Wildshaper (3.5e Class)

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Author: Eiji-kun (talk)
Date Created: 9-20-14
Status: Complete
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"Wild Shape" is not in the list (Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, ...) of allowed values for the "Class Ability" property.


Wildshaper[edit]

Stewards of nature, wildshapers release their inner animal to protect the natural world from those who would harm it.

Making a Wildshaper[edit]

Abilities: Because of wildshape, a wildshaper can technically forgo buffing their Strength and Dexterity, though it is helpful when they are not in their transformed state. Constitution holds over during wildshape, making it important (if not the most important). Intelligence, Wisdom, and Charisma are useful if they intend to use any mental ability scores.

Races: Any.

Alignment: Any neutral.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: As fighter.

Table: The Wildshaper

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Animal Companion, Minor Shape, Nature Sense, Wild Empathy
2nd +2 +3 +3 +0 Endure Elements, Natural Rest, Woodland Stride
3rd +3 +3 +3 +1 Disease Immunity, Trackless Step
4th +4 +4 +4 +1 Resist Nature's Lure, Shapechanger Subtype, Wild Shape 2/day
5th +5 +4 +4 +1 Shifter's Vigor
6th +6 +5 +5 +2 Natural Sustenance, Wild Shape 3/day
7th +7 +5 +5 +2 Nature's Voice
8th +8 +6 +6 +2 Wild Shape 4/day, Wild Shape (Large)
9th +9 +6 +6 +3 Venom Immunity
10th +10 +7 +7 +3 Commune with Nature, Wild Shape 5/day
11th +11 +7 +7 +3 Shifting Vitals 1, Wild Shape (Tiny)
12th +12 +8 +8 +4 Wild Shape 6/day, Wild Shape (Plant)
13th +13 +8 +8 +4 Flash Morph
14th +14 +9 +9 +4 Shifting Vitals 2, Wild Shape 7/day
15th +15 +9 +9 +5 Death Immunity, Wild Shape (Huge)
16th +16 +10 +10 +5 Wild Shape 8/day, Wild Shape (Elemental)
17th +17 +10 +10 +5 Shifting Vitals 3
18th +18 +11 +11 +6 Wild Shape 9/day
19th +19 +11 +11 +6 Seed of Rebirth
20th +20 +12 +12 +6 Nature Spirit, Wild Shape (Unlimited), Wild Shape (Huge Elemental)

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Control Shape (Wis), Craft (Int), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (geography) (nature) (the planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

All of the following are class features of the Wildshaper.

Weapon and Armor Proficiency: Wildshapers are proficient with the following weapons: bola, club, dagger, dart, greatclub, javelin, longspear, net, quarterstaff, shortspear, sickle, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape.

Wildshapers are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A wildshaper may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description). Wildshaper are proficient with shields (except tower shields) but must use only wooden ones.

A wildshaper who wears prohibited armor or wields a prohibited shield is unable to use minor shape or wild shape for 24 hours thereafter.

Bonus Languages: A wildshaper’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A wildshaper also knows Druidic, a secret language known only to wildshapers, which she learns upon becoming a 1st-level wildshaper. Druidic is a free language for a wildshaper; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. wildshapers are forbidden to teach this language to non-wildshapers.

Druidic has its own alphabet.

Animal Companion (Ex): A wildshaper gains an animal companion as a druid of her class level.

Minor Shape (Su): A wildshaper can alter their appearances in minor ways. They gain the effect of disguise self, except the changes are real and not an illusion. In addition they may take a -2 penalty and a +2 enhancement bonus to any two physical ability scores (Str, Dex, or Con) which lasts for the duration of the minor shape. They may use this ability a number of times equal to their Wisdom modifier/day (minimum 1).

When they obtain wild shape at 4th, this ability becomes at will.

Nature Sense (Ex): A wildshaper gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): A wildshaper can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The wildshaper rolls 1d20 and adds her wildshaper level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the wildshaper and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A wildshaper can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Endure Elements (Su): A 2nd level wildshaper is constantly under the effects of endure elements.

Natural Rest (Ex): If a wildshaper rests in a natural area (that is, not in an urban environment) she recovered twice as much hp and ability damage for resting as normal.

Woodland Stride (Ex): Starting at 2nd level, a wildshaper may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Disease Immunity (Ex): At 3rd level, a wildshaper gains immunity to all disease.

Trackless Step (Ex): Starting at 3rd level, a wildshaper leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature's Lure (Ex): Starting at 4th level, a wildshaper gains a +4 bonus on saving throws against the spell-like abilities of fey.

Shapechanger Subtype: At 4th level, a wildshaper gains the shapechanger subtype.

Wild Shape (Su): A wildshaper gains the wild shape ability of a druid. This functions just like the wildshaper class feature, though you start out being able to wild shape 2/day, and increasing by one every even level until 18th.

The wildshaper gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level.

At 12th level, a wildshaper becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A wildshaper can’t use this ability to take the form of a plant that isn’t a creature.)

At 16th level, a wildshaper becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) with her wild shape attempts. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the wildshaper gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type. At 20th level they may change into a Huge elemental.

At 20th level, the amount of times a wildshaper can wild shape becomes unlimited.

Shifter's Vigor (Ex): At 5th level as a swift action, the wildshaper can shift their body and increase the durability of their forms. They gain a number of temporary hp equal to their HD which last for 1 round. Temporary hp overlaps, it does not stack.

Natural Sustenance (Ex): At 6th level, if a wildshaper has spent at least 1 hour in natural terrain, they are treated as have eaten a full meal for the day.

Nature's Voice (Su) and (Sp): A 7th level wildshaper may speak in any form, even as animals. In addition they gain speak with animals as a spell-like ability at will.

Venom Immunity (Ex): At 9th level, a wildshaper gains immunity to all poisons.

Commune with Nature (Sp): At 10th level, the wildshaper gains commune with nature as a spell-like ability 1/day. They may use a lesser form of it which duplicates augury instead. They may use the lesser version 3 + Wis modifier times per day.

Shifting Vitals (Ex): At 11th level a wildshaper's body is in constant flux, granting them light fortification in all of their forms.

At 14th level, this becomes moderate fortification, and at 17th level this becomes heavy fortification.

Flash Morph: A 13th level wildshaper may now wild shape as a move action.

Death Immunity (Ex): At 15th level, a wildshaper gains immunity to death effects and energy drain. Their bodies are infused with positive energy even in death, and therefore they cannot be raised as an undead.

Seed of Rebirth (Su): A 19th level wildshaper may plant a special seed somewhere in a 24 hour ritual that costs 10,000 gp. This seed will grow into a tree within 1 week. The tree is unusually durable (hardness 10, 20 hp/level) and you are always aware when the tree is taking damage or in danger. As long as the tree stands, if you die you will be subject to a reincarnate spell. A seed falls off the tree, and from it you are reborn. You may respawn indefinitely like this, though if the tree is destroyed you must do the ritual and spend 10,000 gp again.

Nature Spirit: At 20th level, the wildshaper is a spiritual being of nature. Her type changes to Fey (though she may choose to count as a member of her original race) and she gains DR 10/cold iron in all of her forms. She is biologically immortal, and will not die of old age. Animals always start out friendly towards the wildshaper (though this may change as they interact).

Ex-Wildshapers[edit]

A wildshaper who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a non-wildshaper loses all spells and wildshaper abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a wildshaper until she atones (see the atonement spell description).

Epic Wildshaper[edit]

Table: The Epic Wildshaper

Hit Die: d10

Level Special
21st Bonus Feat
22nd
23rd Bonus Feat
24th
25th Bonus Feat
26th
27th Bonus Feat
28th
29th Bonus Feat
30th

6 + Int modifier skill points per level.

Bonus Feats : The epic Wildshaper gains a bonus feat (selected from the list of epic Wildshaper bonus feats) every odd level after 20th.

Epic Wildshaper Bonus Feat List: PENDING.

Human Wildshaper Starting Package[edit]

Weapons: Quarterstaff.

Skill Selection: Pick a number of skills equal to 7 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Balance 4 Dex -3
Climb 4 Str -3
Hide 4 Dex -3
Intimidate 4 Cha
Knowledge Nature 4 Int
Move Silently 4 Dex -3
Tumble 4 Dex -3

Feat: Power Attack.

Bonus Feats: Improved Initiative.

Gear: Heavy Wooden Shield, Hide.

Gold: 103 gp.

Campaign Information[edit]

Playing a Wildshaper[edit]

Religion: Wildshapers revere nature deities, but many choose simply to respect nature itself than any specific god.

Other Classes: Other classes assume the wildshaper is just a druid who forgot to cast spells. Well, I suppose that's mostly right.

Combat: You are a tank! Between temporary hp and recovering hp through wild shape, and the power of animal forms you make an excellent tank. Flank with your animal companion and tear them apart!

Advancement: Classes which give or advance wildshape work well, as well as the WarshaperCW prestige class.

Wildshapers in the World[edit]

I change shapes just to hide in this place, but I'm still just an animal.
—Snow, Human Wildshaper

Daily Life: Wildshapers are often hippies who enjoy a tree as much or more than a person. They may come off as strange or crazy since they spend so much time around plants and animals.

Organizations: Druid organizations, where they exist, also accept wildshapers.

NPC Reactions: Most don't know what to think of these shapechanging beings. They are terrifying, but at least most stay in their forests eating berries or whatever it is those hippies do.

Wildshaper Lore[edit]

Characters with ranks in Knowledge Nature can research Wildshapers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Nature
DC Result
10 Wildshapers are like druids who focus entirely on wild shape. They are tough and can survive the elements well.
15 Wildshapers can speak with the natural world and change quickly. Their bodies can endure the most dangerous toxins.
20 Powerful wildshapers can change into almost any form on the fly, and even if you kill them nature seems to bring back their favored children.
30 Those that reach this level of success learn about specific wildshapers, their whereabouts, lore, favorite animals, and other information.

Wildshapers in the Game[edit]

Adaptation: Use this to replace druids in your campaign if you see fit. Spellcasting druids can be clerics with druid spellcasting instead.

Sample Encounter: The cure to the poison the king suffers from can be found by finding the mysterious Lady of the Green, who haunts the Black Forest. Can you obtain her trust and save the king?


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Eiji-kun's Homebrew (5655 Articles)
Eiji-kunv
Allowed AlignmentsLawful Neutral +, Neutral Good +, Neutral +, Neutral Evil + and Chaotic Neutral +
Article BalanceUnquantifiable +
AuthorEiji-kun +
Base Attack Bonus ProgressionGood +
Class Ability ProgressionFull +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Minimum Level0 +
RatingUnrated +
Reflex Save ProgressionGood +
SkillBalance +, Climb +, Concentration +, Control Shape +, Craft +, Disguise +, Escape Artist +, Handle Animal +, Heal +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Profession +, Ride +, Search +, Sense Motive +, Speak Language +, Spellcraft +, Spot +, Survival +, Swim + and Tumble +
Skill Points6 +
SummaryA druid entirely focused on wildshaping rather than spellcasting. +
TitleWildshaper +
Will Save ProgressionPoor +