Wild Shape allows Druids to transform into various creature types. All forms retain the character’s mental abilities, skills, and memories while gaining the physical capabilities of the chosen form.

When you choose a form to Wild Shape into, you must classify it based on the category it reasonable would fit into.

Form Selection Guidelines

Animals cannot be categorized as simply as we have attempted to here. If an animal could reasonably fall into one of multiple different categories, then you must pick one category to use upon Wildshaping into that animal. Examples: A Wolf could be Predator OR Agile. A Crocodile could be Cold-blooded OR Aquatic. Whether a specified animal can be a specified Category remains at the GM’s discretion

If you wish to switch your category for the same animal you must re-cast Wildshape and declare the new Category.

Restrictions

You must choose animals that are:

  • Natural
  • Non-humanoid (chimps are okay; humans are not)
  • Non-magical (meaning magic is not an inherent part)

For specificity, here are some examples that are restricted. This list is not all-encompassing:

  • All Dragons (magical)
  • Vampires (humanoid; non-natural)
  • Blink dogs (magical)
  • Kobold (humanoid)
  • etc.

Base Mechanics

  • HP: Use your characters HP, gain bonuses from certain categories
  • Skills: Use your character’s skills while transformed, gain bonuses/detriments from certain categories
  • Equipment: Armor and worn items transform with you, retaining their DR and magical properties as natural hide/scales/etc.
  • Damage: Each category will either be d6, d8, or d10 damage, defined below.
  • Action Cost: 2 AP to transform (1 AP for Primal Form Druids)
  • Mana Cost: 2 mana to transform (1 mana for Primal Form Druids)
  • Duration: Until voluntarily ended (free action), or you fall unconscious
  • Flow Actions: Each category has a set of 3 Flow Actions unique to the category. You cannot use any other Weapon Categories’ Flow Actions while Wildshaped.
  • Spellcasting: You cannot cast spells unless an ability states otherwise (see Primal Shape)
  • Special Abilities: If a form would grant you any non-magical, non-supernatural abilities (flight, water-breathing, incredible sense of smell, poison, etc), you will gain those abilities with no artificial limitations.
  • Size: If a form would make you smaller, choose from the Size Categories defined in Size Categories that matches the chosen creature, and gain any bonuses or detriments as normal for that size. Damage modifications for size are applied to the category’s defined base damage.

Animal Categories

Predator

Examples: Wolf, Lion, Tiger, Panther, Jaguar, Leopard
Characteristics: Pack hunters or solitary ambush predators with powerful bites and claws Flow Actions:

  • Pack Tactics (2 FP): Your next attack gains Advantage if an ally is adjacent to your target. Declared before making an attack.
  • Blood Feast (3 FP): Heal {Level÷2} HP immediately. Declared after killing an enemy.
  • Alpha Strike (4 FP): Your next attack deals +1 damage die and automatically grapples target on hit. Declared before making an attack.

Guardian

Examples: Bear, Boar, Rhinoceros, Elephant, Badger, Wolverine
Characteristics: Heavily built defensive creatures with thick hides and protective instincts Flow Actions:

  • Intimidating Roar (2 FP): All enemies within 3 hexes must make Willpower check or be Frightened for 1 round. Declared at any time during your turn.
  • Charging Ram (3 FP): Move at least 3 hexes toward target, next attack knocks them prone on hit. Declared before moving.
  • Defensive Stance (4 FP): Gain +4 DR and +2 RP until start of your next turn. Declared at any time during your turn.

Aerial

Examples: Eagle, Hawk, Owl, Raven, Vulture, Bat
Characteristics: Flying creatures with keen senses and aerial mobility Flow Actions:

  • Talon Rake (2 FP): Immediately move 2 hexes without provoking Reaction Attacks. Declared after a successful attack.
  • Evasive Flight (3 FP): Enemies have Disadvantage on ranged attacks against you until start of your next turn. Declared at any time during your turn.
  • Diving Strike (4 FP): Gain +1 damage die on the attack. Declared before making an attack after moving at least 4 hexes.

Agile

Examples: Monkey, Cat, Squirrel, Ferret, Rabbit, Deer
Characteristics: Quick, nimble creatures focused on speed and dexterity Flow Actions:

  • Nimble Escape (2 FP): Move without provoking Reaction Attacks this turn. Declared at any time during your turn.
  • Pounce (3 FP): Move up to 3 hexes and make an attack as a single 2 AP action. Declared before moving.
  • Acrobatic Strike (4 FP): Target cannot use any defensive reactions against this attack. Declared before making an attack.

Aquatic

Examples: Dolphin, Shark, Octopus, Seal, Otter, Fish
Characteristics: Water-dwelling creatures with swimming capabilities and water adaptation Flow Actions:

  • Slick Maneuver (2 FP): Automatically succeed on the check. Declared when making an Agility check.
  • Ram (3 FP): Target is knocked back 2 hexes and loses 1 AP next turn. Declared before making an attack.
  • Feeding Frenzy (4 FP): Make an immediate second attack at -10 accuracy. Declared after dealing damage.

Cold-blooded

Examples: Snake, Lizard, Frog, Toad, Salamander, Iguana, Gecko
Characteristics: Reptiles and amphibians with patient hunting styles and environmental adaptation Flow Actions:

  • Venomous Strike (2 FP): Target takes Persistent Poison damage per round based on Class Tier (2/4/6/8/10). Declared after a successful attack.
  • Camouflage (3 FP): Gain Advantage on your next attack as you blend with surroundings. Declared at any time during your turn.
  • Lightning Reflexes (4 FP): Gain +3 AP this turn that can only be used for movement or attacks. Declared at any time during your turn.

Vermin

Examples: Rat, Spider, Beetle, Centipede, Cockroach, Ant
Characteristics: Small creatures that rely on stealth, numbers, or surprising abilities Flow Actions:

  • Skitter (2 FP): Move through enemy squares and adjacent to enemies without provoking Reaction Attacks. Declared when moving.
  • Repulsive Presence (3 FP): All adjacent enemies have Disadvantage on attacks for 2 rounds. Declared at any time during your turn.
  • Startling Appearance (4 FP): Target loses 2 AP on their next turn from surprise and disgust. Declared before making an attack.