Neonchameleon
Legend
Well this one is the controversial part. Changes include:
- Wildshape uses your personal hit points rather than being ablative armour
- It's no longer a near mandatory ability; there are two other Channel Nature options. One of which is Find Familiar and the other healing.
- You get one statblock (or three later; land, water, air)
- You can make it look how you want
- It doesn't get much in the way of special abilities
- Land forms only get multiattack and climb speed at level 5; you only get aquatic at 7 and flying at 9
- Tiny only at level 11 meaning no bypassing soooo many things
- Level 13 lets you switch in and out of wild shape as a bonus without losing the wild shape as long as you go back within a minute
- Circle of the Moon now needs its fluff text re-written and probably the name changed because it's now the weird wild shapes for combat. Kinda always was, but this isn't pretending to be natural.
- Level 3 lets you Unarmed Strike (read: grapple/push/trip) as a bonus action. Technically you can't grapple without hands. (You're also only good at grappling, pushing, and tripping in land form). This is where things like a tripping wolf go.
- Level 3 also lets you use abjuration spells including healing while wild shaped.
- Level 6 lets you add elements to the mix, partly cosmetically, partly you get elemental resistance and may do elemental damage
- Level 10 is a straight up elemental damage buff.
- Level 14 is the old Thousand Faces.