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Wildform (Homebrew) Class

Yunru

Banned
Banned
Reposting this from the DnD Community for more feedback:

Have you ever felt a special connection to certain animals? A bond of sorts? Perhaps you sought to emulate them, or perhaps you didn't. Regardless, the primal spirits blessed you with a form more powerful than your own. A form the hybrid of you, and the animals you so share a connection with. By this blessing you are more than you were before, you are a Wildform.


The Wildform is intended to be a striker class, to use 4e terminology, counterpoint to the Druid's defender-ness.


Hit Points:
Hit Dice: 1d10 per wildform level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per wildform level after 1st


Proficiencies:
Armor: Light, Medium
Weapons: Simple weapons, Unarmed Strike
Tools: Herbalism Kit
Saving Throws: Strength, Dexterity
Skills: Animal Handling and choose two from Acrobatics, Athletics, Nature, Perception, Stealth, and Survival



Multiclass Proficiencies:
Armor: Light
Weapons: Simple weapons, Unarmed Strike
Skills: Animal Handling



Multiclass Requirements:
13 Strength or 13 Dexterity


Equipment:
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a hand crossbow and 30 bolts or (b) any simple weapon
• (a) a dungeoneer’s pack or (b) an explorer’s pack
• (a) leather armor or (b) scale mail



[TABLE="width: 684"][TR][TD="width: 86"]Level[/TD][TD="width: 131"]Proficiency Bonus[/TD][TD="width: 120"]Natural Weapon[/TD][TD="width: 86"]Features[/TD][/TR][TR="bgcolor: #F5F5F5"][TD]1[/TD][TD]2[/TD][TD]1d8[/TD][TD]Natural Weapon[/TD][/TR][TR][TD]2[/TD][TD]2[/TD][TD]1d8[/TD][TD]Beast Speech[/TD][/TR][TR="bgcolor: #F5F5F5"][TD]3[/TD][TD]2[/TD][TD]1d8[/TD][TD]Animal Connection[/TD][/TR][TR][TD]4[/TD][TD]2[/TD][TD]1d8[/TD][TD]Ability Score Increase[/TD][/TR][TR="bgcolor: #F5F5F5"][TD]5[/TD][TD]3[/TD][TD]2d4[/TD][TD]Extra Attack[/TD][/TR][TR][TD]6[/TD][TD]3[/TD][TD]2d4[/TD][TD]
[/TD][/TR][TR="bgcolor: #F5F5F5"][TD]7[/TD][TD]3[/TD][TD]2d4[/TD][TD]Spirit Union[/TD][/TR][TR][TD]8[/TD][TD]3[/TD][TD]2d4[/TD][TD]Ability Score Increase[/TD][/TR][TR="bgcolor: #F5F5F5"][TD]9[/TD][TD]4[/TD][TD]2d4[/TD][TD]Wild Power[/TD][/TR][TR][TD]10[/TD][TD]4[/TD][TD]2d4[/TD][TD]Chosen Target[/TD][/TR][TR="bgcolor: #F5F5F5"][TD]11[/TD][TD]4[/TD][TD]1d12[/TD][TD]Metamorphisis[/TD][/TR][TR][TD]12[/TD][TD]4[/TD][TD]1d12[/TD][TD]Ability Score Increase[/TD][/TR][TR="bgcolor: #F5F5F5"][TD]13[/TD][TD]5[/TD][TD]1d12[/TD][TD]Night Eyes[/TD][/TR][TR][TD]14[/TD][TD]5[/TD][TD]1d12[/TD][TD]
[/TD][/TR][TR="bgcolor: #F5F5F5"][TD]15[/TD][TD]5[/TD][TD]1d12[/TD][TD]Improved Form[/TD][/TR][TR][TD]16[/TD][TD]5[/TD][TD]1d12[/TD][TD]Ability Score Increase[/TD][/TR][TR="bgcolor: #F5F5F5"][TD]17[/TD][TD]6[/TD][TD]2d6[/TD][TD]Triumphant Spirit[/TD][/TR][TR][TD]18[/TD][TD]6[/TD][TD]2d6[/TD][TD]Spirit Connection[/TD][/TR][TR="bgcolor: #F5F5F5"][TD]19[/TD][TD]6[/TD][TD]2d6[/TD][TD]Ability Score Increase[/TD][/TR][TR][TD]20[/TD][TD]6[/TD][TD]2d6[/TD][TD]True Form[/TD][/TR][/TABLE]
Natural Weapon: Your hands change into a form resembling the limbs of your favoured animal. Your Unarmed Strike damage die changes as shown in the Natural Weapon column of the Wildshape table. Your Unarmed Strike gains the Finesse property. Chose either Bludgeoning, Slashing, or Piercing damage, your Unarmed Strike deals damage of that type.


Beast Speech: You can cast speak with animals at will, without expending a spell slot.

Animal Connection: Your connection to the animal world grows. Choose one of the following domains:

  • Sky: Your connection to all that soars boosts your manueverability, allowing you to Dash, Dodge, or Disengage as a bonus action.
  • Land: Your connection to those that walk the lands boosts your ability to work with others, granting you advantage on attack rolls against opponents that have at least one ally, who isn’t incapacitated, within 5 feet of the opponent.
  • Earth: Your connection to the burrowing creatures boosts your senses of the world, granting you Tremorsense 30ft. This increases to 60ft when you reach 11th level in this class.
  • Sea: Your connection to the tides and the waters boost your reactions. When you take damage, you can make an Acrobatics check with DC equal to half the damge taken as a Reaction. If you pass, you only take half damage.


Extra Attack: Beginning at 5th level, you can attack two times, instead of once, whenever you take the Attack action on your turn.


Spirit Union:Your oneness with the spirits grants you yet more boons:

  • Your Unarmed Strike is considered a +1 Magic Weapon.
  • Based on your Animal Connection you gain one of the following:
  • Sky: Advantage on Sight based Perception checks.
  • Land: Advantage on Smell based Perception checks.
  • Earth: Advantage on Hearing based Perception checks.
  • Sea: You gain a bonus to Perception checks equal to half your Wildform level.


Wild Power: Starting at 9th level, you can add your proficiency modifier to the damage roll of all attacks made with your Unarmed Strike.

Chosen Target: You can cast Hunter's Mark at will, without expending a spell slot.

Metamorphisis: Choose a natural beast, which is Large or smaller. You assume the form and size of the creature. Any armor worn magically resizes itself to fit your new form. Weapons other than your Unarmed Strike count as improvised weapons.
Your form gains one of the following, based on your Animal Connection:

  • Sky: You manifest wings if your form doesn't already possess them, and gain a flight speed of 60ft.
  • Land: You gain advantage on all Athletics and Acrobatics checks, and can Shove or Grapple as a bonus action.
  • Earth: You gain a burrow speed of 30ft.
  • Sea: You gain a swim speed of 30ft and can breath underwater.

Night Eyes: You can see in magical and non-magical darkness as if in bright light, up to a distance of 120 ft


Improved Form: Based on your Animal Connection you gain one of the following:

  • Sky: Movement when flying doesn't provoke Attacks of Oppertunity.
  • Land: Moving across difficult terrain doesn't cost extra movement. Additionally, if you successfully Grapple an opponent, you can Disengage or Dash as a bonus action.
  • Earth: You gain resistance to all damage types except Psychic.
  • Sea: When in water you are invisible and your size is considered to be one size smaller.


Triumphant Spirit: When you reduce a creature to 0 hit points, you can use your reaction to make two attacks.

Spirit Connection: You can cast commune with nature at will, without expending a spell slot.

True Form: Your bond with your form is truly complete. Increase your Constitution and your Strength or Dexterity by 4, and your maximum for these scores is now 24.
 
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1) What class did you use as the skeleton? It looks like its missing a lot of features.
2) Could this be accomplished as a Subclass of Monk?
 

I didn't. Or rather, I based it on an amalgamation of several different classes. It has 5 "dead" levels true, and I'd probably fill something in at 2, 10 and 18 now that I think about it.

As for being a subclass of Monk: No. Just, no. The idea was for it to be different from the existing classes. Turning it into a subclass would only detract from that.
 

Well its going to need some work. I would use the Monk as a skeleton for features. IE: 1st = 2 features, 2nd = 2 features, etc.

A few quick note on first skim.
* Some of your abilities don't list the level they are acquired in the text, just the table. That should be cleaned up.
* Unarmed damage is too high IMHO. You're walking on the Monk's shtick here and doing it better. Not good. Should use the same damage scale as the monk.
* Animal Connection is in the slot that your Subclass entry should be in.
* You have no subclasses. You should be able to float at least 2 subclasses to substantiate a full class.
* Some of the features are too powerful.
* What is the difference between Earth and Land? doesn't make logical sense.

That's just a few thoughts off the top of my head. Don't have time for a line by line evaluation right now.
 

* Unarmed damage is too high IMHO. You're walking on the Monk's shtick here and doing it better. Not good. Should use the same damage scale as the monk.
The Monk stops being a striker at around level 11 and moves into a more striker/controller territory. Wildforms are supposed to be pure strikers, hence damage comparable to fighters.

* Animal Connection is in the slot that your Subclass entry should be in.
* You have no subclasses. You should be able to float at least 2 subclasses to substantiate a full class.
Animal Connection is the Subclass entry.

* Some of the features are too powerful.
Well that's quite arbitrary considering I ran the numbers to make sure they were on par with the Fighter. Does that mean the Fighter's too powerful?

* What is the difference between Earth and Land? doesn't make logical sense.
Earth is all that burrows, land is all that goes across the land, not through it.
 

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