Wild Shape: You may shift into a beastial creature — a beast, or a monstrosity at least partially based on a beast, or more exotic forms for certain templates — as an action. You may end the use of Wild Shape as a bonus action. This form uses characteristics based on one of the templates provided.
Templates
Your basic attributes while in Wild Shape form as the same as your character's attributes, except where noted.
Each template's hit points are Template Hit Points (TpHP), which are effectively temporary hit points that only refresh after a long rest. Losing all TpHP drops you out of that template form, and excess damage carries over to your base HP. You can change into a form using a template with exhausted TpHP, but you will be using your base form's HP from that point on. Falling to 0 HP also drops you out of a template form.
(Alternatively: Rather than a separate pool per template, there is a single TpHP pool for all templates aside from Tiny, which has its own pool.)
Tiny
You may transform into a tiny creature, such as a cat, mouse, or raven.
Your Dexterity score is equal to your Wisdom score.
Your Strength score is equal to half your Wisdom score.
Your Hit Points are equal to your Druid level.
Your base damage rating is 1. This is not modified by either your Strength or your Dexterity.
Note that you cannot fly without taking the Flight augment. The cost for the Flight augment is reduced by 1 for creatures that can normally fly, such as birds.
Mount
You may transform into a medium or large creature that is capable of carrying other creatures safely, such as a pony, horse, or ox.
Your Strength score is equal to your Wisdom score.
Your Hit Points are equal to 10x your Proficiency Bonus.
Your walking speed is 50.
Your base damage rating is 1d6
Circle of the Moon unlocks huge mounts.
Predator
You may transform into a medium creature that's built for hunting, such as a panther, snake, or spider.
Your Strength score is equal to your Wisdom score.
Your Hit Points are equal to 10x your Proficiency Bonus.
Your walking speed is 40.
Your base damage rating is 2d4
Circle of the Moon unlocks large predators. Large predators have a base damage of 1d10 for their first attack each turn, and automatically gain multiattack at level 5.
Elemental
You may transform into a large elemental — either fire, earth, water, or air. Unlocked with Circle of ???.
Your Strength score is equal to your Wisdom score.
Your Hit Points are equal to 10x your Proficiency Bonus.
You are resistant to non-magical bludgeoning, piercing, and slashing damage.
Your attacks do damage appropriate to your elemental form.
Your base damage rating is 2d4
Plant
You may transform into a plant form. Unlocked with Circle of the Spore.
Your Strength score is equal to your Wisdom score.
Your Hit Points are equal to 10x your Proficiency Bonus.
Your walking speed is 10.
Your reach is 10'. This increases by 5' at druid levels 5, 10, 15, and 20. (Will end up with a 30' reach at level 20. This balances against their low move speed.)
You are resistant to non-magical bludgeoning damage.
Your base damage rating is 2d4
Augments
Primal Pool: You have a pool of inner strength (primal points) that can be used to empower and augment your Wild Shape. Your pool starts with a number of primal points equal to your proficiency bonus. You may also drain power from your spell slots into your primal pool, gaining 1 primal point for every spell slot level consumed. Your Primal Pool points are restored after a long rest.
Primal Augments: Your primal points may be spent as part of your use of Wild Shape to add traits to the form you are shifting into (aside from your original form). You may not spend more points for a given Wild Shape than your current Proficiency Bonus.
1 point augments:
- Armored: You add your Proficiency Bonus to your AC.
- Keen Senses: You have advantage on perception checks against one sense (your choice), or gain tremorsense. At level 10, you may instead choose to gain blindsense. Also, gain darkvision to 60'.
- Swift: Your movement speed increases by +10, and your jump distance increases by 20. You have advantage on initiative checks.
- Trample/Pounce/Charge: If you move 20 feet in a straight line before attacking a target, the target must save or be knocked prone. If it is knocked prone, you may use a bonus action to make an additional attack.
- Multiattack: You may attack twice per round. Must be at least level 5, and use a template other than Tiny or Mount.
- Pack Tactics: You have advantage on attack rolls if at least one active ally is within 5' of the target creature.
- Stealth: You have advantage on stealth checks, and gain a climb speed equal to your walking speed.
- Overgrowth: You may use an action to designate the area within your reach as difficult terrain, as long as you do not move. Must be using the Plant template.
2 point augments:
- Aquatic: You can breathe underwater. Gain a swim speed of 40. You must be at least level 4.
- Flight: You gain a fly speed of 50. You must be at least level 5 for a tiny creature. You must be at least level 7 for a small, medium, or large creature. You must be at least level 9 for a huge or larger creature.
- Fear: Requires an attack (magic?) action. Cause fear in all creatures within 30' of you until the end of your next turn. Wis save vs your spell save DC.
- Grapple/Constrict: Requires an attack action. If you hit a creature with this attack, do your standard damage, and the creature is grappled and restrained until it succeeds on an escape check. You may not grapple more than one creature at a time.
- Spider Climb: Gain a climb speed equal to your walking speed. Can move on difficult surfaces, including upside down or through webs.
- Venomous: When you hit a creature with an attack, it must make a Con save or take an additional 1d8 damage and be poisoned until the end of your next turn.
- Web: Requires an attack action. Make a ranged weapon attack (range: 30'/60'). On a hit, the target is restrained. The target may use an action to escape via a Str check.
- Spores: You may use an action to release spores within your reach. Creatures within your reach must make a Con save or be [poisoned or slept; possibly other conditions] until the end of your next turn. Must be using the Plant template.