Arctic - Insulated
Coast - Aquatic
Desert - Insualted
Forest - Camouflaged
Grassland - Roaving
Mountain - Keen
Swamp - Skittering
Underdark - Blindsense
Urban - Skittering
Once after assuming this form, you can use any number of actions to expel acid in a 15ft cone. Each creature in the cone must make a Dexterity saving throw, taking 2d8 Acid damage on a failed save and half as much on a success. Each extra action spent increases the damage by 2d8 and the area of the cone by 5ft.
If your primal form is Small or Tiny, the cone's starting area is reduced to 10ft and the damage is reduced by 1d8.
You have a swimming speed equal to your walking speed. You can breathe both air and water. When you enter this form from a form that lacks this Feature, you gain temporary hit points equal to half your Druid Level. These temporary hit points add on to any temporary hit points granted by Wildshape and any other Primal Feature. You lose these temporary hit points if you shift to a form without this feature.
When you choose this feature, you can choose to lower the form’s walking speed by 20ft to increase the swimming speed to 60ft
Your armor class increases by 2
You gain 30ft of Blindsight.
You gain a burrowing speed equal to half your walking speed and Tremorsense out to 20ft while burrowing. If you burrow beneath the surface, any hostile creature within reach who isnt grappled by you can make an opprotunity attack against you.
You may hide when only lightly obscured. You may hide as a bonus action, or as part of the bonus action used to enter this form.
Once per turn when you move at least 15ft in a straight line immediately before making a melee attack against a target who was at least 15 feet away from you at the start of your turn, the attack gains advantage. If the attack hits, they must succeed on a Constitution saving throw or fall prone.
The first time you hit a creature who is your size or smaller on a turn with your Rend attack, you can force them to make a Constitution saving throw or be engulfed by you. While engulfed, a creature is pulled into your space and is grappled, has disadvantage on attack rolls, cannot see outside of your space, and has full cover from all outside effects except for your rend attacks. At the start of each of the engulfed creature’s turns, they take acid damage equal to three times your proficiency bonus. You can only engulf one creature at a time.
If you take damage from an engulfed creature, you must make a Constitution saving throw (Dc = 10 or half damage taken whichever is higher) or disgorge them to an unoccupied space. A creature remains engulfed until you disgorge them, you change forms, you leave Wildshape, or you choose to release them (no action required).
When you take damage you can use your reaction to eject one of your limbs to gain resistance to that damage. While missing a limb, you can make one less Action attack on your turn. Your limb remains missing until you leave this Form. You cannot use this feature if you cannot use your Action on your turn.
Requirement: Level 8
You have a flying speed equal to your walking speed
Once per turn when you hit a creature, they must make a Constitution saving throw or be grappled. If they are already grappled by you, they are instead restrained on a failure.
Your Beast Form is large. When you enter this form from a form that lacks this Feature, you gain temporary hit points equal to your Druid Level. These temporary hit points add on to any temporary hit points granted by Wildshape and any other Primal Feature. You lose these temporary hit points if you shift to a form without this feature.
Once you take this feature, you cannot take the Miniature feature on the same form
You gain resistance to Cold and Fire damage.
You have advantage on all perception checks. In addition, you can make out small details and pick up scents up to a mile away. You can determine the general direction of the scents but cannot pinpoint their exact locations. You can identify a specific creature or type of creature if you have smelled them up close within the last 24 hours or smelled their garments or shed that they have contacted within the same time span.
Your Beast Form is Small or Tiny (Choose when you choose this feature). You gain advantage on stealth checks and your movement does not provoke opportunity attacks. If a creature is one or more sizes larger than you, all attack rolls it makes against you, and all attack rolls you make against it are made at disadvantage.
Once you take this feature, you cannot take the Hulking feature on the same form.
You gain a Natural Weapon and Master it, gaining its signature Mastery. You can use your Wisdom Modifier instead of Strength or Dexterity for the attack and damage rolls of that weapon. Attacks with your Natural Weapon count as Rend attacks and deal the same damage as your Rend.
You gain advantage on attacks against any creature who has two or more creatures hostile to it within 5ft.
Requirement: Level 8
Once on your turn can use an Action to force a creature to make a Constitution saving throw or become petrified until the end of your next turn.
The first time each turn that you hit with a Rend attack, you force the target to make a Constitution saving throw or become blinded by a disease until the end of your next turn.
When a creature touches you, starts it’s turn grappling with you, or hits you with a melee attack, it must make a Constitution saving throw or become poisoned until the end of it’s next turn. If you are bloodied, they make this save at disadvantage.
Once after assuming this form, when you lose all your temporary hit points or start your turn with no temporary hit points, you can enter a rampage. while in a rampage, you gain advantage on all attack rolls and your attacks deal additional damage equal to your proficiency bonus. This damage bonus doubles when you are bloodied. The rampage ends at the end of your turn or when you regain any temporary hit points.
The reach of your Rend attack increases by 10ft.
When you are hit with an attack by a creature within your reach, you can use your reaction to make one Rend attack against the creature that attacked you.
When you dash you gain additional extra movement equal to your speed.
You can move up to half your speed without provoking opportunity attacks when you take this form. You can use a bonus action to make this movement again.
You gain resistance to bludgeoning, slashing and piercing damage. Rend’s reach is reduced by 5ft (minimum 0) and its damage die becomes a d4. You can occupy and move through the space of hostile creatures as difficult terrain. You cannot regain hit points. You can move through tiny spaces without squeezing.
Your Speed increases by 20ft.
The first time after taking this form that you make a Rend attack against a creature, you can force each hostile creature that can see you within 10ft to make a Wisdom saving throw or become frightened until the start of your next turn.
Requirement: Level 8, Hulking Primal Feature
You must expend a spell slot of 4th level or higher to shift into this form.
Your Beast form is Huge instead of Large. Your reach increases by 5ft. Rend’s damage dice are doubled. You have resistance against the damage of attacks made without advantage by creatures smaller than you.
Once you shift into this form, you cannot do so again until you finish a short or long rest. You can remain in this form for 10 minutes. If you are still in this form when it’s duration ends, you return to your true form. Once you have shifted into this form, you cannot do so again until you complete a Long Rest.
You can move into spaces occupied by hostile prone creatures. When you move into a prone creature's space for the first time on a turn, you can make one Rend attack against them as part of that movement.
The first time on each turn that you hit a creature with your Rend attack, you can gain temporary hit points equal to your Druid level. These temporary hit point can be added onto any temporary hit points granted to you by your Wildshape or primal features, but can not cause your temporary hit points to exceed twice your Druid level.
Once on each turn, when you hit a creature with your Rend attack, you can force them to make a Constitution saving throw or take a number of d8s of poison damage equal to half your proficiency bonus and become poisoned until the end of their next turn.
You gain a climbing speed equal to your walking speed and can move upside down and across walls. Once after assuming this form, you can use one of your Actions to spit webs at a creature within 20ft of you. They must make a Dexterity saving throw or become restrained. They can use an action on their turn to tear themselves free.