Wild Shape

Prerequisite: You must choose a beast form when you learn this spell (see below). To choose a flier (bat, eagle, hawk, owl, raven, or vulture), you must be able to afford the spirit point reduction specified below.

Choose one of the following beast forms when you learn this spell: badger, bat, bear, cave bear, boar, bull, cat, crocodile, deer, dog, eagle, elk, fox, hawk, hyena, lion, lizard, owl, panther, python, rat, raven, seal, shark, spider, squirrel, tiger, turtle, viper, vulture, weasel, wolf, dire wolf.

Proficiency with a winged form is difficult to achieve. If you choose a bat, eagle, hawk, owl, raven, or vulture, knowing the Wild Shape spell reduces your spirit point maximum by 2.

In keeping with literary and cinematic tropes, Wild Shape asks you to pick one kind of animal and stick with it. This limitation might seem unusual if you are familiar with other roleplaying games. Not to worry: the Master of Forms (3 SP) or (5 SP) feat allows you to assume any of the beast forms listed above.

Cast (Action) (Persistent, Up to 8 Hours): You assume your chosen beast form. Before the casting turn ends, you can take another action. This action can be used only to AttackDashDodgeHelpHide, or Search.

While in beast form, you have advantage on Intellect tests that rely on hearing, sight, or smell. In addition, you have the following features (based on your chosen form):

  • Biter (Lizard, Rat, Viper): Your size becomes Tiny, and you have disadvantage on Strength tests and Fighting tests (except with your fangs; see below). You have diseased or venomous fangs. Attacks with your fangs deal poison damage instead of mundane damage.

  • Flier (Bat, Eagle, Hawk, Owl, Raven, Vulture): Your size becomes Tiny, you have disadvantage on Strength tests and Fighting tests, and your movement speed increases by 2 squares. In addition, you can fly (see Flight). Each square of nonflying movement costs you 1 extra square.

  • Lurker (Badger, Cat, Dog, Fox, Squirrel, Weasel): Your size becomes Tiny, and you have disadvantage on Strength tests and Fighting tests. If you are a badger, you can burrow through loose earth. Each square of burrowing movement costs you 1 extra square. If you are a cat, dog, or fox, your movement speed increases by 1 square. If you are a squirrel or a weasel, climbing doesn't cost extra movement for you.

  • Mauler (Cave Bear, Bull, Elk, Lion, Python, Tiger, Dire Wolf): Your size becomes Large, your movement speed increases by 2 squares, and you have advantage on Strength tests and Fighting tests. You can't regain hit points or spirit points while the spell lasts.

    Once you have assumed the form of a mauler, you must finish a long rest before you can do so again.

  • Prowler (Bear, Boar, Deer, Hyena, Panther, Wolf): Your sizebecomes Medium and your movement speed increases by 2 squares.

  • Swimmer (Crocodile, Seal, Shark, Turtle): Your size becomes Medium, swimming doesn't cost extra movement for you, and no Fighting test can have advantage against you while you are immersed in water and not incapacitated. If swimming already doesn't cost extra movement for you, your movement speed increases by 2 squares instead. Each square of nonswimming movement costs you 1 extra square. If you are a crocodile, seal, or turtle, you can hold your breath for 1 hour. If you are a shark, you can breathe water but not air, and you are restrained while on land.

  • Weaver (Spider): Your size becomes Tiny, you have vulnerability against all damage (see Resistance and Vulnerability), you have disadvantage on Strength tests and Fighting tests (except with your fangs; see below), and your movement speed decreases by 2 squares. However, climbing doesn't cost extra movement for you, and you can climb difficult surfaces, including upside down on ceilings, without needing to make a Strength test. In addition, you can spin webs, which count as difficult terrain for nonspiders. You can fill 1 square with webs per 10 minutes of work. While in contact with webs, you know the location of any other creature in contact with the same webs. Finally, you have venomous fangs. Attacks with your fangs deal poison damage instead of mundane damage.

Bestial Nature: You don't have arms or hands while in beast form, but you can perform a task that normally requires hands if your anatomy allows it. For instance, a snake can climb a tree with its scutes, and a wolf can grab a creature with its jaws. If your beast form has a beak, antlers, claws, fangs, hooves, horns, talons, or tusks, those body parts are natural weapons. You can speak while in beast form, and you can use sounds and gestures to communicate simple ideas with Beasts of your kind.

Features and Spells: You retain the benefit of any features from your folk, class, or other source while in beast form -- including those that modify your physiology. An antling in beast form, for instance, still has Long-Limbed and Wooden Weakness. You can't cast spells while in beast form, but assuming the form doesn't break your concentration on a spell you've already cast, nor does it prevent you from taking actions that are part of a spell (such as Mage Hand) that you've already cast.

Possessions: When you cast Wild Shape, you choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. The GM decides whether it is practical for the new form to wear a piece of equipment, based on its shape and size. Any equipment that it can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect and can't be used until you leave the form.\ To a greater degree than other spells, Wild Shape necessarily invites negative synergies. You probably can't hold a shield in beast form, for instance. Before you learn Wild Shape, make sure that it supplements (rather than works against) your other special features.

Here is how you might adapt Wild Shape (Mauler) to represent a magical rage feature: Remove the Intellect advantage, the transformed appearance, and bestial nature. Next, limit the advantage on Fighting tests to melee attacks. Finally, rename the spell!