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Wildshape Development Notes

  • Tier 1: Level 1-4
    • Land-based
    • Proficiency +2
    • Small Creature Size or smaller
    • Attacks per action: 1 (Proficiency - 1)
  • Tier 2: Level 5-8
    • Sea-based
    • Proficiency +3
    • Medium Creature Size or smaller
    • Attacks per action: 2 (Proficiency - 1)
  • Tier 3: Level 9-12
    • Sky-based
    • Proficiency +4
    • Large Creature Size or smaller
    • Attacks per action: 3 (Proficiency - 1)
  • Tier 4: Level 13-16
    • Plant-based
    • Proficiency +5
    • Huge Creature Size or smaller
    • Attacks per action: 4 (Proficiency - 1)
  • Tier 5: Level 16-20
    • Elemental-based
    • Proficiency +6
    • Gargantuan Creature Size or smaller
    • Attacks per action: 5 (Proficiency - 1)
  • Hit Dice
    • of hit dice = Tier Proficiency Bonus (Tier 1 = 2 Dice)

      Section titled “of hit dice = Tier Proficiency Bonus (Tier 1 = 2 Dice)”
    • CON bonus not applied, instead Max HP = Max of Total Hit Dice (2d8 = 8 HP)
    • Hit Die Size Tiers: (Inversely Related to Dmg Die Size)
      • Fragile: D4; CON is 4 + Tier Proficiency Bonus (6 at level 1)
      • Light: D6; CON is 6 + Tier Proficiency Bonus (8 at level 1)
      • Sturdy: D8; CON is 8 + Tier Proficiency Bonus (10 at level 1)
      • Robust: D10; CON is 10 + Tier Proficiency Bonus (12 at level 1)
      • Dire: D12; CON is 12 + Tier Proficiency Bonus (14 at level 1)
  • Damage Dice, Attack Bonus, & Multi-Attack
    • of dmg Dice per attack scales slowly with Tier

      Section titled “of dmg Dice per attack scales slowly with Tier”
      • Tier 1 & 2: 1 Damage Die per attack
      • Tier 3 & 4: 2 Damage Dice per attack
      • Tier 5: 3 Damage Dice per attack
      • STR or DEX bonus is also added to each attack based on Physicality type.
      • Attacks with secondary effects (like inflicting a condition) have fewer dmg dice, scaled with the power of the secondary effects
    • Damage Size Tiers: (Inversely Related to Hit Die Size)
      • Minor: D4
      • Moderate: D6
      • Potent: D8
      • Severe: D10
      • Devastating: D12
    • Physicality Types (Determines Ability Scores)
      • Strong: Strength Based
        • STR is 14 + Tier Proficiency Bonus (16 at Level 1)
        • DEX is 6 + Tier Proficiency Bonus (8 at Level 1)
        • CON is 10 + Tier Proficiency Bonus (12 at Level 1)
      • Dexterous: Dexterity Based
        • STR is 6 + Tier Proficiency Bonus (8 at Level 1)
        • DEX is 14 + Tier Proficiency Bonus (16 at Level 1)
        • CON is 10 + Tier Proficiency Bonus (12 at Level 1)
  • Armor Class & Resistances
    • Scales with Tier Proficiency Bonus
    • Inversely related to Damage Size (smaller dmg die = harder to hit)
      • Minor: 12 + Tier Proficiency Bonus (AC 14 at Level 1)
      • Moderate: 11 + Tier Proficiency Bonus (AC 13 at Level 1)
      • Potent: 10 + Tier Proficiency Bonus (AC 12 at Level 1)
      • Severe: 9 + Tier Proficiency Bonus (AC 11 at Level 1)
      • Devastating: 8 + Tier Proficiency Bonus (AC 10 at Level 1)
  • Movement Speed & Types
    • Inversely related to Hit Die Size (smaller hit die = faster)
      • Fragile: Base 50
      • Light: Base 45
      • Sturdy: Base 40
      • Robust: Base 35
      • Dire: Base 30
  • Skill & Saving Throw Proficiency (Physical Abilities)
    • Related to Physicality
      • Strong: Proficient in Athletics, Intimidation (STR), Strength Saving Throws, Constitution Saving Throws
      • Dexterous: Proficient in Acrobatics, Stealth, Dexterity Saving Throws, Constitution Saving Throws
  • Templates
    • Template Structure
      • Damage Type: Bludgeoning / Piercing / Slashing (or elemental at Tier 5)
      • Signature Trait: Passive or always-on effect
      • Special Attack (1/turn or 1/minute): Condition rider or bonus effect
      • Situational Bonus: Mobility, positioning, or team interaction
      • Skill Edge: Advantage or proficiency rider
    • Templates
      • Strong
        • Bruiser
        • Grappler
        • Mauler
        • Bulwark
      • Dexterous
        • Skirmisher
        • Ambusher
        • Packhunter
        • Disruptor

STRONG TEMPLATES (Power / Control / Presence)

These are built from: • Bear, Boar, Rhino, Constrictor Snake, Giant Toad, etc.

⸻

  1. Bruiser (Charge / Impact / Momentum)

Sources: Boar, Rhino, Elk

Damage Type: Bludgeoning

Signature Trait — Momentum: If you move at least 20 ft straight toward a target before hitting, deal +PB damage.

Special Attack — Rush (1/turn): On hit, target becomes Off Balance (CON save negates)

Situational Bonus: You ignore difficult terrain while moving toward a target

Skill Edge: Advantage on Athletics

⸻

  1. Grappler (Lockdown / Constriction)

Sources: Constrictor Snake, Octopus, Giant Frog

Damage Type: Bludgeoning

Signature Trait — Constrict: On hit, you may attempt to Grapple the target (no extra action)

Special Attack — Crush (1/turn): If the target is Grappled, they become Restrained (STR save negates)

Situational Bonus: Moving a grappled creature does not reduce your speed

Skill Edge: Advantage on Athletics

⸻

  1. Mauler (Sustained Damage / Brutality)

Sources: Bear, Ape, Big Cats (STR variants)

Damage Type: Slashing

Signature Trait — Relentless: When you hit the same target more than once in a turn, the second hit deals +PB damage

Special Attack — Rake (1/turn): On hit, target becomes Bleeding (CON save negates)

Situational Bonus: You deal +PB damage to creatures below half HP

Skill Edge: Advantage on Intimidation

⸻

  1. Bulwark (Durability / Space Control)

Sources: Giant Tortoise, Armadillo-like creatures

Damage Type: Bludgeoning

Signature Trait — Hardened Form: Reduce incoming damage by PB once per turn

Special Attack — Brace (1/minute): You steady yourself; your next attack rolls damage twice and uses the higher result

Situational Bonus: You cannot be pushed or knocked prone while you have not moved this turn

Skill Edge: Advantage on Constitution saving throws

⸻

DEXTEROUS TEMPLATES (Precision / Mobility / Disruption)

These are built from: • Wolf, Panther, Spider, Snake (venom), Bird, etc.

⸻

  1. Skirmisher (Hit-and-Run / Tempo Control)

Sources: Panther, Velociraptor, many predators

Damage Type: Slashing

Signature Trait — Evasive Movement: When you hit a creature, you may move 10 ft without provoking opportunity attacks

Special Attack — Topple (1/turn): On hit, target is knocked Prone

Situational Bonus: +10 movement speed when not adjacent to more than one enemy

Skill Edge: Advantage on Acrobatics

⸻

  1. Ambusher (Burst / Stealth / Opening Strike)

Sources: Spider, Scorpion, Snake

Damage Type: Piercing

Signature Trait — Ambush: You have advantage on attacks against creatures that have not acted yet this round

Special Attack — Venom Strike (1/turn): On hit, target becomes Poisoned (CON save negates)

Situational Bonus: Deal +PB damage to creatures that are isolated (no allies within 5 ft)

Skill Edge: Advantage on Stealth

⸻

  1. Packhunter (Coordination / Target Focus)

Sources: Wolf, Hyena

Damage Type: Piercing

Signature Trait — Pack Tactics: You have advantage on attack rolls if an ally is within 5 ft of the target

Special Attack — Hamstring (1/turn): On hit, target’s movement speed is halved (CON save negates)

Situational Bonus: Allies deal +PB damage to your target once per turn

Skill Edge: Advantage on Perception or Survival

⸻

  1. Disruptor (Debilitation / Precision Control)

Sources: Birds of prey (eye strikes), agile attackers

Damage Type: Slashing

Signature Trait — Precision Strike: Once per turn, when you hit, impose disadvantage on the target’s next attack

Special Attack — Concuss (1/turn): On hit, target becomes Dazed (CON save negates)

Situational Bonus: You can take the Disengage action as a bonus action (limited uses = PB per rest)

Skill Edge: Advantage on Perception

  • Circle of the Moon get access to the next Wildshape tier early (Tier 2 at Level 1-4, Tier 3 at level 5-8, etc)
  • Wildshape Reversion Strain
    • When you exit Wildshape, you take Vitality damage based on how much damage your form sustained.
    • Divide the form’s missing hit points by its Hit Die size (round down).
    • You take that many Hit Dice in Vitality damage.
    • (Minimum 1 die if the form took any damage.)