BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Circle of the Crescent

Adaptive Wild Shape

Starting at 2nd level, you can use your Wild Shape to gain certain adaptations. These adaptations are partial transformations that give you new statistics or abilities but still allow you to speak and cast spells. You can stay in your Adaptive Wild Shape form for a number of hours equal to your druid level (twice the usual duration). You choose whether any equipment you were wearing is absorbed or borne by your new form.   You gain the Animal Strength and Natural Weapons adaptations automatically, and then choose two more. You gain one additional adaption at 6th, 10th, and 14th levels. Additionally, whenever you gain a level in this class, you may replace one adaptation you have with another one that you could learn at that level.   Animal Strength. Your Strength increases to 15 if it not higher already. It increases instead to 17, 19, and 21 at 6th, 10th, and 14th level respectively.   Natural Weapons. You manifest claws, which deal 1d4 slashing damage on hit. The weapons use your Strength for hit and damage modifiers. The damage die increases as you gain levels in this class, to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Adaptations

If an adaptation has a prerequisite, you must meet it to learn it. You can learn the adaptation at the same time as you meet the its prerequisites. A level prerequisite or improvement refers to your level in this class. You benefit from your chosen adaptations only when you are in your Adaptive Wild Shape form. Any saving throws have save DC = 8 + your proficiency bonus + your Strength modifier   Animalistic Fury. (Prerequisite: 6th level). You can attack twice, instead of once, when you take the Attack action on your turn and attack with your claws.   Aquatic. (Prerequisite: 6th level). You grow gills and webbed appendages. You can breath air and water, and you gain a swimming speed equal to your walking speed.   Bestial Health. When you use your Adaptive Wild Shape feature, you gain temporary hit points equal to five times your druid level.   Camouflage. You have advantage on Dexterity (Stealth) checks made to hide in natural terrain.   Change Size. You can change your size by one size category in either direction. If you choose to become larger, your natural weapon damage increases by one damage die. At 10th level, you can change your size by an additional size in either direction. You add an additional damage die if you increase your size by two categories.   Charge. When you move at least half of your speed in a straight line towards and enemy and then hit it with your claws in the same turn, the attack deals an extra die of damage to the target.   Echolocation. You gain blindsight with a radius of 30 feet. You can't use this blindsight while you are deafened.   Flyby. (Prerequisite: flying speed). You don't provoke opportunity attacks when you fly out of a creature's reach.   Flying Speed. (Prerequisite: 10th level). You grow wings and gain a flying speed equal to your walking speed.   Forceful Swipe. When you hit a creature with your claws, if the creature is the same size as you or smaller, it must succeed on a Strength saving throw or be knocked prone.   Illumination. As a bonus action, you cause yourself to shed bright light in a 10 foot radius and dim light for an additional 10 feet. You may end this illumination as a bonus action.   Increased Speed. Your walking speed increases by 10 feet. It increases by an addition 5 feet at 6th, 10th, and 14th level.   Keen Senses. You have advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell.  
Mimicry. You can mimic simple sounds you have heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check.   Natural Armor. When you are not wearing armor, your AC is 13 + your Dexterity modifier. The base armor class increases to 14, 15, and 16 at 6th, 10th, and 14th level respectively.   Pack Tactics. (Prerequisite: 6th level). You gain advantage on melee weapon attacks made against creatures when an ally is within 5 feet of that creature and is not incapacitated.   Poison Fangs. You grow fangs, which deal 1d4 piercing damage on a hit. You may use your Strength or Dexterity to determine the modifiers for your fangs. Additionally, a creature hit by your fangs must succeed on a Constitution saving throw or be poisoned for 1 minute. The creature may attempt a new saving throw at the end of each of its turn, ending the effect early on a success.   Rampage. When you reduce a hostile creature to 0 hit points, you can move up to half your speed and make an attack with your claws as a bonus action.   Relentless. (Prerequisite: 10th level). If an attack would reduce you to 0 hit points but not kill you outright, you may instead fall to 1 hit point. Once you use this ability, you must complete a short or long rest before you can use it again.   Spider Climb. You gain a climbing speed equal to your walking speed. Additionally, you can climb on walls and ceilings without making any checks.   Standing Leap. You can make a long jump up to your walking speed and a high jump up to half your speed without a running start. The jump cannot cause you to exceed your total movement for the turn.   Sure-Footed. You gain advantage on Strength and Dexterity saving throws against effects that would knock you prone

Comments

Please Login in order to comment!