Whenever you use hit die to regain hitpoints over a short
until the end of its next turn. rest, you can treat the roll as its maximum value instead of
rolling
Necrotic Resilience(Blighted Only) The plant has
immunity to necrotic damage Blight You gain resistance to necrotic damage. When you
or your Awakened Plant deals necrotic damage, you can
Actions ignore resistance and immunity.
Vine Lash(Anima Only) Attack Style: Melee Weapon
Attack, your spell attack modifier to hit, reach 10ft.,
Fungi You gain resistance to poison damage and have
one target you can see. Hit 1d8 + PB piercing
advantage on saving throws against being poisoned. When
damage. you or your Awakened Plant deals poison damage, you
can ignore resistance and immunity. Creatures with
Spore Bomb(Fungi Only) Attack Style: Ranged immunity to the poisoned condition must roll with
Weapon Attack, your spell attack modifier to hit, advantage instead.
reach 60ft., one target you can see. Hit 1d6 + PB
poison damage.
Blight Touch(Blight Only) Attack Style: Melee
Weapon Attack, your spell attack modifier to hit,
reach 5ft., one target you can see. Hit 1d8 + PB
necrotic damage.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.

9
Circle of the Dire Beast Dire Wildshape
Druids of the Circle of the Dire Beast are the fierce and often Starting at 2nd level, you can use your Wild Shape to
reclusive defenders of the wild. They have master the magical transform into any beast of your choice to fit your needs for
art of transforming into the most powerful beasts of the wild. any situation. Upon entering into your Wildshape, you can
Although many druid circles have mastered the ability to use the Dire Beast Statblock instead of a normal beast.
transform into beasts, druids of this circle have perfect this The Wildshape is still limited by movement restrictions
art. As a result, they are able to manipulate their bestial form appropriate to your Druid level.
to quickly adapt their wild forms to overcome any obstacles Upon entering your Dire Wildshape, your can choose two
that comes before them. Feral Evolutions to give your Wildshape. You can choose
another feature at 6th, 10th, and 14th level.
Circle Spells Dire Strikes
When you join this circle at 2nd level, you have a powerful At 6th level, your attacks while in your Beast Shape count as
bond with primal magic. which grants you access to some magical for the purpose of overcoming resistance and
spells when you reach certain levels in this class, as shown immunity to nonmagical attacks and damage.
on the Circle of Dire Beasts Spells table. Whenever your Beast Shape takes the Attack Action, it can
Once you gain access to one of these spells, you always make one additional attack as part of its action.
have it prepared, and it doesn't count against the number of
spells you can prepare each day. If you gain access to a spell Dire Evolution
that doesn't appear on the Druid Spell List, the spell is
nonetheless a druid spell for you. At 10th level, while in your Wildshape, you gain the following
benefits while in your form.
Dire Beasts Spells
You can transform into a Huge or smaller beast of your
Ranger Level Beast Soul Spells choice.
2nd Animal Friendship, Beast Bond The magical essence of your Wildshape allows you to
shrug many of the magical weaknesses that beast's
3rd Spider Climb, Web possess. While in your Wildshape, you can choose to be
5th Conjure Animals, Fly unaffected by effects that would target only beasts.
While you are in your Wildshape, you are proficient in all
7th Guardian of Nature, Polymorph of your saving throws.
9th Awaken, Commune with Nature
Rapid Evolution
Combat Wild Shape At 14th level, you are able to unlock your the full potential of
your Beast Shape and changing its shape at will.
At 2nd level, you gain the ability to use Wild Shape on your
turn as a bonus action, rather than as an action. You can transform into a Gargantuan or smaller beast of
Additionally, while you are transformed by Wild Shape, you your choice.
have learned to channel your primal magic to further While in your Wildshape, you can use your action to
enhance your forms capabilities. change your Wildshape's size and your Feral Evolutions to
another of your choice.
Feral Strike When you hit a creature with an attack while
in your Wildshape, you can use a bonus action to expend Feral Adaptation
one spell slot to deal an additional 1d8 damage for each
level of the spell slot above 1st level expended. At 14th level, whenever you finish a short or long rest, you are
Feral Fortitude When you hit a creature with an attack able to benefit from one Feral Manifestation of your choice
while in your Wildshape, you can use a bonus action to while outside your Wildshape.
expend one spell slot to regain 1d8 hitpoints for each spell
slot above 1st expended.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.

10
Feral Manifestations Prowl
You can use your bonus action to Hide
Amphibious
You can breathe in air and in water Reach
Your melee weapon attacks increases by 5ft.
Charge
If you move at least 20ft. on its turn and makes a maul attack Siege Monster
on your turn. On a hit, you can deal an additional 2d6 You can deal double damage to buildings and Objects
damage.
Spider Climb
Echolocation You gain a climbing speed of 30ft. and can climb difficult
You gain blindsight up to 30ft. You cannot benefit from this surfaces without needing an ability check.
feature if you are deafened.
Spiked Body
Endurance When a creature grapples or hits you with a melee weapon
When you are subjected to an effect that allows you to make a attack while within 5ft. of you takes 1d6 piercing damage
Constitution saving throw to take only half damage, you
instead take no damage if you succeed on the saving throw, Sprint
and only half damage if you fail. You can use your bonus action to Dash.
Evasion Stinger
When you are subjected to an effect that allows you to make a Creatures hit by your Maul must succeed a Constitution
Dexterity saving throw to take only half damage, you instead saving throw equal to your spell save DC. On a failed saving
take no damage if you succeed on the saving throw, and only throw, it is poisoned until the end of its next turn.
half damage if you fail.
Swimmer
Flight (Requires Druid level 4)
(Requires Druid level 8) You gain a swimming speed of 30ft.
You gain a flying speed of 60ft.
Flyby
(requires Druid level 8 and Flight Manifestation)
You can fly outside a creature's reach without provoking
Dire Beast Shape
Large or smaller beast
opportunity attacks
Grasping Claws Armor Class 10 + your Wisdom modifier + your
When you hit a creature with a weapon attack, it must proficiency bonus
succeed a Strength saving throw equal to your spell DC. On a Hit Points 10 + 5 times your Druid Level
Speed 30ft.
failed saving throw, it is grappled by you. While grappling a
creature in this manner, you can use your bonus action to
make an additional attack. A creature must use its action to STR DEX CON INT WIS CHA
escape the grapple.
16 12 16 your Int your Wis your Cha
Nimble Swimmer (+3) (+1) (+3) Score Score score
You can swim outside a creature's reach without provoking
attacks or opportunity Saving Throws Your save proficiencies
Senses darkvision 60ft., passive Perception 12
Pack Tactics Languages Understands languages you speak
You have advantage on attack rolls against a creature if at Proficiency Bonus Equals your own
least one of your allies is within 5 feet of the creature and the
ally isn't incapacitated. Feral Senses You have advantage on
Wisdom(Perception checks)
Pounce
If you move at least 20ft. on its turn and makes a maul attack Actions
on your turn. On a hit, you can force that creature to make a Maul Attack Style: Melee Weapon Attack, your spell
Strength saving throw against your spell DC. On a failed attack modifier to hit, reach 5ft., one target you can
saving throw, it is knocked prone. You can use your bonus see. Hit 1d8 + your Wisdom modifier + your
action to make an additional maul attack against a prone proficiency bonus of your choice of bludgeoning,
creature piercing, and slashing damage.

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11
Beast Rider
Beast riders have learned to blend their martial might with Battle Mount
the tactical benefits of mounted combat. Due to your intense Large or smaller beast
training, you have forged an unbreakable bond with a loyal
mount. Together, you and your mount are an unstoppable Armor Class (12 + your proficiency bonus) Barding
force that effortless cleaves through enemy ranks. Hit Points 10 + 5 times your Fighter level
Speed 50ft.
Bonus Proficiencies
You gain proficiency in Animal Handling and Land Vehicles. STR DEX CON INT WIS CHA
Mounted Combant 16 (+3) 12 (+1) 16 (+3) 6(-2) 15 (+2) 6 (-2)
At 3rd level, you have learned to become extremely proficient Senses darkvision 60ft., passive Perception 12
at mounted combat which grants you the following benefits: Languages Understands languages you speak
Mounting or dismounting a creature only costs 10ft. of Proficiency Bonus Equals your own
movement
You have advantage on saving throws to stay on your Loyal If your mount is within 30ft. of you, can see
mount you, and you are not incapacitated, your battle
If you fall off your mount and descend no more than 10 mount immune to being charmed or frightend
feet, you can land on your feet if you’re not incapacitated.
While mounted,, you can use your reaction to cause an Actions
attack that targets you mount to target ourself instead Maul(Fighter level 7 only) Attack Style: Melee
Weapon Attack, your spell attack modifier to hit,
Superior Mount reach 5ft., one target you can see. Hit 1d8 + your
proficiency bonus of your choice of bludgeoning,
At 3rd level, you possess a loyal mount with which you have piercing, and slashing damage.
forged an unbreakable bond. The beast is friendly to you and
your companions and obeys your commands. Upon
summoning this creature, you can use the Mount Statblock
for its game statistics. You can also determine the kind of
animal the beast is, choosing a kind appropriate for the stat
block.
In combat, the beast acts during your turn. It can move and
use its reaction on its own, but the only action it takes is the
Dodge action, unless it is mounted.
While mounted, the beast can use its action to take the
Dash, Disengage, or Dodge action.
If the beast has died within the last hour, you can obtain
another one by spending 8 hours bonding with another beast
that isn’t hostile to you, either the same type of beast as
before or a different one.

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12
Battle Mount Staggering Charge You can use your momentum to gain
an upper hand against you opponent. If you move at least
At 7th level, your bond with your mount has granted both you 10 feet in a straight line right before attacking a creature
and your companion to fight as one. While mounted, you and and you hit it with the attack, that target must succeed on
your companion gain the following benefits a Strength saving throw (DC 8 + your proficiency bonus +
your Strength modifier) or be pushed back 10ft.
While mounted, you take a bonus action on your turn to
command it to take another action. That action can be to Superior Mount
Attack, Dash, Dodge, or Disengage
You can also sacrifice one of your attacks when you take Your training as a beast rider has taught you to command
the Attack action to command the beast to take the Attack rarer and more exotic mounts. At 18th level, your battle
action. mount can make a second maul attack when it takes the
Whenever you are mounted, your mount can benefit from Attack action. Your mount also can benefit from one of the
Action Surge, and your Second Wind in addition to following traits. You can spend 8 hours bonding with another
yourself. beast to choose a different effect.
Behemmoth Rider You are able to mount a Huge beast.
If you are incapacitated, the beast can take any action of its Up to four creatures(including yourself) are able to mount
choice. this beast simultaneously and gain the benefits of your
Mounted Combatant and your Mounted Mastery features.
Mounted Mastery However, your mounted allies can only benefit from this
At 11th level, you have begun to fully master your capabilities feature while you are actively mounting your companion.
as a mounted combatant. As a result, you gain access to the Your companion's hitpoint maximum can increase again by
following benefits. twice your Fighter level and it can deal double damage to
buildings and objects.
While mounted, when you are forced to make a Dexterity Leviathan Rider Your mount has a swimming speed of
saving throw against an effect that deals damage, you and 50ft and can breathe in air and in water. While mounted in
your mount takes half damage on a failed saving throw. this manner, you do not suffer any penalties associated with
On a successful saving throw, you and your mount take underwater combat (even if you do not possess a natural
none swimming speed.)
While mounted, attacks of opportunity are made with While mounted, you can swim outside a creatures reach
disadvantage against you or your mount. without provoking attacks of opportunity
Sky Knight Your mount grants you a flying speed of 50ft. If
Mounted Tactics you or your mount takes fall damage while mounted, you can
At 15th level, you have learned a series of maneuvers to give use your reaction for both you and your mount to take half
you an edge while mounted. You can only uses any one of damage. While airborne, you can fly outside a creature's
these features once on each of your turns. YOu can use these reach without provoking attacks of opportunity
features whether you are mounted or not Subterrean Rider Your mount has has a climbing speed of
50ft. and can climb difficult surfaces without requiring an
Barreling Charge You can run down your foes knocking ability check.
them to the ground. If you move at least 10 feet in a Your mount can travel across difficult terrain without
straight line right before attacking a creature and you hit it expending any additional movmeent and can move outside a
with the attack, that target must succeed on a Strength creature's reach without provoking opportunity attack
saving throw (DC 8 + your proficiency bonus + your
Strength modifier) or be knocked prone.
Disorienting Charge You can use your momentum to
knock your foe off balance. If you move at least 10 feet in a
straight line right before attacking a creature and you hit it
with the attack, that target must succeed on a Constitution
saving throw (DC 8 + your proficiency bonus + your
Strength modifier) or suffer disadvantage on its next
attack roll until the end of your next turn.
Momentum Charge You can use your momentum to gain
an upper hand against you opponent. If you move at least
10 feet in a straight line right before attacking a creature,
your next weapon attack against that creature has
advantage.

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13
Druidic Warrior
Druidic warriors combine their martial prowess with druidic Druidic Warrior Spellcasting
aarts. These warriors have learned to channel nature magic
in a way to allow them to use their environment to their Fighter Cantrips Spells
advantage as well as repleneish their stamina and endurance Level Known Known 1st 2nd 3rd 4th
against even the most powerful of opponents. 3rd Shillelagah +2 3 2 - - -

Spellcasting 4th Shillelagah +2 4 3 - - -

When you reach 3rd level, you have learned to combine your 5th Shillelagah +2 4 3 - - -
magical prowess with nature magic 6th Shillelagah +2 4 3 - - -

Cantrips 7th Shillelagah +2 5 4 2 - -


You learn two cantrips of your choice from the druid spell list. 8th Shillelagah +2 6 4 2 - -
You learn an additional Druid cantrip of your choice at 10th
level. 9th Shillelagah +2 6 4 2 - -
10th Shillelagah +2 7 4 3 - -
Spell Slots
The Druidic Warrior Spellcasting table shows how many 11th Shillelagah +2 8 4 3 - -
spell slots you have to cast your wizard spells of 1st level and 12th Shillelagah +2 8 4 3 - -
higher. To cast one of these spells, you must expend a slot of
the spell's level or higher. You regain all expended spell slots 13th Shillelagah +2 9 4 3 2 -
when you finish a long rest. 14th Shillelagah +2 10 4 3 2 -

Spells Known of 1st Level and Higher 15th Shillelagah +2 10 4 3 2 -


You know three 1st-level druid spells of your choice. 16th Shillelagah +2 11 4 3 3 -
The Spells Known column of the Druidic Warrior
Spellcasting table shows when you learn more druid spells of 17th Shillelagah +2 11 4 3 3 -
1st level or higher.. 18th Shillelagah +2 11 4 3 3 -
Whenever you gain a level in this class, you can replace one 19th Shillelagah +2 12 4 3 3 1
of the druid spells you know with another spell of your choice
from the druid spell list. The new spell must be of a level for 20th Shillelagah +3 13 4 3 3 1
which you have spell slots, and it must be an abjuration or
evocation spell, unless you're replacing the spell you gained at
3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells,
since you acquire your magical abilities through your
connection to nature. You use your Wisdom whenever a spell
refers to your spellcasting ability. In addition, you use your
Wisdom modifier when setting the saving throw DC for a
druid 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

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14
Druidic Adept
At 3rd level, you gain proficiency in Nature and Survival. If
you are already proficient in these skills, you are able to
double your proficiency bonus for these skills.
You also 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.
Druidic Weapon
At 3rd level, you are able to learn Shillelagah if you do not
already know it. Whenever you cast this spell, your are able to
apply its effects to any weapon of your choice as your imbue
the blade with nature magic. When you cast this spell in this
manner, you can still choose to use Strength or Dexterity for
your weapon attacks
Purifying Surge
At 7th level, whenever you use your Second Wind, you can
end one of the following conditions on yourself: blinded,
deafened, diseased, or poisoned.
Nature's Rejuvenation
At 11th level, whenever you cast a Druid spell of 1st level or
higher, you can recover a number of hitpoints equal to the
level of the spell cast + your Wisdom modifier.
Arcana Bloom
At 15th level, whenever you use your Second Wind, you and
creatures of your choice within 30ft. of you can gain the
benefits of this feature as well
Anima Surge
At 18th level, whenever you push yourself beyond your mortal
limits, you are able to call upon the magic of nature itself to
regenerate your wounds. Whenever you use your Action
Surge, you can regain a number of hitpoints equal to your
Fighter Level.

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15
Way of the Wild
Monks of the Way of the Wild believe that path to unlocking
one's inner ki is to unleash and control the inner beast within
one's soul. By taming one's inner beast, one is able to
embrace the primal instincts of the wild through various
stances that are able to grant the user supernatural strength,
speed, and endurance.
Monks of this discipline can often be identified by various
tattoos and masks or various animals that often serve as a
representation of their inner ki.
Natural Attunement
At 3rd level, you embrace your feral instincts. You gain
proficiency in two skills of your choice from Survival, Nature,
Perception, or Animal Handling. If you are already proficient
in these skills, you can double your proficiency bonus for
those skills instead
Feral Stances
At 3rd level, you have learned a number of battle stances to
grant you the following benefits in battle.
Behemmoth Stance When you use your Patient Defense,
you gain advantage on Strength and Constitution saving
throws until the start of your next turn.
Charging Rhino When you use your Step of the Wind,
your very next melee weapon attack on your turn can deal
additional damage equal to two rolls of your Martial Art
die.
Chameleon Stance When you use your Patient Defense,
you can use your bonus action to Hide. When you Hide in
this manner, you are able to do so, even when slightly
obscured.
Fangs of the Viper When you hit creatures with your
Flurry of Blows, you can force your target to make a
Constitution saving throw against your ki save DC. On a
failed saving throw, the targets are poisoned until the end
of your next turn.
Turtle Stance When you use your Patient Defense
feature, you can add your proficiency bonus to your AC
until the start of your next turn.
Wolf Stance When you hit a creature with your Flurry of
Blows, you can designate one creature of your choice to
have advantage on its attack rolls against that creature
before the start of your next turn.

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16
Feral Agility Feral Calling
At 6th level, as you embrace your inner beast, you gain the At 17th level, when you enter into your Feral Aspect, you can
following abilities. further empower yourself and your allies.
Feral Leap When determining the distance you can jump Alpha Aspect You and a number of creatures of your
or long jump, you can add your Dexterity modifer + your choice equal to your proficiency bonus within 30ft. of you
proficiency bonus to the total. You no longer require a gain advantage on attack rolls against a creature if at least
running start to benefit from this movement. one of the designated creatures are within 5ft. of the
Spider's Stride You gain a climbing speed equal to your target and are not incapacitated.
waking speed. You can climb difficult surfaces with ease Behemmoth Aspect Enemy creatures that start its turn
(including ceilings). While moving in this manner, you are within 5ft. of you have disadvantage on attack rolls against
unable to use your hands. any creature other than you.
Shark Dive You gain a swimming speed equal to your Beast Strider Aspect A number of creatures of your
walking speed. You can also breathe in air and in water. choice equal to your proficiency bonus, that can use their
bonus action to Dash.
Feral Aspect Predator Aspect For the duration of your Feral Aspect,
At 11th level, you can fully embrace your inner beast. As a you can deal a critical hit on an 18-20.
bonus action, you can gain the following benefits for 1 Skylord Aspect You and a number of creatures of your
minute. choice equal to your proficiency bonus, do not provoke
opportunity attack from moving outside a creature's reach
Alpha Aspect As a bonus action, you can command a
creature of your choice you can see within 30ft. to use its
reaction to make a single weapon attack.
Behemmoth Aspect For the duration, you count as one
size larger and you have advantage on Strength and
Constitution checks and saving throws. Whenever you are
forced to make these saving throws that deal damage, you
take half damage on a failed saving throw and none on a
success.
Beast Strider Aspect For the duration of your Feral
Aspect, you can use your Step of the Wind and Patient
Defense features without expending a ki point.
Predator Aspect For the duration of your Feral Aspect,
you can use your Flurry of Blows without Expending Ki
Points
Skylord Aspect You gain a flying speed equal to your
walking speed for the duration.
Once you use this feature, you cannot do so again until you
finish a short or long rest.

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17
Oath of the Wilds Aura of the Wilds
At 7th level, you can emit a pulse of primal magic that
Tenets of the Wild invigorates the blood of yourself and creatures of your choice
Maintain Nature's Balance Strive to preserve the careful in range. You and affected creatures in range can increase
balance that connects all living things from the tiniest insect their walking speed by 10ft. and gain a climbing and
to the mighty behemmoth swimming speed equal to their walking speed.
Respect the Circle of Life Understand that every life and Aspect of the Wilds
death has a purpose. Natural death is not to be feared as it
serves as a source of life for another At 15th level, as your connection to nature grows stronger, so
Become Nature's Fury Be the untamed fury of nature and does your Aura of the Wilds. This aura gains the following
show no mercy to those that stands against nature benefits.
Represent the Wilds Be the emissary between civilization
and wilds teaching respect and coexistence between both You and affected creatures are able to climb difficult
lands surfaces without needing to make ability checks
You and affected creatures can travel through non-magical
Oath Spells difficult terrain without expending additional movement
You and affected creatures are able to breathe in air and
You gain oath spells at the paladin levels listed underwater.
Oath of the Wilds Spells Nature's Paragon
Paladin Level Spells
At 18th level, you have ascended to become a true defender of
3rd Beast Sense, Speak with Animals the wilds. For one minute, you are able to gain the following
5th Summon Beast, Spider Climb benefits as you transform into a bestial guardian.
9th Conjure Animals, Waterbreathing You have advantage on attack rolls against a creature if at
least one of the your allies is within 5 feet of the creature
13th Dominate Beast, Polymorph and the ally isn't incapacitated.
17th Awaken, Commune with Nature You gain temporary hitpoints equal to your Paladin level at
the start of each of your turns.
Channel Divinity You have advantage on Strength and Constitution saving
throws.
When you take this oath at 3rd level, you gain the following Your movement speed increases by 10ft.
two Channel Divinity Options. Once you use this feature, you cannot do so again until you
Divine Companion As an action, you can target one beast finish a long rest.
that you can see within 30ft. of you. The target must
succeed a Wisdom saving throw. On a failed saving throw,
the target must obey your commands for the next 24
hours or until you use this Channel Divinity Option again.
A beast above a Challenge rating of 1 is immune to this
effect. This challenge rating increases to 2 at 9th level and
to 3 at 17th level.
Beast Shape As an action, you can Polymorph yourself
into a Tiny CR 0 beast of your choice that does not
possess a swimming or flying speed for 10 minutes. This
features and limitations of this ability is identical to the
Polymorph spell effect. At 4th level, you are able to
assume to form a creature with a swimming speed, and at
8th level, you are able to assume to form of beasts with a
flying speed.

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18
Warden Conclave Ranger Forest Magic
Rangers of the Warden Conclave have become one with the Also at 3rd level, you learn the Druidcraft cantrip if you don't
forest of the wild. This connection allows them to move already know it.
silently through the forests with supernatural speed. Once You also learn an additional spell of 1st level or higher
they get the upper hand on their opponent, they are able to when you reach certain levels in this class as shown in the
command surrounding plants to root their enemies or Warden Spells table. Each spell counts as a ranger spell for
shower them in a storm of thorns. you, but it doesn't count against the number of ranger spells
you know
Thorn Strike Warden Spells
At 3rd level, you are able to imbue your weapons with thorns Ranger Level Ranger Spells
and vines that amplify your weapon attacks.
Once one each of your turns, you can channel floral magic 3rd Entangle, Ensnaring Strike
to amplify your attacks in one of the following ways. 5th Barkskin, Spike Growth
Bramble Burst When you hit a creature within a weapon 9th Plant Growth, Speak with Plants
attack, the target and creatures within 5ft. of it take an
additional 1d6 piercing damage. 13th Grasping Vine, Guardian of Nature
Tethering Strike Creatures hit by your attacks take an 17th Tree Stride, Wrath of Nature
additional 1d6 piercing damage and must succeed a
Strength saving throw against your spell save DC. or have
its movement speed reduced to 0 until the start of its next Natural Resilience
turn. At 7th level, your connection to nature grants you a natural
Vine Strike Your melee weapon attacks have an resilience against poison and disease. You gain resistance to
increased reach of 5ft. and deals an additional 1d6 poison damage. You also have advantage on saving throws
piercing damage against being blinded, deafened, diseased, poisoned, or
paralyzed
Forest Guardian
At 3rd level, your connection to nature allows you to become Forest Healing
completely attuned to the wilds. You gain proficiency in two At 7th level, your deep connection with plants around you
of the following skills of your choice: Nature, Medicine, or allows you to harness its ambient magic to heal your wounds.
Survival. If you are already proficient in these skills, you can Whenever you take a long rest, you can use a number of
double your proficiency instead. additional Ranger hit die equal to half your proficiency bonus
In addition to these skills, you gain access to the following as a Ranger(rounded down) for no cost (even if you have no
tactics: remaining hitdie available.)
Druid Speech You also know Druidic, the secret language Greater Thorn Strike
of druids. You can speak the language and use it to leave
hidden messages. You and others who know this language At 11th level, your thorn strikes become far more potent
automatically spot such a message. Others spot the amplifying your effects in the following ways.
message's presence with a successful DC 15 Wisdom Bramble Burst When you hit a creature within a weapon
(Perception) check but can't decipher it without magic. attack, the target and creatures within 10ft. of it take an
Floral Guise You take the Hide action even if you are additional 1d6 piercing damage.
lightly obscured by plant life Tethering Strike Creatures hit by your attacks take an
additional 1d6 piercing damage and must succeed a Strength
Forest Ambush While in terrain with ample plant life, you saving throw against your spell save DC. or become
can use your bonus action to Hide or Disengage restrained until the start of your next turn.
Vine Strike Your melee weapon attacks have an increased
Plant Stride You are unaffected by difficult terrain caused reach of 10ft. and deals an additional 1d6 piercing damage
by nonmagical plants
Rapid Regeneration
At 15th level, your mastery of nature magic allows you to
swiftly heal your wounds. Whenever you take damage, you
can use your reaction to regain a number of hitpoints equal to
2d10 + your Ranger level.
Once you use this feature, you can not do so again until you
finish a short or long rest.

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19
Wildling Rogue
Some rogues have learned to combine their talent for stealth Wildling Spellcasting
and agility with the disciplines of druidic magics. Many of
these individuals serve as guides and explorers of the Rogue Spells
untamed wilds while some possess a unique friendship with Level Cantrips Known Known 1st 2nd 3rd 4th
the beasts of the wilds. Wildling Magic
3rd 3 2 - - -
+2
Spellcasting Wildling Magic
When you reach 3rd level, you augment your martial prowess 4th
+2
4 3 - - -
with the ability to cast spells. Wildling Magic
5th 4 3 - - -
Cantrips +2
You learn three cantrips: Shillelagah and two other cantrips 6th
Wildling Magic
4 3 - - -
of your choice from the druid spell list. You learn another +2
druid cantrip of your choice at 10th level. Wildling Magic
7th 5 4 2 - -
Spell Slots +2
You know three 1st-level druid spells of your choice. 8th
Wildling Magic
6 4 2 - -
The Spells Known column of the Wildling Spellcasting +2
table shows when you learn more druid spells of 1st level or Wildling Magic
higher. Each of these spells must be of a level for which you 9th
+2
6 4 2 - -
have spell slots.
Whenever you gain a level in this class, you can replace one 10th
Wildling Magic
7 4 3 - -
of the druid spells you know with another spell of your choice +2
from the druid spell list. The new spell must be of a level for Wildling Magic
which you have spell slots. 11th
+2
8 4 3 - -

Spellcasting Modifier 12th


Wildling Magic
8 4 3 - -
Wisdom is your spellcasting ability for your druid spells, +2
since you learn your spells through dedicated study and Wildling Magic
memorization. You use your Wisdom whenever a spell refers 13th
+2
9 4 3 2 -
to your spellcasting ability. In addition, you use your Wisdom
modifier when setting the saving throw DC for a druid spell 14th
Wildling Magic
10 4 3 2 -
you cast and when making an attack roll with one. +2
Spell save DC = 8 + your proficiency bonus + your Wisdom 15th
Wildling Magic
10 4 3 2 -
modifier +2
Spell attack modifier = your proficiency bonus + your Wildling Magic
Wisdom modifier 16th
+2
11 4 3 3 -

Wildling Magic
17th 11 4 3 3 -
+2
Wildling Magic
18th 11 4 3 3 -
+2
Wildling Magic
19th 12 4 3 3 1
+2
Wildling Magic
20th 13 4 3 3 1
+3

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20
Wildling Magic Nature Stride
Starting at 3rd level, you have learned to master the following At 13th level, your primal connection grants you the speed
druid spells enhancing their effects Shillelagah, Magic Stone, and agility to beasts. You gain the following traits.
and Druidcraft.
Your base walking speed increases by 10ft. You can also
Shillelgah double your jumping height and do not require a running
For the duration of the spell, you can benefit from sneak start to make a high jump or long jump
attack whenever you hit a creature using Shillelagah. You gain a swimming speed equal to your walking speed.
You still are subject to the other conditions of Sneak You also are able to breathe in air and in water.
Attack
You gain a climbing speed equal to your walking speed.
Magic Stone You can climb difficult surfaces without needing an ability
You can double the range of Magic Stone check.
Upon dealing damage with Magic Stone, you can gain the
benefits of Sneak Attack provided you still meet the other Pack Instincts
requirements for Sneak Attack At 17th level, you begin to fully embrace your inner pack
Druidcraft hunter.
You can use your Cunning action to cast this spell For 1 minute, whenever you are within 5ft. of an allied
You can also create two effects simulataneously whenever creature that is not incapacitated, you have advantage on your
you cast it. attack rolls.
Your instantanous sensory effects can affect a 10ft. cube While you have advantage on an attack in this manner, you
and can last for the full duration of the spell can deal an additional 3d6 damage.
Once you use this feature, you cannot do so again until you
Druidic Cant finish a short or long rest.
At 3rd level, your connection to nature grants you the ability
to speak to animals. Through sounds and simple gestures,
you are able to communicate simple ideas to beasts.
You also 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.
Wildling Companion
At 9th level, you can learn to cast the spell Find Familiar. You
can use your Cunning Action to command your familiar
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21
Anima Soul Anima Metamagic
You possess a powerful connection to plants and nature itself. At 3rd level, the nature magic in uyour blood grants to the
You may have acquired this powerful from an ancient ability to manipulate spells in the following ways unique to
blessing from a powerful druid or due to the infect spores or your bloodline. At 3rd level, you learn the following
seeds of the Blight or exposure to the fungal hives of the metamagic options. These metamagic options do not count
Myconid. against your total metamagic's known.
Restorative Spell
Sorcerer Spells When you cast a spell that does not deal damage, you can
Your bloodline grants you access to some spells when you spend 2 sorcery points to end one of the following conditions:
reach certain levels in this class, as shown on the Anima Soul blinded, deafened, disease, paralyzed, or poisoned
Spells table.
Once you gain access to one of these spells, you always Vigorous Spell
have it prepared, and it doesn't count against the total spells When you cast a spell that causes a creature to regain
you know. If you gain access to a spell that doesn't appear on hitpoints, you can spend 2 sorcery points to increase that
the Sorcerer Spell List, the spell is nonetheless a Sorcerer creature's hitpoint maximum by the level of the spell cast +
spell for you. your Charisma modifier. This bonus lasts for up to 1 hour or
until this feature is used again on that creature.
Anima Soul Spells
Sorcerer Level Sorcerer Spells
Regenerative Sorcery
1st Entangle, Cure Wounds
At 6th level, when you spend sorcery points on a spell effect,
you can regain a number of d6s equal to the sorcery points
3rd Barkskin, Lesser Restoration that you spent
5th Plant Growth, Speak with Plants
Anima Font
7th Blight, Grasping Vine
At 6th level, whenever you or an ally within 10 feet rolls to
9th Tree Stride, Wrath of Nature regain hitpoints, you can spend 1 sorcery point to reroll any
number of those dice once, provided you aren't incapacitated.
Floral Connection You can use this feature only once per turn.
At 1st level, you gain proficiency in Nature and Survival. If you Anima Vines
are already proficient in these skills, you can double your
proficiency bonus in these checks. At 14th level, you are able to use your bonus action to sprout
vines from your body which grant you the following benefits
Floral Regeneration for the duration. These vines can be dismissed as a bonus
action.
At 1st level, whenever you spend Hit Die on a short rest, you
can add your Charisma modifier to the number of hitpoints You gain a climbing speed equal to your walking speed.
recovered instead of using your Charisma modifier. You can climb difficult surfaces, including ceilings,
If you finish a short rest while in sunlight, you can treat without needing to make an ability check
each of your Sorcerer hit die as their maximum value instead Your reach for melee attacks and spells increases by 5ft.
of rolling. While these vines are deployed, you can use your
Whenever you finish a long rest, you can recover one Charisma modifier on ability checks and saving throws
additional expended Sorcerer hitdie. At 9th level, you can that require Strength.
recover two expended Sorcerer hit die, and at 17th level, you
can regain three. Anima Rebirth
At 18th level, if you or a creature you can see within 60ft. of
you is reduced to 0 hitpoints, you can spend up to 10 sorcery
points. For every sorcery point spent, that creature regains 5
hitpoints and can remove any of the following conditions on
it: blinded, deafened, diseased, poisoned, or paralyzed.

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22
Beastial Soul Beastial Soul Spells
Sorcerer Level Sorcerer Spells
You possess a powerful connection to nature and the beasts
of the wild. You may place your lineage to powerful druids or 1st Animal Friendship, Find Familiar
even trace your bloodline to the taint of therianthropy. 3rd Spider Climb, Web
As a result, this primal magic grants you the ability to
connect with beasts and even to alter your form similar to 5th Conjure Animals, Fly
that of a beast of the wild. 7th Giant Insect, Polymorph
Feral Instincts 9th Awaken, Insect Plague
At 1st level, you gain proficiency in Animal Handling and
Perception. If you are already proficient in these skills, you Feral Manifestations
can double your proficiency bonus in these checks. Feral
Manifestation Features
Feral Manifestion
You possess sharp fangs. This attack
At 1st level, your beast blood grants you the following benefits counts as a melee weapon attack that deals
Fangs 1d10 piercing damage. Upon a hit, you
You gain darkvision up to 120ft. gain temporary hitpoints equal to the
You can use use your Charisma modifier instead of your damage dealt
Dexterity when rolling for initiative. You possess a pair of sharp claws. The claw
counts counts as melee weapon that deals
You also have the ability to communicate simple ideas to Claw 1d6 slashing damage. When you take the
beasts Attack action with you claws, you can make
You gain an unarmed strike that counts as a melee an additional claw attack as a bonus action.
weapon attack. You can choose one of the following You gain a powerful tail. The tail counts
unarmed strikes options under the Feral Manifestation's counts as melee weapon with a 10ft. reach.
Table. These unarmed strikes can use your your Charisma Tail
This weapon can deal 1d10 bludgeoning
modifier for your attack roll instead of your Strength or damage or piercing damage
Dexterity bonus. You gain a pair of powerful claws. Your
You can select an additional natural weapon option at 6th claws count as a melee weapon dealing
and 14th level. Pincers 1d8 bludgeoning damage. Upon a hit,
creatures are considered to be grappled
You can use an action to spend 1 Sorcery point to change unless it uses its action to escape
your Natural Weapon to another of your choice. Your head sprouts a pair of deadly horns.
This attack counts as a melee weapon
Sorcerer Spells attack that deals 1d6 piercing damage. If
Horns
Your bloodline grants you access to some spells when you you move up to 20ft. and make a horn
reach certain levels in this class, as shown on the Bestial attack on your turn, you can deal an
Soul Spells table. additional 2d6 piercing damage
Once you gain access to one of these spells, you always You possess a set of elongated tentacles.
have it prepared, and it doesn't count against the total spells This attack counts as a melee weapon
you know. If you gain access to a spell that doesn't appear on Tentacles attack that deals 1d6 bludgeoning damage
the Sorcerer Spell List, the spell is nonetheless a Sorcerer and has a reach of 10ft. Upon a hit, you can
spell for you. pull a creature 10ft. towards you.

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23
Bestial Metamagics Beastform
At 3rd level, your feral blood grants to the ability to At 14th level, as an action, you can spend 1 Sorcery point to
manipulate spells in the following ways unique to your choose to take the appearance of a Large or smaller beast of
bloodline. At 3rd level, you learn the following metamagic your choice for 1 hour. Your base statistics other than your
options. These metamagic options do not count against your size and movement speed still remain the same while in this
total metamagic's known. form. You can use your bonus action to dismiss this
transformation. While in this form, you are still able to cast
Morphing Spell spells as normal.
When you hit a creature with a spell attack or if it fails a
saving throw against one of your spell effects, you can spend Masterful Manifestations
3 sorcery points to turn one creature of your choice into a At 18th level, you no longer have to spend Sorcery points to
Tiny CR 0 beast of your choice until the end of its next turn. change your Feral Manifestion or to activate your Greater
The effect is identical to Polymorph Manifestation features.
Greater Manifestation Apex Beastform
At 6th level, your Feral blood grants you the following At 18th level, your feral blood begins to harness the true
abilities. You can spend 1 sorcery points to magically might of the mightiest of all beasts for 1 minute. While in this
enhance your Feral Manifestations for 1 hour. For each state, you gain the following benefits.
sorcery point you spend, you can amplify one of the following
benefits of your choice, the effects of which last until the You gain advantage on Strength and Constitution saving
transformation ends: throws. Upon failing these saving throws, you can take
You gain a swimming speed equal to your walking speed. half damage and none on a success
You can spend 1 Sorcery point to gain the ability to You gain advantage on Strength (Athletics) checks.
breathe in air and in water for 1 hour. Your attacks and spells can deal double damage to
You gain a climbing speed equal to your walking speed. buildings and objects
You can spend 1 Sorcery point to gain the ability to climb Upon using this feature, you cannot do so again until you
difficult surfaces without needing an ability check for 1 finish a long rest or spend 5 sorcery points to use this feature
hour. again.
Your base walking speed increases by 10ft. You can spend
1 Sorcery Point to be able to Dash as a bonus action.
You gain the ability to jump tremendous heights. When
calculating the distance you can high jump or long jump,
you can add your Charisma modifier to the total. You can
leap in this manner without having to make a running
start. You can spend 1 sorcery point to double your
jumping distance for 1 hour.
Feral Arcana
At 6th level, your natural weapons from your Feral
Manifestations count as magical for the purpose of
overcoming resistance. Whenever you make a melee spell or
weapon attack , you can make an additional unarmed strike
as part of that action.

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24
Pact of the Ancients Avatar of the Ancients
YOu have forged a pact with some of the oldest entities on At 1st level, you can enter the form of a colossal plant-like
the Material Plane. Some of these entities may be a powerful guardian. Upon using this feature, you can select one of the
treant, a Myconic Archspore, or even the dormant spirit of a following variants depending on the nature of your patron
blighted forest. (Anima, Blight, or Fungal). An anima based patron may
These entities bestow a portion of their essence to grant resemble a treant or great tree that seeks to expanded and
their ancient magic to willing servants. Warlocks of these preserve their forest realm. Blighted patrons are corrupted
entities often serve as guardians and protectors of ancient husks that seek to corrupt and assimilate all living things into
forests and groves stopping those that would wish them the Blight. Fungal patrons may be extremely powerful
harm; while others seeks to spread this verdant growth myconids that have granted a portion of their power through
beyond its current reaches, for better or for worse. their spores.
You gain a number of temporary hitpoints equal to 1d8 +
Ancient Seed your Warlock level
Your patron gifts you a magical seedling or bulb that grants Your reach increases by 5ft.
you a portion of its power. This seed is considered to be a Once on each of your turns, you can inflict one of the
TIny Plant, and you can use it as a spellcasting focus for your following effects on a creature that you hit with an attack and
warlock spells. The seed can take the form of a plant of your roll damage against depending on the form you take.
choice. While wielding this Ancient Seed, gain the following
features of your choice. Animus Only You can choose to force a target to make a
Strength saving throw against your spell DC or have its
You gain a pool of points equal to your Warlock level + movement speed reduced to 0 until the start of its turn.
your proficiency bonus. Blight Only The target is unable to regain hitpoints until
As an action, you can spend any number of these points to the end of its next turn.
regain a number of hitpoints equal to the amount of points Fungal Only You can choose to force a target to make a
spent. Constitution saving throw against your spell DC or
Whenever you deal damage to a creature, you can choose become poisoned until the end of your next turn
to amplify its effects by spending any number of these
points to deal additional poison or necrotic damage to one Natural Resilience
creature of your choice.
At 6th level, your connection to nature and plants gives you a
You can regain any expend points whenver you finish a natural resilience against poison and disease. You gain
long rest resistance to poison damage and have advantage on saving
throws against being blinded, deafened, diseased, paralyzed,
Expanded Spell List or poisoned
The Ancient Ones lets you choose from an expanded list of Nature Magic
spells when you learn a warlock spell. The following spells
are added to the warlock spell list for you. At 6th level, your link to your nature itself grants you the
following benefits
Ancient Spells Spells Anima Whenever you cast a spell that causes a creature to
Warlock Level Beast Soul Spells regain hitpoints, you can add your Charisma modifier to one
of the healing rolls
1st Entangle, Cure Wounds Once on each of your turns while in your Ancient Avatar,
3rd Lesser Restoration, Spike Growth whenever you deal damage to a creature, you can cause one
creature within 30ft. of you to gain temporary hitpoints equal
5th Plant Growth, Speak with Plants to 1d8 + your spellcasting modifier.
7th Blight, Grasping Vine Blight Once on each of your turns, whenever you deal
necrotic damage to a creature, you can add your Charisma
9th Tree Stride, Cloudkill modifier to one of the damage rolls
Once on each of your turns while in your Ancient Avatar,
whenever you deal damage to a creature, you can add one
additional damage die as necrotic damage.
Fungal Whenever you deal poison damage to a creature,
you can add your Charisma modifier to one of the damage
rolls
Once on each of your turns while in your Ancient Avatar,
whenever you deal damage to a creature, you can add one
additional damage die as poison damage to the total
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25
Tree Warp Eldritch Invocation
At 10th level, you can travel vast distance using the connected Ancient's Protection
life force of plants around you. As an action, you and a Ancient Patron
number of creatures equal to your Charisma bonus can travel You are able to cast the Barkskin at will without expending
through a Large or greater tree and reappear from another a spell slot.
plant of suitable size within 6 miles of your original location.
You can appear in a location you have not been before as long Anima Revitalization
as there was a suitable plant within the area. Prerequisite: Ancient Patron
Once you use this feature, you cannot do so again until you When you recover hitpoints on a short rest while in
finish a short or long rest. sunlight, you regain one additional hit die equal to half your
proficiency bonus as a Warlock (rounded down).
Unleashed Animus You can benefit from this feature, even if you have no
At 14th level, with a surge of nature magic, you can amplify remaining Warlock hit die.
for Ancient Avatar gaining the following attributes depending
on your form: Ancient Recovery.
Prerequisite: Ancient Patron, Pact of the Seed
Anima Guardian Whenever you finish a short rest in sunlight, you are able to
Your size increases to Large regain a number of expended points from your Ancient Seed
you can cause an area within 30ft. of to you to become Pool equal to your Charisma modifier (minimum 1).
difficult terrain for creatures of your choice in range.
At the start of each of your turns, you regain 1d8+ your Blight Blast
Charisma modifier hitpoints as long as you are below half Prerequisite: Animus patron, Eldritch Blast
your hitpoint maximum Whenever you cast Eldritch blast, you can choose to
change the damage type to necrotic instead of force damage.
Blight Lord
You gain immunity to necrotic damage Gift of the Forest
Once on each of your turns, you can regain a number of Prerequisite: Animus patron
hitpoints equal to half the damage dealt from your attacks. Whenever you recover hitdie over a short or long rest while
When dealing necrotic damage, you can ignore resistance in sunlight, you can treat any dice rolled to determine the
and immunity hitpoints you regain as having rolled their maximum value.
Upon using this feature, you can choose to use your
Archspore Charisma modifier instead of your Constitution modifier.
You gain immunity to poison damage Spore Blast
Creatures of your choice within a 10ft. radius of you must Prerequisite: Animus patron, Eldritch Blast
succeed a Constitution saving throw against your spell DC
or become poisoned until the end of your next turn. Whenever you cast Eldritch blast, you can choose to
Your attacks that deal poison damage can ignore change the damage type to poison instead of force damage.
immunity and creatures with immunity to being poisoned Vined Weapon
must make the saving throw with advantage. Animus Patron 5th Level Pact of the Blade
Once you use this feature, you can't do so again until you Your pact weapon has an increased reach of 5ft.
finish a long rest.
Floral Summon
Prerequisite: Animus Patron, Pact of the Chain Your
Familiar counts as a plant and gains the following benefits
At the start of each of its turns, it can regain a number of
hitpoints equal to your Charisma modifier
It has advantage on Dexterity(Stealth) checks while
obscured by ample plant life
While motionless, itis indistinguishable from a normal
plant or fungi

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.

26
School of Biomancy Bionic Adaptation
The School of Biomancy combines the schools of At 6th level, you have learned to use a strand of magical
transmutation and conjuration to explore the secrets of life energy when you cast spells to alter and improve your
itself. As you focus your studies in this tradition, you learn to physiology. When you cast a conjuration or transmutation
manipulate the energy that animates all living things. As you spell of 1st level or higher, you can gain one of the following
progress, you learn to channel and redirect the life force of Bionic Adaptations. These features last until you take a short
yourself to heal allies and empower your abilities. or long rest or unless you cast a conjuration or transmutation
spell of 1st level or higher again to change it.
Bionic Expertise Climbing You gain sharp claws adept for climbing and
At 2nd level, you gain proficiency in Nature and Medicine. You you gain a climbing speed of 30ft.. If you already have a
also gain proficiency in the medicine kits. If you are already climbing speed, this movement increases by 10ft.
proficient in these skills, you can double yourproficiency Aquatic You gain fins and gills granting you a swimming
bonus instead. speed of 30ft. and you can breath in air and in water. If
you already have a swimming speed, this movement
Biological Transformation increases by 10ft.
Enhanced Vision You gain a darkvision of 60ft. If you
At 2nd level, you have learned to magically alter your own already have darkvision, this increases to 120ft. You also
biological appearance. After you finish a long rest, you can gain advantage on Perception checks based on sight,
change the appearance in one of the following ways smell, and sound.
You determine the specifics of the changes, including your Chameleon You gain advantage on Stealth checks and
coloration, hair length, and sex. You can also adjust your can use your bonus action to Hide.
height and weight, but not so much that your size changes. Carapace Your body becomes covered with a thick shell
You can make yourself appear as a member of another granting the target a +3 bonus to its AC as long as it is not
race but this does not affect your respective game wearing armor. It can wield a shield and still benefit from
statistics. this feature.
Glide You sprout ray-like fins which grant you n the ability
You can't duplicate the appearance of a creature you've to fly short distances. You have a flying speed of 30ft. This
never seen, and you must adopt a form that has the same benefit works only in short bursts; you fall if you end your
basic arrangement of limbs that you have. Your clothing turn in the air and nothing else is holding you aloft.
and equipment aren't changed by this trait. Whenever you take fall damage, you can subtract 100ft.
from the fall damage you take.
You stay in the new form until you use this feature again Multi-legged You can acquire a bonus set of crab-like legs
or until you die. granting you advantage on checks and saves against being
pushed or knocked prone.
Biomantic Evolution Additional Appendage You have develop and additional
At 6th level, whenever you summon a creature from a pair secondary arms below your primary pair of arms.
Conjuration spell or target a willing creature with a Whenever you make an unarmed strike, you can replace
Transmutation spell, you can choose for that creature to your Strength modifier with your Intelligence. You can
benefit from your Bionic Adaptation features instead of also use your bonus action to attempt to make an
yourself. additional weapon attack or to grapple a creature. You can
use your Intelligence bonus instead of Strength for this
check
Amorphous Body You can move through a space of a
creature one size smaller than you without squeezing.
Powerful Form You count as one size larger for the
purposes of pushing, carrying, shoving, and lifting.

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27
Expanded Adaptation
At 10th level, when you use your Bionic Adaptation feature,
you as well as a creature under your Biomantic Evolution can
simultaneously benefit from these features.
Biomantic Mastery
At 14th level, you have fully mastered your biological
transformations. Upon using Biological Transformation, you
can change your game statistics as well.
Greater Bionic Adaptations
At 14th level, your mastery of biomancy has allowed you to
unlock more powerful evolutions that creatures can access.
Your bionic adaptations are enhanced in the following ways
Climbing Targets with adaptation are able to climb
difficult surfaces without squeezing
Aquatic Targets with this adaptation have their swimming
speed doubled and are able to use its bonus action to
Dash while underwater.
Enhanced Vision Creatures with this adaptation are able
to see in magical darkness and gains a blindsight up to
10ft.
Chameleon Creatures with this adaptation are
indistinguisable from their surrounding while motionless.
It must be lightly obscured to benefit from this feature.
Carapace Creautures with this adaptation can reduce
damage taken by your Intellignece modifier
Glide Creatures with this adaptation gain a flying speed
equal to their walking speed.
Multi-legged Creatures with this adaptation can move
through the spaces of creatures their size and smaller
without expending additional movement. Addiitonally,
difficult terrain does not cost those creatures additional
movement.
Additional Appendage The target's secondary arms
become more developed. That creature has two slightly
smaller secondary arms below your primary pair of arms.
The secondary arms function like your primary arms, with
the following exceptions: It can use a secondary arm to
wield a weapon that has the light property, but it can’t use
a secondary arm to wield other kinds of weapons or use
shields.
Amorphous Body You can move through a space of at
least 1 inch without squeezing.
Powerful Form Your physical size increases by 1. You still
retain the benefits of Powerful form in your increased
state.

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28
A special Thanks to my Patrons
Mythic Patrons
Marcella V.
Marshmellow Owlbear
Jake C.
The Emcredible
Terra Nova
Kandros Vashtet
Shrike

Legendary Patrons
Kate
Daniel M.
Eddie
Sir Prize
Steven K.

Epic Patrons
Brad E. , Jordan B
Flamerules3, Vincent
Alex D, Aaron S.
Captain Blackwood, Jacob S.
Razi R., David I
Tallon M., Adendrachi
Douglas B., John B.
Nathan S., Joseph L.
Sexydoughboy
Cyptossarian, Andrew W.
Glenn S., Andrew C.
Justin R., Eradan9s
Particle Man

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29
Art Credits
Cover Art: Wesley Burt

Gladesong Bard: Tuan Duong Chu

Druidic Warrior: Brian Valeza

Way of the Wild Monk: Dave Kendall

Wildling Rogue: Eric Deschamps

Biomancer Wizard: Izzy Medrano

Back Cover Art: Daniel Ljunggren

Watercolor Stains: Jared Ondricek

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