Wildmorph Homebrew Class
Wildmorphs are an embodiment of nature’s resilience, cunning, and fury. Although trained in martial combat and wielding weapons and armour, a wildmorph’s true power is shown in their unique ability to emulate the bestial forms of the animal world. These primal shape-changers wield the special capabilities and abilities of animals as a versatile tool for their daily lives, enhancing their senses and disguising their true forms, and as a wide range of forms to inhabit for combat. Because of their connection to their primal forms, many wildmorphs often aim to enhance this connection to nature, some even preferring to stay in their animal forms over their natural forms.
Wildmorphs are the durable warriors of nature, able to physically embody various parts of nature to aid in their travels and adventures. It is this primal aspect of these warriors that allows them to truly embody the many aspects of the natural world.
Quick Build:
You can make a wildmorph quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on weapons that use your Strength, or weapons that use your Dexterity. Your next-highest score should be Constitution, followed by your Wisdom. Second, choose an origin that increases your Strength, Dexterity, or Constitution.
Beast Kinship
You have a natural affinity with beasts and animals alike. You are considered a shapechanger, in addition to your original creature types, and you can communicate in a limited manner with beasts. They can understand the meaning of your words, though you have no special way of understanding them in return.
Additionally, whenever you make a Wisdom (Animal Handling) check, you can choose to reroll the d20, but you must take the new roll. You can use this feature a number of times equal to your Wisdom modifier and regain all expended uses when you complete a long rest.
When you reach 9th level in this class, you can cast the Speak with Animals spell using your Wisdom as your spellcasting ability. After you cast this spell in this way, you must complete a long rest before you can do so again. If you have no uses remaining, you can expend one use of your Primal Shape to cast the spell again.
Wildshape
You know how to mold your body to transform into an animal form known as a Wildshape. As a bonus action, you can assume the shape of an animal. You can last in this form indefinitely, or until you use a bonus action to change into another wildshape form or revert back to your original form. You automatically revert if you start a short or long rest, you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
- Stat Block: You and your DM determine the statistics of the chosen animal using one of the following Wildshapes stat blocks, and if it gains any additions to the stat block appropriate to the chosen animal.
- Wildmorph’s Mind: Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, and your proficiency bonus.
- Bestial Hit Points: When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
- Limited Function: You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as a call lightning spell that you've already cast prior to transforming.
- Features: You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so, unless the feature isn’t appropriate for your chosen form. You can't use any of your special senses, such as darkvision, unless your new form also has that sense.
- Equipment: Your equipment merges into your new form.
Primal Link
Beginning at 2nd level, you can draw upon your link to nature to create a connection between you and one weapon of your choice. During a long rest, you can meditate with one weapon of your choice, and create a bond with it when you complete the long rest. While you carry this weapon or it is merged in your wildshape forms, your ability modifier you use to attack with the weapon becomes your Primal modifier, which is a modifier that affects certain features in this class. This modifier is separate to your wildshape’s ability scores, and only changes if your ability score in your original form is modified.
If you cannot link to a weapon, or are not carrying your linked weapon, your Primal modifier is the ability score you use to perform an unarmed strike.
Primal Shapes
Beginning at 2nd level, you can use your primal magic to turn into a ferocious beast. You learn three primal forms, from the list of forms available. You learn additional wildshape forms when you reach certain levels in this class, as shown in the Primal Forms Known column of the Wildmorph table. Whenever you gain a level in this class, you can replace one of your known primal forms with a new one.
As a bonus action, you can magically assume the shape of one of your known primal forms. If you enter combat while in a Wildshape form, you can expend one use of this feature to change into one of your primal forms at the start of your first turn with no action required.
You can stay in a primal form for a number of hours equal to half your wildmorph level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
You can use this feature twice. You regain expended uses when you finish a short or long rest. You gain additional uses when you reach certain levels in this class, as shown in the Primal Shape Uses column of the Wildmorph table.
While you are transformed, in addition to the rules in the Wildshape feature, the following rules apply to you:
- Linked Weapon: When you enter a primal form, your primal form’s attacks gain the special strike options your linked weapon has. You can only use one special strike while inside the primal form, and if you use a special strike that requires a modifier, the modifier used is your primal modifier. If your linked weapon is a magical weapon, the magical benefits also apply to your primal form’s attacks. For example, if your linked weapon is a +1 longsword that deals an additional 1d6 fire damage, your primal form’s attacks become +1 weapons that deal an additional 1d6 fire damage.
- Primal DC: If your Primal form forces a target to make a saving throw, the DC of the saving throw is equal to 8 + your Primal modifier + your Proficiency Bonus.
Wildmorph Enclave
At 3rd level, you choose an enclave from the list available to draw knowledge from. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Natural Restoration
Starting at 5th level, your body can naturally heal itself whilst in the heat of battle. As a bonus action, you can regain hit points equal to 2d6 + your Primal modifier. You can use this feature two times, and regain all expended uses when you complete a long rest. If you have no uses remaining, you can expend 1 use of your Primal Shape to use this bonus action again.
Starting at 10th level you can use this feature three times before needing a long rest, and at 18th level you can use this feature four times before needing a long rest.
Efficient Transformation
Beginning at 6th level, your practiced skill enhances your animal forms. You can speak any language you know while wildshaped as an animal, and creatures that understand those languages can understand you. Your unarmed strikes while in your primal forms are considered magical to overcome resistances and immunities to non-magical bludgeoning, piercing, or slashing damage.
In addition, you gain the following features while inside your primal forms:
- Primal Focus: When you fail a concentration roll while inside one of your Primal Forms, you can expend 1 use of primal shape to reroll the concentration roll and add your Primal modifier to the roll.
- Swift Shape: After being forcibly reverted to your original form, after taking any excess damage, you use a reaction to expend 1 use of your primal shape and can immediately assume a primal form.
Bestial Ferocity
Beginning at 9th level, you learn how to empower your animal forms into more ferocious combatants. While in a primal form, your AC increases by 2, and you can choose to increase the size of your primal form by one category above its original size when you enter a primal form. Additionally, each primal form gains an addition to its stat blocks, shown inside their specific stat blocks.
Malleable Forms
Starting at 13th level, your primal shapes can fluidly shift with ease. While in a primal form, you can use a bonus action to turn into a different primal form you know without expending a primal shape use. If the new form has a different maximum hit points to the previous form, only your maximum hit points change with the new form.
Primal Absorption
Beginning at 13th level, if you are reverted to your original form as a result of dropping to 0 hit points, you reduce any excess damage your normal form takes by an amount equal to your Primal modifier.
Savage Forms
Beginning at 14th level, your attunement to nature empowers your soul. While in a primal form, you have proficiency in Dexterity and Constitution saving throws.
Additionally, once on your turn, if you take the Attack action while in a primal form, you can expend a use of this feature and make one additional attack. You can use this feature a number of times equal to your Primal modifier, and regain all expended uses when you complete a long rest. If you have no more uses of this feature remaining, you can expend a use of your Primal Shape to use this feature again. When you expend a use of your Primal Shape in this way, you regain a number of uses of this feature equal to half your proficiency bonus (rounded down).
Primal Physique
Beginning at 17th level, your connection to nature causes your bestial body can rapidly heal itself. When you start your turn inside a primal form, you regain a number of hit points equal to twice your primal modifier.
Additionally, your primal forms gain an additional +2 bonus to its AC.
Wild Soul
Beginning at 18th level, you can channel the protective power of nature to stagger those around you. When you revert to your original form as a result of dropping to 0 hit points, you can choose to force creatures of your choice within 30ft to make a Wisdom saving throw against your Primal DC. On a failed save, the creature becomes stunned and incapacitated until the start of your next turn. You can use this feature once, and must complete a long rest before you can do so again.
In addition, you no longer take any excess damage when you revert to your original form as a result of dropping to 0 hit points.
One with Nature
Starting at 20th level, you can now enter a wildshape or primal form on your turn with no action required. If you are already in a primal form, you can use your Malleable Forms feature with no action required. You can also revert to your original form with no action required. You can transform in this way once on each of your turns; If you wish to transform more than once on a single turn, you must expend a bonus action to do so for every form change after the first on the same turn.
Wildmorph Features
As a Wildmorph, you gain the following class features:
Hit Points
Hit Dice: 1d6 per Wildmorph level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Wildmorph level after 1st
Proficiencies
Armour: Light Armour, Medium Armour
Weapons: Simple Weapons, Martial Weapons.
Tools: Harvester’s Knife, Choose 1 from Healer’s Kit, Leatherworker's Tools, or Woodcarver's Tools
Saving Throws: Strength, Wisdom
Skills: Choose 3 from Animal Handling, Athletics, Endurance, Intimidation, Nature, Perception, Performance, Stealth, Survival.
Starting Equipment
Each character begins their journey with equipment to aid in their adventuring. Some classes will give you a choice between certain equipment, your options are shown with the letters (a), (b) etc. When given this choice, you can only take one option from the choices. Your character starts with the following items on them:
- (a) padded armour or (b) hide armour
- (a) battleaxe, (b) greatclub, (c) longsword, (d) scimitar, or (e) light crossbow
- (a) mace, (b) shortsword, (c) spear, or (d) sling
- (a) club or (b) dagger
- (a) dungeoneer’s pack or (b) explorer’s pack
Link to Wildmorph Wildshapes here.
List of Primal Form Options here.
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