1. +1 MD, Shapeshift, 2 random spells (1-6)

  2. +1 MD, CrossShift, Wildspeak, 1 chosen spell (1-6)

  3. +1 MD, Wild Aspect, 1 chosen spell (1-8)

  4. +1 MD, 1 chosen spell (1-10)

A. Shapeshift

You have Shapeshifting Dice (SD) equal to your Druid Level, which are d6’s. You can spend them to shapeshift into mundane animals you have seen before. You must spend at least 1 SD for each HD of the creature you’re shifting into. SD that roll 1-3 return to your pool to be spent again. If your SD roll triples, you are trapped in your new form until you Rest. If your SD roll quadruples, gain a Mutation (it affects all your forms).

When you shapeshift:

  • You can’t cast spells.

  • You communicate as the animal.

  • Your equipment morphs into your new form.

  • You must turn back into your natural form before shapeshifting again.

  • You use the animal’s stats and features but keep your mental stats (INT/WIS/CHA).

  • Your wild shape has [sum] HP, which you adopt as a separate HP pool. When it hits 0 HP, you revert to your normal form and any excess damage goes through to your normal HP pool.

  • Each form lasts up to Druid Level hours, unless you decide to revert before, or hit 0 HP.

Guide for wild shape stats:

  • Your defense is 11, unless the creature is tough (like bears) or agile, then it’s 14

  • HD 1 damage = 1d4; HD 2 = 1d6; HD 3 = 1d8; HD 4 = 1d10.

  • Swarms act as one unit, with a shared HP pool.

  • Apply special features as expected (spiders can walk on walls, horses have double movement speed when galloping, frogs have a sticky tongue).

Examples: * 0 HD (treat as 1 HD): Songbird * 1 HD: Wolf * 2 HD: Horse * 4 HD: Bear

B. CrossShift

You may cast spells while shifted, and you may shift to another form without reverting to your natural form first.

B. Wildspeak

You may speak with animals as if you shared a language, and may speak normally in animal form

C. Wild Aspect

While in your normal form, you can spend 1 SD to take on one aspect of an animal: a frog’s tongue, an eagle’s eyes, a fish’s gills.

Spells

  1. Barkskin R: Touch T: creature D: 1 Minute E: The target’s skin gains an extra layer of super tough bark. For the duration of the spell, their Defense cannot be lower than 15 + [dice]. However, their movement speed takes a 10ft penalty, and they are extremely flammable.

  2. Entangle R: 60' T: [dice]x10' circle D: [sum] minutes E: Grasping vines sprout from the ground. The area becomes difficult terrain, and anyone in the area or passing through it must make a Strength check or be caught and restrained by the vines. At the start of their turn, they can use their action to make a Strength check to break free.

  3. Healing Spirit R: 30ft T: point D: [sum] rounds E: You conjure a healing spirit. What does it look like? If a creature begins or ends its turn adjacent to, or in, the spirit’s space, you can have the spirit heal the creature for 1d6 HP.

  4. Thorn Whip T: self D: [sum] rounds E: You conjure a thorny vine which forms itself into a long whip for you to use. It has a range of 30ft, deals 1d6 + [dice] damage, and if a target who takes damage is large or smaller, you can pull them 10ft closer to you.

  5. Speak with Tree R: touch T: tree D: 10 minutes E: Allows you to ask a [dice] questions of a tree that you touch. Trees are fairly intelligent. They know about weather and have a great sense of time, but they have a hard time differentiating between animals, except by size. They also gossip among themselves and may have gossip from distant lands.

  6. Locate Animal R: [dice] miles T: creature D: [dice] hours E: Name a common animal. You know where the nearest example of the animal is. If the area is infested with a magical creature, they count as common creatures.

  7. Fog Cloud R: 120ft T: [dice]x10ft radius sphere D: [dice] minutes E: You conjure an opaque fog cloud forming a radius sphere of [dice]x10ft.

  8. Call of the Wild R: 30ft T: Point E: You can summon up to [sum] HD of animals to your location. These animals will not be innately loyal to you, and once they come to you, will return to acting as animals of that type usually do. The type of animal summoned will be something found in the area, but you may specify it when you are casting the spell. For example, if you are in a city, you could specify that you are trying to summon [sum] HD of pigeons, or if you are in a forest, you could specify that you are only summoning deer.

  9. Treestride T: Self D: [dice] rounds E: You may enter a tree and exit another tree that can be seen from any point of the tree you entered, or travel to that tree, and make another selection. Each teleportation done this way takes 10' of movement, but can be used multiple times in a round.

  10. Audience with the Fae T: Self E: You form a communication path with a great power of the Fae, and may negotiate a deal for either aid or information. Such deals are always in the Fae’s favor. The power level of the fae is relative to [dice].

Victims