Wild Blade, 1st Variant (5e Class)

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Wild Blade[edit]

Wild Blades are a variant on the Druid who, while possessing less of the Druid's supernatural abilities, are more skilled in the art of combat. While the Druid is the embodiment of nature's fury and in some ways more a feral animal than a member of her own race, the Wild Blade channels her divine power with more precision than the standard Druid could ever hope to achieve. The Wild Blade is perfect for someone who loves the idea of the Druid, but sometimes wishes they could kill the enemies of nature with just a good-old-fashioned longsword instead.

Forest based races, such as elves, tend to be drawn the most to this class as their bonds with nature are far stronger than that of other races. Savage races tend to avoid the Wild Blade class as there are many other classes with the nature motif that require less control and precision.

Wild Blades dedicate their lives to nature. Whether they worship a specific nature-related god or simply revere nature as the great force that it is depends on the Wild Blade. Even if the Wild Blade does not worship a particular god, she will still most likely respect gods of nature.

Wild Blades are part of the druids and so often belong to a druid circle. However, they are not very active members, preferring to take care of things themselves instead of trying to organize a group of very individualistic people to accomplish a task one Wild Blade can handle. If you see a group of Wild Blades together, be wary, as something horrible is probably going on.

Wild Blades are always on the move, whether alone or with a party. The tend to avoid larger cities and crowded populations and instead wander deep forests or giant mountain ranges looking for anything they can do to protect the natural world they hold dear and for opportunities to improve their skills.

Creating a Wild Blade[edit]

When creating your character, ask yourself why your character have followed the path of the blade. Have you been born with a deep connection with nature, but with lack of patience for magical training and love for battle? Have you been raised to protect a community centered around druidism, or have you been taught by a wild blade master alone, in the depths of the forest?

Quick Build

The Dexterity and the Wisdom scores are the most important for a Wild Blade. For their damage with a sword requires Dexterity and not Strength as they mostly let momentum carry their attack through. Wisdom allows them to combine their swordsmanship with the power of nature, enhancing their spells and supernatural abilities, making them so much more than a swordswoman with a couple of tricks up her sleeve.

Class Features

As a Wild Blade you gain the following class features.

Hit Points

Hit Dice: 1d10 per Wild Blade level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Wild Blade level after 1st


Armor: Light armor, medium armor, shields (wild blades will not wear armor or use shields made of metal)
Weapons: Simple weapons, martial weapons
Tools: Herbalism kit
Saving Throws: Strength, Wisdom
Skills: Choose two from Athletics, Animal Handling, Intimidation, Medicine, Nature, Perception, Stealth, and Survival


You start with the following equipment, in addition to the equipment granted by your background:

Table: The Wild Blade

Level Proficiency
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Wild Tongue, Hard as Stone, Wild Shape
2nd +2 Spellcasting, Fighting Style,Reshape Nature 2
3rd +2 Wild Empathy, Circle's Guardian Path 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack, Root Snare 4 2
6th +3 Hidden by Nature, Nature's Kiss 4 2
7th +3 Path Feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 Venom Immunity, Healing Touch 4 3 2
11th +4 Path Feature 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Resist Nature’s Lure, Trackless Step, 4 3 3 1
15th +5 Path Feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Timeless Body,Spell Specialization 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Nature's Guardian 4 3 3 3 2

Wild Tongue[edit]

Starting at 1st level, you can speak with animals and natural beings. You learn how to speak, read and write in Sylvan.

In addition, you can use an action to communicate with an animal. This works as the speak with animals spell, but lasting until the end of your next turn.

Hard as Stone[edit]

Starting at 1st level, when not wearing armor, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and retain this benefit.

Wild Shape[edit]

Starting at 1st level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your wild blade level determines the beasts you can transform into, as shown in the Beast Shapes table. At 1st level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.

Beast Shapes
Level Max. CR Limitations Example
1st 1/4 No flying or swimming speed Wolf
4th 1 No flying speed Crocodile
8th 2 Giant eagle

You can stay in a beast shape for a number of hours equal to half your wild blade level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
  • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
  • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. 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 it. Equipment that merges with the form has no effect until you leave the form.


Starting at 2nd level, you can draw on the divine essence of nature itself, you can cast spells to shape that essence to your will.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the druid spell list.

The Spells Known column of the Wild Blade table shows when you learn more druid spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the druid spells you know and replace it with another spell from the druid spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. 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.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use a druidic focus (see “Equipment”) as a spellcasting focus for your druid spells.

Fighting Style[edit]

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.


You gain a +2 bonus to attack rolls you make with ranged weapons.


While you are wearing armor, you gain a +1 bonus to AC.


When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.


When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Reshape Nature[edit]

Also at 2nd level, you can bend raw wood and stone, or objects made out of these materials, into new shapes and forms. For example, you could make a wooden ladder out of a bundle of sticks.

Choose a portion of wood or stone within 30 feet. You can spend 10 minutes, at the end of which you spend a 1st-level spell slot to fabricate an object contained within a two connected 5-foot cubes, given a sufficient quantity of wood or stone. The quality of objects made by the spell is commensurate with the quality of the raw materials. You can add two 5-foot cubes of wood or stone transmuted for each level of spell slot after the 1st.

Creatures or magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.

Wild Empathy[edit]

Starting at 3rd level, you can improve the attitude of an animal. As an action, you can interact with a beast, making a Wisdom (Animal Handling) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.

Circle's Guardian Path[edit]

At 3rd level, you choose a circle of druids to protect, following a Guardian Path. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Root Snare[edit]

Starting at 5th level, when you are close to a tree or medium sized bush, you can spend 10 minutes to create a magical trap, that springs whenever a creature come within 5 feet of the tree. The roots of the tree snare that target, and this works as the spell snare, using your spell save DC.

You don't spend a spell slot to use this ability, and you can use it at will, without spending spell slots.

Hidden by Nature[edit]

Also at 6th level, you can take the Hide action when near a tree, bush, boulder, or other natural bodies, even when in plain sight.

Nature's Kiss[edit]

Also at 6th level, while sleeping or resting, you feel nature's power, and beauty sweep over you. When you finish a short rest, you regain a number of hit points equal to your Wild Blade level.

Venom Immunity[edit]

At level 10th level, you are immune to poison damage, and to the poisoned condition.

Healing Touch[edit]

Also at 10th level, whenever you make a Wisdom (Medicine) check to stabilize a dying creature, that creature regains 1d6 hit points on a succes.

Trackless Step[edit]

Starting at 14th level, you can't be tracked by non-magical means, unless you choose to leave a trail.

Resist Nature’s Lure[edit]

Also at 14th level, you have advantage on saving throws against spells effects from creatures from the fey type.

Timeless Body[edit]

Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Spell Specialization[edit]

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level druid spell and a 2nd-level druid spell from your known spells. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in meditation, you can exchange one or both of the spells you chose for different spells of the same levels.

Nature's Guardian[edit]

When you reach the 20th level, you become one with nature. you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.

In addition, you add your Wisdom modifier to all your Saving Throws, to your AC while in your Wild Shape, and to the damage of your attacks with weapons or unarmed strikes.

Guardian of Dreams[edit]

Guardians of dreams, also known as Faery Blades, are warriors who protect druidic circles located in wild places bordering the feywild. These warriors have the ability to use paths in the bordering plane to teleport through places in the material plane, and to mend wounds of themselves and their allies. Much like their druidic counterparts, guardian of dreams are joyful, and usually this attitude carries on into combat, where they never let their hearts grow heavy, despite the darkness they may face.

Path Spells

You gain path spells at the Wild Blade levels listed:

Ranger Level Spells
3rd charm person
5th misty step
9th summon fey
13th greater invisibility
17th seeming
Blessing of the Summer Court

At 3rd level, you can summon the protection of the Summer Court, that offers you and your allies respite from injuries. You can spend a use of your Wild Shape as a bonus action to invoke this power, for 1 minute.

When you use this feature, and as a bonus action each turn thereafter, you can cause yourself or a creature within 30 feet to regain a number of hit points equal to 1d6. You can't use this feature if a creature have more than half its maximum hit points.

Faerie Jaunt

At 7th level, you can traverse through the world using a faeric pathway. You magically teleport along with any equipment you are wearing or carrying, up to 30 feet to an unoccupied space you can see. Before or after teleporting, you can make one attack, as part of your action. Moving in this way does not provoke opportunity attacks.

Blade of Moonlight and Shadow

At 11th level, when you attack a creature after you use your Faerie Jaunt, you infuse it with the shadowy power of the Gloaming Court. On a hit, you cause additional damage equal to 3d6 psychic.

In addition, hit or miss, the target must make a Wisdom saving throw against your spell save DC, or is charmed or frightened by you (your choice) until the end of your next turn.

Walker in the Dreams

At 15th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.

When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: Dream (with you as the messenger), Scrying, or Teleportation Circle.

This use of Teleportation Circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.

Once you use this feature, you can't use it again until you finish a long rest.

Guardians of the Moon[edit]

Guardians of the moon are savage warriors, who wield the power of nature like no other wild blade. They have a greater control over their animal shapes, and can assume more aggressive and savage forms, in order to protect the nature with wild rage. Moon guardians roam the wild areas in their animal form, and some even spend more time as animals than humanoids, since it is the form that matches their inner nature.

Path Spells

You gain path spells at the Wild Blade levels listed:

Ranger Level Spells
3rd beast bond
5th alter self
9th elemental weapon
13th guardian of nature
17th reincarnate
Combat Wild Shape

When you choose this path at 3rd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one hit die from your animal form to regain 1d8 hit points per level of the die expended.

Path Forms

The rites of your path grant you the ability to transform into more dangerous animal forms. Starting at 3rd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

Starting at 6th level, you can transform into a beast with a challenge rating as high as your wild blade level divided by 3, rounded down.

Primal Strike

Starting at 7th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

In addition, when you hit a creature with a natural weapon while in your wildshape, you can spend a spell slot to infuse your attack with primal energy. Choose one damage type from acid, cold, fire, lightning or thunder. The target takes additional 1d8 damage, plus 1d8 per level of the spell slot spent, from the chosen type. You can also push the target 10 feet back, if it is Huge or smaller.

Elemental Wild Shape

At 11th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

Morphic Body

At 15th level, your body constantly shifts and adapts, moving your organs and weak spots out of harm's way. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. You also can no longer be stunned, and critical hits against you become normal hits.

In addition, you gain the ability to use Wild Shape as a reaction when you take damage, and the damage from that attack is applied to the hit points of your beast form.

Guardian of Spores[edit]

Wild blades who follow the path of the guardian of spores understand the worth in the death and decay. They understand that death is part of the natural cycle as much as life is, and value all types of transformations in the state of living creatures as beautiful spectacle of nature.

Path Spells

You gain path spells at the Wild Blade levels listed:

Ranger Level Spells
3rd ray of sickness
5th blindness/deafness
9th animate dead
13th blight
17th contagion
Halo of Spores

Starting at 3rd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Symbiotic Entity

Also at 3rd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

  • When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
  • Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.

These benefits last for 10 minutes, until you lose all these temporary hit points. or until you use your Wild Shape again.

Wither and Life

At 7th, you regain hit points equal to the damage dealt by your spores.

Aura of Spores

At 11th level, you constantly exudes an aura of spores. While symbiotic entity is active, you can use your Halo of Spores against all hostile creatures in a 30-foot radius, rather than just a single one.

Fungal Body

At 15th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.


Prerequisites. To qualify for multiclassing into the wild blade class, you must meet these prerequisites: 13 Dexterity, 13 Wisdom.

Proficiencies. When you multiclass into the wild blade class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.

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