Spellcasting Ability. Wisdom is your spellcasting ability for your druid spells, since you draw your power from your connection to your environment. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots.

Spells Known of 1st-Level and Higher. You know three 1st-level druid spells of your choice. The Spells Known column of the Wild Knight Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Spell Slots. The Wild Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Cantrips. You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.

When you reach 3rd level, you can draw on the power of your environment to cast spells as a druid does. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 for the druid spell list.

Wild Knights draws mystical power from their connection to the living creatures around them and use it in conjunction with their martial ability. Such warriors often defend wilderness or other unsettled spaces, and pair their fighting prowess with druidic magic. Because of their prolonged contact with beasts, one can identify a wild knight by the elements of a patron beast blended into their physical form.

Beast Aspect

At 3rd level, you learn to take on physical elements of one of the beasts that inhabits your home. Choose a beast to emulate: Ape, Eagle, Shark, or Spider. Your choice of beast affects your features at 3rd, 7th, and 15th level.

As a bonus action, you can invoke your Beast Aspect, transforming elements of your body to emulate your chosen beast. This transformation lasts for one hour, or until you choose to end it as a bonus action. You have two uses of this feature, and you regain all of them when you finish a short or long rest.

At 10th level, you can choose a second beast to emulate, but can only emulate one beast at a time.

Beast Weapons

At 3rd level, you can use your transformation to strike in the manner of your chosen beast. While in your Beast Aspect, you gain the following natural weapon:

Ape. Your arms and hands swell in size, and their muscles ripple visibly. You can use your fists to make unarmed strikes. They deal 1d4 bludgeoning damage and can be used for two-weapon fighting. If you have the Two-Weapon Fighting style, it applies to your fist attacks.

You can also proficiently throw rocks and other environmental objects (range 20/60), which deal 1d4 bludgeoning damage. If you have the Archery fighting style, it applies to your thrown object attacks.

Eagle. Feathers sprout along the length of your arms and neck, and your fingernails lengthen into talons. You can use your talons to make unarmed strikes, and can use your choice of Strength or Dexterity for their attack and damage rolls They deal 1d4 slashing damage. If you have the Dueling fighting style, it applies to your Talon attacks.

Shark. Your head elongates, your mouth expands, and your teeth lengthen and sharpen. You can use your toothy bite to make unarmed strikes, which deal 1d6 piercing damage. If you have the Great Weapon Fighting style, it applies to your bite attacks.

Spider. Your mouth twists into chelicerae—fanglike, arachnoid mouthparts—and your neck pulses with purple venom. You can use your fangs to make unarmed strikes. On a hit, they deal piercing damage equal to 1 + your Strength modifier and 1d4 poison damage.

Beast Movement

At 7th level, you enhance your transformation to better emulate the movement of your chosen beast. While in your Beast Aspect, you gain the following feature:

Ape. Your form swells in size, increasing your size category by 1 (from Medium to Large, for example). You gain a climb speed of 40 feet.

Eagle. Feathered, resplendent wings sprout from your back. You gain a fly speed of 40 feet.

Shark. Gills appear on either side of your neck. You can comfortably breathe air or water, and gain a swim speed of 40 feet.

Spider. Your arms, legs, hands, and feet sprout dense, fine, specialized hairs, allowing you to detect changes in the air currents around you, as well as cling to difficult surfaces. You gain blindsight out to a range of 10 feet, and can climb difficult surfaces, including upside down or on ceilings, without needing to make an ability check.

Improved Beast Weapons

At 10th level, your ability to use your natural weapons improves. Your damage dice for your natural weapons double (from 1d4 to 2d4, for example), and your strikes with your natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical weapons.

Beast Surge

At 15th level, your bursts of combat aggression empower your bestial abilities. When you use your Action Surge while in your Beast Aspect, you gain the following additional abilities this turn:

Ape. Your rapid strikes disorient your foes. When you hit a creature with your fist on a turn in which you use Action Surge, that creature has disadvantage on attack rolls and ability checks until the end of your next turn.

Eagle. Your rapid movement allows you to slip under your foes' notice. When you hit a creature with your talons on a turn in which you use Action Surge, it can't take reactions until the end of your next turn, and you can move up to your speed.

Shark. Your frenzied strikes buffet your targets. When you hit a creature with your bite on a turn in which you use Action Surge, you may force it to make a Strength saving throw. On a failure, it pushed up to 15 feet away from you and knocked prone.

Spider. Your venom becomes more potent as adrenaline surges through your body. When you hit a creature with your fangs on a turn in which you use your Action Surge, you may force it to make a Constitution saving throw against poison. On a failure, it is poisoned until the end of your next turn. While it is poisoned in this way, it is paralyzed.

Innate Beast Aspect

At 18th level, your bestial transformation has become so ingrained in you that you can call upon it at will. You can use your Beast Aspect an unlimited number of times.

















































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