Often raised by, or closely with, wild beasts, shamans known as Wild Hearts develop an intense spiritual connection with the wild. This intense devotion, when combined with spiritual power, allows a Wild Heart to transform into the Great Beast, a legendary guardian of the wild animals of the natural world.
Wild Heart Spells
When you gain a level in this class, you can replace one spell from this feature with an abjuration or divination spell of the same level from either the ranger or shaman spell list
Shaman Level | Spells |
3rd | Animal Messenger, |
5th | conjure animals, fear |
7th | dominate beast, locate creature |
9th | hold monster, tree stride |
Bestial Adaptations
When you adopt this Spirituality at 3rd level, your time spent in the wild has given you bestial qualities. You gain an Adaptation of your choice from the list below.
You gain another Adaptation at 6th level and 10th level.
Agile Adaptation
Your speed, long jump, and high jump distances increase by 10 feet, and you can ignore the effects of all difficult terrain.
Alpine Adaptation
You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including sheer surfaces and upside down on ceilings, without making an ability check.
Aquatic Adaptation
You gain a swimming speed equal to your walking speed, and while you are underwater you can take the Dash action as a bonus action, and you can hold your breath for up to 1 hour.
Totemic Wild Shape
Also at 3rd level, your connection with the spirits of the wild allows you to take on the shape of the Great Beast, the legendary guardian of all wild creatures. As a bonus action, you can expend a Primal Magic spell slot to transform into the Great Beast.
While you are transformed, you use the Great Beast stat block linked here. It uses your proficiency bonus (PB) in several places. You determine the appearance of your Great Beast, but this has no effect on its abilities. For the duration of your transformation the following rules apply:
- The Great Beast gains a number of Bestial Traits from the list at the end of this Spirituality equal to the level of the spell slot expended to transform.
- You use the Strength, Dexterity, and Constitution scores on the Great Beast stat block, but you retain your Intelligence, Wisdom, and Charisma scores, and all of your skill and saving throw proficiencies.
- You assume the hit points and Hit Dice of the Great Beast. When you revert to your normal form, you return to the number of hit points you had before you transformed. If the Great Beast drops to 0 hit points, you revert to your normal form, and any excess damage carries over to your normal form.
- You can't cast spells, and your ability to speak or take
any action requiring hands is limited to the capabilities of your Great Best 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.
- You retain the benefit of any features from your class, race, or other source and can use them if the Great Beast is capable of doing so, including your Totems and Totemic Assault. However, you cannot use any of your special senses unless the Great Beast also has that sense.
- Any equipment you are wearing or carrying merges into your Great Beast form. Equipment that merges with the Great Beast form has no effect while transformed.
Your Great Beast form lasts for 1 hour. You then revert to your normal form unless you expend another Primal Magic slot to extend the duration of your transformation.
You can also revert to your normal form as a bonus action.
Savage Strikes
At 6th level, when you are in Great Beast form and you take the Bite or Claw action, you can make one additional Bite or Claw attack as part of that action. Attacks in your Great Beast form also count as magical for overcoming resistances and immunities.
Fury of the Wild
At 10th level, you can draw upon your pain to fuel your drive. As a bonus action, you can expend a Hit Die to regain hit points equal to your Hit Die roll + your Wisdom modifier (minimum of 1).
Any hit points you regain from this feature that exceed your maximum hit points become temporary hit points for you.
Apex Predator
Beginning at 14th level, your Great Beast stands as a legendary guardian of the wild. When you transform into your Great Beast form, its Strength, Dexterity, and Constitution scores are all increased by 2, to a maximum of 20 (this increases both the attack and a damage bonus of the Great Beast's Bit and Claw attack by 1).
Also, the damage of its Bite and Claw increase by 1d6.
Bestial Traits
Each time you use your Primal Wild Shape to transform into the Great Beast, you choose Bestial Traits from the following list. These traits last for the duration of that transformation.
Any saving throws are made against your spell save DC.
Aggressive
As a bonus action, the Great Beast can move up to its speed toward a hostile creature that it can see, hear, or smell.
Amphibious
The Great Beast gains a swimming speed equal to its walking speed, and it can breathe both air and water.
Charge
When the Great Beast moves at least 20 feet in a straight line toward a target and hits it with a Claw attack it deals an extra 1d6 damage. A creature that is the Great Beast's size, or smaller, must make a Strength saving throw or fall prone.
Keen Senses
The Great Beast has advantage on Wisdom (Perception) or Wisdom (Survival) checks that rely on its hearing or smell.
Large
The Great Beast becomes a Large creature. If it is ridden as
a mount, the Great Beast can act independently of its rider.
Light Step
The Great Beast has advantage on Dexterity (Stealth) checks while it is lightly obscured by natural foliage or weather.
Savage Bite
If the Great Beast hits a creature equal to its size or smaller with a Bite attack, it can grapple the target. Until the grapple ends, the target is restrained, and the Great Beast cannot Bite targets other than the creature it is currently grappling.
Savage Grip
The Great Beast gains a climbing speed equal to its walking speed, and it can climb sheer surfaces and upside down on ceilings without making an ability check. The Great Beast also has advantage on saving throws to resist being moved against its will, grappled, restrained, or knocked prone.
Standing Leap
The Great Beast has a minimum long jump of 15 feet, and a minimum high jump of 10 feet, even without a running start.
Pack Tactics
The Great Beast has advantage on attack rolls against any target that has one of its conscious allies within 5 feet of it.
Powerful Build
The Great Beast counts as one size larger when determining creatures it can grapple, and the weight it can move or lift.