Variant Rule - Modular Wildshape The rules below provide a framework for Druids to customise their Wildshape forms, without relying on pre-existing creature statistics. Rather than assume the form (and game statistics) of a specific beast from the Monster Manual or other book, the Druid player can transform into a beast that suits their tastes exactly. These rules can also be used by DMs to create custom-built Beasts and other monsters. Simply choose a size category and add any desired traits. Wildshape Forms When you use your Wildshape feature, instead of choosing a specific Beast, instead choose a size category, which determines your altered statistics while Wildshaped. Once you have chosen your size category, you can then customise the form by adding Beast Traits. Maximum Hit Points The hit points of your beast form depends on its size category. When transforming into your beast form, you gain hit points equal to the listed maximum hit points for your chosen size category. If your beast form recieves healing, you cannot heal more hit points than your beast form's maximum. Armour Class Your beast form cannot wear normal armour, and relies on its natural toughness and evasion to avoid harm. Your AC while in your beast form is determined by your chosen size category. Speed Your beast form has entirely different locomotion than your regular form. While in your beast form, your speed is determined by your size category. Ability Scores While in your beast form, your physical abilities change. Your Strength, Dexterity and Constitution scores are replaced by those of the beast form, as shown by your chosen size category, for as long as you remain in the form. Natural Weapons In your beast form, you cannot wield normal weapons or armour. Instead, you have Natural Weapons. These could be sharp claws, a wicked beak, crushing jaws, a piercing sting, or any other form of weapon you can imagine. Regardless of what your Natural Weapon is, it deals damage based on your beast form's size category. When you assume the form, you choose whether your Natural Weapon deals bludgeoning, piercing or slashing damage. You can choose to use either Strength or Dexterity when attacking with your Natural Weapon. Size Categories When you assume your beast form, first choose its size category, choosing from the options below. Tiny Your size is Tiny - this includes beasts as small as insects, up to ones as large as ferrets, fish and small cats. Maximum Hit Points: 1 Armour Class: 18 Speed: 50 ft. Ability Scores: Strength 8, Dexterity 18, Constitution 8 Natural Weapon Damage: 1 Small Your size is Small - this includes beasts like larger birds of prey, up to monkeys and sheep. Maximum Hit Points: 10 Armour Class: 16 Speed: 40 ft. Ability Scores: Strength 10, Dexterity 18, Constitution 10 Natural Weapon Damage: 1d6 Medium Your size is Medium - this includes beasts like working dogs, deer, mules and panthers. Maximum Hit Points: 20 Armour Class: 14 Speed: 40 ft. Ability Scores: Strength 12, Dexterity 14, Constitution 12 Natural Weapon Damage: 1d8 Large Your size is Large - this includes beasts like horses, zebra, cows, bears and dire wolves. Maximum Hit Points: 30 Armour Class: 12 Speed: 30 ft. Ability Scores: Strength 16, Dexterity 8, Constitution 14 Natural Weapon Damage: 2d8 1

Beast Traits When you enter your Wildshape, you can also choose to tailor your beast form by adding and combining Beast Traits. At 2nd level, you can choose one Trait. At 4th level, you can choose two, and at 8th level you can choose three. Prerequisites & Saving Throws Some Traits require your beast form to be of a particular size category, or to have a specific other Trait. If a Trait requires you to be a specific level before you can choose it, it refers to your Druid level. If any of your Traits require a saving throw, it uses your Druid spell save DC. Aerial Evasion Prerequisite: Tiny or Small, Flyer Your beast form is adapted for quick, swooping attacks from the air. You don’t provoke opportunity attacks when you fly out of a creature’s reach. Amphibious Your beast form has gills, or some other method of water breathing. You are capable of breathing in water just as easily as air. Blood Frenzy Prerequisite: 4th level Your beast form has a deep-seated hunger and aggression. You have advantage on attack rolls against creatures that don’t have all their hit points. Brute Prerequisite: Medium or Large Your beast form is a powerhouse of muscular might. When you make a melee attack, you can choose to add your proficiency bonus to your damage roll, rather than your attack roll. Burrower Prerequisite: Tiny or Small Your beast form has digging claws or some other adaptation to allow you to travel belowground. You gain a burrow speed equal to your walking speed. Charger Prerequisite: Medium or Large Your beast form has horns, antlers or simply a momentous sprint. If you move at least 20 feet in a straight line before hitting a creature with a melee attack, the creature must pass a Strength saving throw or be knocked prone. Climber Prerequisite: Tiny, Small, or Medium Your beast form can haul itself up and across terrain with ease. You gain a climbing speed equal to your walking speed. Constrictor Prerequisite: Medium or Large Your beast form has constricting coils, a powerful tail or some other way of binding and constricting your prey. When you hit a creature with your Natural Weapon, the damage becomes bludgeoning and the creature is grappled. Until the grapple ends, the creature is restrained and you can’t grapple another target. Dangerous Hide Prerequisite: 4th level Your beast form has sharp spines, razor scales, or some other natural adaptation to harm foes who come to close. At the start of each of your turns, you deal 2d4 slashing damage to any creature grappling you. Diving Attack Prerequisite: Flyer Your beast form has a deadly beak, vicious talons, or another weapon deadly when diving at high speeds. If you dive at least 30 feet down towards a target before hitting with a melee attack, the attack deals an additional 3d6 damage. Blindsight Your beast form can navigate by echolocation, or some other form of non-visual means. You gain blindsight within 60 feet. Flyer Prerequisite: 8th level Your beast form has wings, or some other method of aerial locomotion. You gain a flying speed equal to your walking speed. Giant Leap Your beast form is capable of mighty jumps and bounds. With or without a running start, your long jump is equal to your walking speed, and your high jump is half that distance. Grappler Prerequisite: Medium or Large Your beast form has grasping paws, an enveloping maw, or another way of restraining your targets. When you hit a creature with your Natural Weapon, the creature must pass a Strength saving throw or be grappled. Huge Prerequisite: 8th level, Large Your beast form is colossal and broad. Your size becomes Huge, and your melee attacks deal an additional dice of damage. Lumbering Prerequisite: Large Your beast form is hulking and slow. Reduce your speed to 20 feet, but increase your maximum hit points to 50. 2

Mauler Prerequisite: 8th level Your beast form is vicious and deadly, adapted for combat. When you take the attack action on your turn, you can attack twice with your Natural Weapon, rather than once. Nimble Your beast form is lithe and quick for its size. Increase your speed by 10 feet. Pack Hunter Prerequisite: Tiny, Small or Medium Your beast form is adapted for hunting in groups, with instincts to match. You have advantage on melee attack rolls if at least one ally is within 5 feet of your target, and that ally is not incapacitated. Paralysing Venom Prerequisite: Venomous When you reduce a creature to 0 HP with poison damage, the creature is stable but poisoned for 1 hour, even after regaining hit points, and is paralysed while poisoned this way. Pounce Prerequisite: Charger Your beast form is perfectly adapted to run down prey in a lightning charge. When you knock a creature prone with a melee attack, you can immediately use a bonus action to make another attack against the same creature. Powerful Blows Prerequisite: Large Your beast form has massive limbs or a heavy lunge. When you hit a creature with a melee attack, the creature must pass a Strength saving throw or be thrown five feet away from you. Rampage Prerequisite: 4th level Your beast form has boundless energy and is capable of darting from one prey to the next. When you reduce a creature to 0 HP, you may use a bonus action to immediately move up to half your speed and make a melee attack. Scaly Skin Your beast form has hard scales rather than fur. Increase your AC by +2. Sharp Senses Your beast form has heightened senses above your humanoid norm. You gain proficiency in the Perception skill if you don’t already have it, and you have advantage on Wisdom (Perception) checks using sight, sound and smell. Stealthy Prerequisite: Tiny, Small or Medium Your beast form is adapted for hiding or stalking. You gain proficiency in the Stealth skill if you don’t already have it, and you double your proficiency bonus when making Dexterity (Stealth) checks. Your beast form is squat and stable, or has multiple legs, or is otherwise hard to overturn. You have advantage on saving throws against effects that would knock you prone. Swallow Prerequisite: Grappler Your beast form has a cavernous maw capable of swallowing smaller creatures whole. When you grapple a creature smaller than you with your melee attack, it is swallowed. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside your body, and it takes acid damage equal to your Wisdom modifier (minimum 1) at the start of each of your turns. You can have only one target swallowed at a time. If your beast form ends while you have a living creature swallowed, the creature emerges 5 feet away from you as the transformation ends. Swimmer Prerequisite: 4th level Your beast form is capable of swimming with ease. You gain a swim speed equal to your walking speed Venomous Your beast form has a venomous bite or claws. If you hit a creature with your Natural Weapons, the creature must pass a Constitution saving throw or take 2d6 poison damage. Wall Strider Prerequisite: Tiny, Small or Medium Your beast form can cling to walls and ceilings as easily as flat surfaces. You can move across vertical and upside-down surfaces without penalty. Web Shooter Your beast form can shoot webs. You ignore movement penalties caused by webbing, and you can use your action to cover a 10 ft. cube within 30 ft of you with webbing. The webbing is considered difficult terrain, and any creature starting its turn within the webbed area must pass a Strength saving throw or become Restrained. Affected creatures can repeat the saving throw at the start of their turns. 3