Circle of Warshapers (5e Subclass)
Circle of Warshapers[edit]
Druid Circle
Warshapers are druids who learn how to use their shapeshifting abilities in combat with greater efficiency. Instead of relying on weapons to defeat their opponents, they can manifest the natural weapons of predators, tearing their opponents appart with powerful claws, devastating bites and sharp talons. Warshapers can suddenly change a single part of their bodies, instead of turning themselves completely into animals, which makes them a more deceptive enemy in battle, since their weapons are constantly concealed into their bodies.
This is an adaptation of the Warshaper class from the Complete Warrior handbook, p. 89
- Morphic Immunities
At 2nd level, you are an adept in distributing your form's vital organs around your body to keep yourself safe from harm. You are immune to the stunned condition, and critical hits made against you become normal hit.
- Morphic Weapon
At 2nd level, using a bonus action, you can grow natural weapons, such as claws or fangs, which you can use to make unarmed strikes. Choose one animal that you can transform into using wild shape.
You can choose one of its actions and use it as an action on your turn. If the creature has the Multiattack action, you can't use it. You use your proficiency bonus and ability modifiers for the attack and damage rolls.
Alternatively, you can summon the skin of an animal, gaining its AC. You can't have more than one effect at once on yourself. At 10th level, you can have two effects at the same time.
At 6th level, you can use the multiattack feature, if the chosen form has it.
- Morphic Body
Starting at 2nd level, you can use precise control over your form to make yourself stronger and heartier. You can spend a use of your Wildshape as a bonus action to increase your Strength and Constitution scores to 14 + your proficiency bonus, if it is lower. This increase lasts for 10 minutes, or until you are knocked unconscious.
Your morphic body ability score improvement carries on to your animal forms, if you wildshape.
- Morphic Reach
Starting at 6th level, you can suddenly stretch your limbs, neck and appendages outward striking creatures from afar. Your melee weapon attacks gain additional +5 feet of reach.
- Morphic Healing
At 10th level, you gain the ability to change your form where wounds appear, creating smooth skin were once were wounds. At 10th level, while morphic body is active, at the start of your turn, if you are under half your maximum hit points, but above 0, you regain 2 hit points.
In addition, you can use your Action when benefiting from this feature to regain, instead, 10 hit points. You can't go above half your maximum hit points with this feature.
- Morphing Master
Starting at 14th level, you can choose one out of two features: flashmorph or multimorph:
- Flashmorph. You can use Wildshape as a bonus action, rather than as an action. In addition, when you cast a spell from the transmutation school targeting yourself, that has the casting time of an action, you can cast it as a bonus action instead.
- Multimorph. Whenever you are under the effects of Wildshape, or of a spell that changes your form (such as polymorph or similar spells) you can change forms at will, in each of your turns, for the duration of the feature.
- You don't gain the hit points of the new forms you adopt, using the hit points of the form assumed when you used the transformation.
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