Requirements:: Path of Beast
Cost:: 2 LP
Flavour text.
You gain 2 additional Spirit Points.
Wild Shape. The power of nature allows you to assume the form of an animal. As an Action, you can spend 1 Spirit Point to shape-shift into a Natural Beast form that you have learned for this feature (see “Known Forms” below). You stay in that form for two hours or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as an Action.
Known Forms. You know four Beast forms for this feature, chosen from among Natural Beast stat blocks that have a maximum Power Level of 1 and that lack a Fly Speed. The Rat, Horse, Spider, and Wolf are recommended. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.
Rules While Shape-Shifted. While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:
Temporary Hit Points. When you assume a Wild Shape form, you gain a 5 of Temporary Hit Points.
Game Statistics. Your game statistics are replaced by the Natural Beast’s stat block, but you retain your creature type; Hit Points; Hit Dice; Awareness, Charisma, Intelligence, and Sorcery scores; languages; and Talents. You also retain your Skill Ranks and Saving Throw Ranks, in addition to gaining the Skill Ranks of the Creature. If a Rank or Saving Throw Rank in the Natural Beast’sstat block is higher than yours, use the one in the stat block.
No Spellcasting. You can’t cast spells, but shape-shifting doesn’t break your Concentration or otherwise interfere with a spell you’ve already cast.
Objects. Your ability to handle objects is determined by the form’s limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it’s practical for the new form to wear a piece of equipment based on the creature’s size and shape. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while you’re in that form.
Group:: Spiritual
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