At 5th druid level, you gain the ability to transform into a bestial form, melding your form and belongings into an animal form and gaining new benefits and abilities from it. Once the size and type of your form is decided, it cannot be swapped for another.
Transforming takes a full round action and requires spending 2 rest dice. A small creature can choose only small or medium forms, while a large creature can only choose large or medium forms. Afterwards you choose the form type. The details of the creature are up to you and the GM to negotiate, but should generally embody the creature you are going after.
Bestial form sizes:
Small: +2 to dexterity. HP: 3d8 + 3 * constitution bonus. +1 AC. Damage dice reduced by 1 size category.
Medium: +2 to strength and dexterity. HP: 4d10 + 4 * constitution bonus. +5 ft of movement speed.
Large: +4 to strength. HP: 5d12 + 6 * constitution bonus. -1 AC. Damage dice increased by 1 size category.
A transformation can last up to 1 hour and can be prematurely exited by spending an action or move action. If you are reduced to 0 HP while transformed, you fall prone and are dispelled out of your transformation and must make a constitution save vs the damage taken, falling unconscious on a failure.
Stat bonus: +2 to dexterity. +3 to acrobatics, perception, and stealth checks. +1 to dexterity saves.
Mobility: +10ft movement speed. +15ft jump distance.
Resistances: fall damage resistance.
Perks: Perfect darkvision, keen hearing.
Attacks:
claws 1d8, agile, swift, bleed on critical
bite 1d8, agile, leap, takedown on critical, +1 critical range.
Stat bonus: +1 to dexterity and strength. +2 bonus to insight, intimidation, athletics, and investigation checks. +2 to initiative checks.
Mobility: +5ft movement speed. +5ft jump distance.
Resistances: none
Perks: Keen scent, keen hearing.
Attacks:
unarmed claws 1d6, agile, bleed on critical.
bite 1d8, agile, ram(+5 block DC per 5ft traveled,) bleed on critical, trip, hook, expose.
Stat bonus: +3 to dexterity. +5 to perception checks and passive perception.
Mobility: Flight equal to 20ft + baseline movement speed, movement speed -10.
Resistances: -
Perks: Evasion (dexterity saves negate even partial effects from traps, spells, and abilities)
Attacks:
talons 1d4, agile, swift, wild swings, serrated 1d4,
beak 1d6, agile, effort, lethal (crit multiplier +1,) spike
Stat bonus: +1 to strength and dexterity, +2 to constitution. +1 to stealth and intimidation checks. +1 to physical saves. +1 to AC.
Mobility: +15ft climb speed. +15ft swim speed.
Resistances: poison and fire damage resistance.
Perks: +1 temporary block upon transformation. Can enter stasis when reduced below 0 HP by cold damage (unsconscious, stable, lose all rest dice.)
Attacks:
Talons 1d4, cleave, serrated 1d6.
Bite 1d8, effort, rip, clutch.
Tail whip 1d3, push, trip, swing, reach.
Stat bonus: +1 to dexterity. +2 to stealth, survival, sleight of hand, and perception checks. +2 to grapple checks.
Mobility: climb speed equal to move speed. +10ft of burrow speed.
Resistances: advantage on all saves made for effects from consumed items or materials. Immune to sickened condition.
Perks: Darkvision at 100ft. Can manipulate objects as normal with hands, though incurs a -1 penalty on checks made to interact or manipulate fine artifacts or magical items. Tremmorsense 40ft.
Attacks:
claw 1d4, agile, push, hook, duel-strike
bite 1d4, agile, effort, all-in, follow-up on crit
tail whip 1d2, nonlethal, swift, pummel (apply daze if not blocked.)
Stat bonus: +2 to dexterity. +2 to disguise and stealth checks. +1 to AC. +3 to checks made to grapple or trip.
Mobility: -5ft movement speed.
Resistances: poison damage resistance. Immune to being prone.
Perks: Slithering (ignores tile occupation.) Slender Form (Can move through spaces up to 2 size categories smaller.)
Attacks:
bite 1d6, agile, effort, lunge, poisoned (DC 13 + constitution bonus)
tail whip 1d4, effort, crush, push, cleave, reap, redirect, disarm, trip, reach II.
Slithering grapple - You may attempt a single grapple check on all creatures whose tiles you occupy.
Stat bonus: +2 to dexterity and constitution. +2 to nature, athletics, and insight checks. +3 to push maneuvers.
Mobility: +30ft swim speed. -10ft movement speed. +30ft jump distance. Wall-walking.
Resistances: sonic damage resistance.
Perks: Waterbreathing. Has regeneration 1 while submerged in unpolluted water.
Attacks:
Bite 1d6, poisoned (DC 9 + con bonus,) lunge.
Slam 1d4, push, lunge, redirect, heft.
Stat bonus: +2 to strength and constitution.
Mobility: +10ft movement speed. +5ft burrow speed.
Resistances: When taking damage to fatigue, roll a 1d4 chance dice per point of fatigue lost, not taking the damage to fatigue on a 3 or higher.
Perks: Keen scent. Immune to poisoned, sickened, and weakened conditions.
Attacks:
Bite 1d6, effort, rip.
Tusks 1d6, ram, overpower 1d6, spike, takedown on critical, push on critical.
Stat bonus: +2 to dexterity. +3 to stealth and survival checks.
Mobility: +5ft movement speed. +15ft swim speed. +15ft climb speed.
Resistances: advantage on saving throws and checks to resist being grappled, restrained, hooked, or shoved.
Perks: keen scent
Attacks:
Claws 1d4, agile, swift, wild swings.
Bite 1d6, agile, effort, serrated 1d6, bleed on critical, rend.
Stat bonus: +2 to strength and +3 to constitution. +2 to constitution saves. +2 to attack block DC.
Mobility: +5ft climb speed. +5ft movement speed.
Resistances: cold and bleed damage resistance.
Perks: Keen scent.
Attacks:
claws 1d8, effort, crush, heft.
bite 1d10, effort, rip, lethal (crit multiplier + 1)
At 5th druid level, choose one upgrade from the wildshape traits list below:
Bloody claws - Requires claw or talon attack. Increase claw damage dice by 1 size category, reduce serrated chance dice by 1 size category. +1 to claw attack block DC. Repeatable.
Increased mobility - Increase up to 2 movement categories granted by the wildshape by 10 ft. Repeatable.
Jaws of death - Requires bite attack. Your wildshape bite attacks gain a +1d6 bonus to damage, a +1 bonus to hit, and a +1 bonus to block DC and any accompanying DCs (Maneuvers, poison, grapple, etc.)
Razorback - Requires ursine, rodent, reptilian, or suid form. You deal an extra 1d4 piercing contact damage (upon grappling, being grappled, round start of enemy while grappled by you, unarmed unexposed attacks on you, collisions with you, or unarmed and unprotected maneuvers on you.) repeatable.
Tough hide - Gain a +1 bonus to AC, strength saves, and block checks while in your wildshape form. Upon entering the form, you gain 1 temporary block that lasts until you revert back to your original form.
Frenzy - When below 1/2 your wildshape forms HP, you become immune to being stunned and gain a +5 bonus to all movement speeds and increase all wildshape damage dice by 1 size category.
Poison bite - Requires lizard, amphibian, or serpent form. If your bite attack deals an extra 1d8 poison damage. If your bite attack applies the poisoned condition, then the DC for it is increased by 2. Repeatable.
Slime coating - Requires amphibian form. You start each with 4 points of slime coating, regaining all when you become submerged. A point can be removed when attacked or contacted as a reaction to do one of the following:
reduce incoming bludgeoning, force, or fire damage by 1d6
deal 1d4 + constitution poison damage to all creatures in contact
make a surface you are on difficult slippery (DC 15 trip) terrain for 1 minute. Does not function when dry (Subject to GM.)
Primal scream - Requires felid, canid, ursine, suid, or avian form. You may spend 1 rest dice as a free action to unleash a great shriek, howl, or roar that can be heard far away. Creatures within 40ft must make a wisdom save vs your intimidation check. Creatures that fail become terrified of you for 1d4 rounds, having disadvantage on attacks and block checks against you. For each time this is used in the same combat, the DC is reduced by 2.
Salamander breath - Requires reptilian or amphibian form. Choose a spit/breath attack, which you can use while transformed as an action, at the cost of 1 rest dice or 1 damage to fatigue. Can be taken multiple times, but always enhancing the same attack (in area, damage, and distance.) They scale with constitution (adding it to the damage dealt, having a dexterity save DC of 10 + your constitution bonus + proficiency):
1d8 acid glob. 5ft radius area within 30ft. Creates acid covered surface (1d3 acid damage) for 1 minute.
2d8 fire breath. 15ft cone.
3d10 poison stream. 30ft ray.
Great strength - requires large form. your melee non-bite attacks deal an extra 1d8 damage.
Scurrying - requires small form. All granted movement speeds are increased by 15ft.
Tough as nails - requires mustelid, ursine, or suid form. You can ignore the first time you are reduced to 0HP, returning back to 1d6 HP. If a critical strike would reduce you to 0 HP, you may instead choose to ignore the damage and instead take a failed death save.
Mimicry - requires avian or serpent form. You gain a +6 bonus while transformed to performance and disguise checks made to imitate voices and sounds.
Charging beast - Requires felid, canid, suid, or ursine form. If you have an attack without a ram property you may add it. Your ram bonuses to damage are doubled.
Cat's eyes - Requires felid shape. +3 to insight and perception checks while transformed. You can see lingering emotions and the auras of mystical and occult magic, though you cannot distinguish their colors and therefore immediate nature when transformed.
Opposable thumbs - Requires felid or rodent shape. You can wield weapons and items normally, and you gain an extra attack while transformed. For rodents the -1 penalty to item manipulation is removed.
Hyper scent - Requires canid, ursid, or suid shape. You roll 3d20s for smell based checks now instead of just advantage. You can innately know how much HP is remaining on a living creature within 30ft just by smelling them.
Quiet stalk - Requires felid, serpent, avian, canid, or mustelid shape. You gain a +2 bonus to stealth while transformed. Attacking from stealth deals an extra 1d10 damage. You can spend 1 rest dice to attempt to hide in plain sight while transformed even when visible, so long as you are not completely exposed.
Empowered form - Your wildshape forms max HP is increased by 1d10 + constitution bonus ( 1d12 + constitution bonus for large.) Repeatable.
Glider - Requires rodent, mustelid, or avian form. Gain 30ft of glide distance and +10ft of climb speed. Gain resistance to fall damage.
Heavy fur - Requires rodent, suid, felid, canid, or ursid form. You gain resistance to cold damage. Reduce incoming physical, acid, and fire damage by 1.
Blood sucker - Requires rodent, mustelid, or reptilian form. Your bite attacks on living targets heal you for 2d4 +1 HP on a critical hit while transformed.
Long tail - Requires rodent, serpent, or reptilian form. Your tail whip attacks gain 1 reach increment and have their damage dice increased by 1 size category.
Soaring fighter - Requires avian form. Attacks made while you are flying gain a +2 bonus to hit.
Camouflage - Gain a +2 bonus to disguise and stealth checks. Choose up to as many specific natural environments as your charisma bonus -1 (min 1. Environments such as temperate grasslands, mountain taiga, salt fens, earthen caves/passages, etc.) where this bonus is instead increased to +7.
Jackalope - Requires rodent or mustelid form. You gain a new attack, which gains a bonus to attack and damage equal to your headgear's enchantment bonus (or equivalent, subject to GM.) The attack permits adding one maneuver without bonus action cost:
Horns - 1d6 (1d4 for small, 1d8 for large,) ram, lunge, thrust (-1 to hit, crits if target critically fails a block check) sidestep.
Hypnotic stare - Requires avian or serpent form. While transformed, you can spend 1 rest dice as an action to begin to perform a hypnotic stare at a creature within 15ft, forcing them to make a wisdom save (DC 10 + prof + wisdom bonus.) On a failure, you can compel the target to move in a direction of your choice, or to disarm themselves.
Prolonged wildshape - Your wildshape duration is increased to 3 hours. Can be taken again to further increase it to 6 hours.
Electrogenesis - Requires amphibian form. You may spend 1 rest dice or take 1 damage to fatigue as a free action to deal contact damage equal to 2d8 + constitution bonus lightning damage (+1d8 per size above small.) If you are submerged, this effect instead extends to all submerged creatures within 20ft and all creatures that they are in direct contact with. Damaged creatures must make a constitution save (DC 8 + prof + con bonus,) becoming stunned for 1 round on a failure.
Draconic - Requires serpent, amphibian, or reptilian form. You gain a +1 bonus to ac. You can perform a fire belch as a bonus action, dealing 2d4 + constitution bonus fire damage to a tile adjacent to you. Any innate breath attacks you may have in your regular form and are carried into wildshape are extended by 10ft.
Constrictor - Requires mustelid or serpent form. When grappling, you can deal 1d6 + strength bonus (1d4 for small, 1d8 for large) force damage to creatures you are grappling whenever: you succeed a grapple check, they fail a check to break free, or you succeed at a check to maintain the grapple.
Echolocation - Requires rodent form. You gain echosight at a range of 100ft, allowing you to detect invisible creatures while transformed. You gain a +1 bonus to investigation and perception checks while transformed.
Beast of many burdens - Requires not having avian, serpent, or mustelid form. You gain a +1 bonus to strength, both while transformed and when not. Your strength modifier is doubled when calculating carry, lift, and push capacity while transformed (modifier is doubled for athletics checks, if those are involved. Subject to GM.)
Moonkin wildshape - You may trigger your wildshape transformation automatically at midnight as a free action, costing only 1 rest dice, and granting your transformation a +2d10 bonus to HP. You have a +1 bonus to saves vs transmutation spells. Your transformations last 1 hour longer when doing so, or when performed at night.
Apex wildshaper - You may consume a small or larger natural creature's heart while transformed. This must be a beast, humanoid, or elemental creature you or your allies have hunted during the current transformation. When doing so, it resets the timer for how long you can remain transformed and restored 3d8 health to you. Can be taken an additional time to not only reset the duration but also increase it further by 2 hours.
Mad bouncing - Requires felid or mustelid form. When dropping below 1/2 health or when coming under a fear or terror effect, and if not restrained, you may spend 1 rest dice or take 1 damage to HP to bounce around in a mad dash, immediately relocating to a random valid surface within 30ft ( Subject to GM and player negotiation.) You or the GM may decide to push up to 2d4 creatures or objects when doing so.
Psychotoxin - Requires ability to deal poison damage or apply the poisoned contition while transformed. When you apply the poisoned condition, or when you deal poison damage to a creature, they accumulate 1 point of psychotoxin. As a bonus action you may spend 1 rest dice or take 1 damage to fatigue to force a creature with any psychotoxin points to make a constitution save (DC 7 + proficiency + wisdom bonus + psychotoxin points) and to then lose 1d6 points. Creatures that fail the save are made to hallucinate depictions vaguely in line with your choosing (subject to GM,) forcing them to become dazed, hobbled, and distracted for 1d20 minutes. Creatures that that fail the save when at 7 points or above (before reduction) are instead paralyzed for 1 hour.
Wildshape casting - You can cast spells that have no somatic components while transformed. If you are a rodent, mustelid, or ursine, you may also cast spells that have somatic components but requiring a concentration check before casting to succeed. The concentration check is negated if you have the opposable thumbs wildshape trait.
Partial shift - You may spend 1 rest dice to only partially shift; remaining recognizably humanoid, remaining your size, gaining only half the stat and mobility bonuses (rounded down) but gaining the rest of the changes as normal. Lasts only 10 minutes.
At 6th druid level, choose an extra wildshape traits upgrade.
At 7th druid level, your wildshape form gains the following permanent benefits:
Resistance to non-magical physical attacks. This is bypassed by silver weapons.
Can perform a crude human voice, though it sounds bestial.
At 7th druid level, choose an extra wildshape traits upgrade.
At 8th druid level, choose an extra wildshape traits upgrade.
At 8th druid level, choose one pact from the list below:
Pure form - Gain an extra wildshape traits upgrade and an extra feat.
Hybrid form - Choose another bestial form, adding its type and perks to your own wildshape transformation, as well as half of its mobility bonuses. You may also add one of its attacks to your wildshape transformation, but it must be an attack that your wildshape form did not possess previously.
Elder form - Your wildshape form gains an extra +3d6 max HP. Your attacks deal an extra 1d4 damage while transformed and are considered magical.
Elemental form - Choose a damage type: fire, cold, or lightning. Your claw, talon, and bite attacks deal an extra 1d10 damage of the chosen type, and you gain resistance to it, both while transformed and when not. You also learn either infernal, hyperborean, or celestial, respectively.