Rangers of the Wildkin Conclave are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another ranger.
Changeable as the moon, a Wildkin Ranger might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the ranger’s blood.
Wildshape
Also at 3rd Level, the power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see “Known Forms” below). After you use this feature, you cannot use it again until you complete a short or long rest, unless you expend a spell slot to transform again. This form lasts until you are incapacitated, die, or end it early with a bonus action.
Known Forms. You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating that equals your Ranger level divided by 3 (rounded down) and that lack a Fly Speed. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form. When choosing known forms, you may look in the Monster Manual for eligible beasts.
Rules While Shape-Shifted. While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:
Duration. This form lasts for one hour. If you expend a spell slot, it lasts for a number of hours equal to twice the spell slot level.
Armor Class. Until you leave the form, your AC equals 13 plus your Wisdom modifier if that total is higher than the Beast’s AC.
Multiattack. You gain the ability to use a beast's Multiattack when you gain the Extra Attack feature. If the creature lacks Multiattack, you can use your Extra Attack feature instead.
Temporary Hit Points. You gain a number of Temporary Hit Points equal to twice times your Ranger level. If you use a spell slot to transform, you gain additional temporary hit points equal to five times the spell slot level.
Game Statistics. Your game statistics are replaced by the Beast’s stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast’s stat block is higher than yours, use the one in the stat block.
Limited Spellcasting. You can’t cast spells except those gained through your Wildkin spell list, Speak with Animals, and Hunter's Mark. Shape-shifting doesn’t break your Concentration or otherwise interfere with a spell you’ve already cast.
Objects. Your ability to handle objects is determined by the form’s limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it’s practical for the new form to wear a piece of equipment based on the creature’s size and shape. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while you’re in that form.
Wildkin Magic
You learn additional spells when you reach certain levels in this class, as shown in the Wildkin Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Level | Wildkin Spells |
3rd |
Cure Wounds |
5th |
Alter Self |
9th |
Fear |
13th |
Guardian of Nature |
17th |
Mass Cure Wounds |
Beastial Soul
At 7th Level, you know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the Speak with Animals spell prepared.
Additionally, each of your attacks in a Wild Shape form can deal its normal damage type or Radiant damage. You make this choice each time you hit with those attacks. In addition, you can use your Ranger spellcasting attack modifier instead of your beast form's attack modifier and can choose whichever is highest.
You can also prepare two additional Wild Shapes, as well as choosing beasts that have a fly speed.
Primal Attacks
At 11th level, when you hit a creature with the natural weapons of your beast form, you deal additional damage equal to your Wisdom modifier.
True Wildkin
At 15th level, primal power courses through you and your ability to transform becomes completely natural to you. These grant you the following benefits:
Changeable Form. You can cast Alter Self at will without expending a spell slot.
Advanced Polymorph. Your ability to assume different forms has been enhanced: you know the spell Polymorph. It doesn't count against the number of ranger spells you know. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.
Whenever you start casting the spell, you can modify it so that it doesn't require concentration, has a casting time of a bonus action, and targets only yourself. If you do so, the spell's duration becomes 1 minute for that casting.
If you expend a fifth level slot to cast Polymorph and target yourself, you can choose the form of a Monstrosity instead of a Beast, provided that you have encountered that type of Monstrosity before.
Comments