World Magic

* HD: 1d8
* Bonus Skill Points: None
* Spellcasting: Major

As an action, you can transform into an animal or beast that you have seen before. Your level picks in [*World Magic*] determines the beasts and animals you can transform into.

Wildshape Table
 4th
 8th

You can remain transformed with Wild Shape for a number of hours equal to half your [*World Magic*] level picks (rounded down). You then revert to your normal form unless you use this ability again. 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.

If you would use this ability twice per short or long rest, the second transformation is less potent than the first. Subtract one Health Dice from the total Hit Dice pool of the animal or beast every time you use this ability except for the first transformation, and use the new hit point total. This penalty resets when you finish a long rest. However, this penalty can not reduce a transformation to lower than 1 Hit Dice.

You can use this ability once per short or long rest. After 2 level picks of [*World Magic*] you can use this ability twice per short or long rest.

While you are transformed, the following rules apply:

* Your game statistics are replaced by the statistics of the beast or animal, but you keep your mental and social ability scores, as well as your personality. You also keep all of your skill points 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 animals or 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 a Wild Shape 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 Wild Shape 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 keep the benefit of any ability from your AOs, 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 does not affect you until you leave the form.

##### **Secondary Selection**

Cantrips [***World Magic***]

Gain two cantrips of your choice.

##### **Primary Selection**

Circle [***World Magic***]

* ***Athronna - Mythical Resilience***: As an action, you can recover one spell slot of the 2nd level or two spell slots of 1st level. After 10 level picks of [World Magic] you can recover a 3rd level spell slot or two 2nd level. You can't use this ability again until you finish a long rest.
* ***Pateph- Toxic Response***: As a reaction, you can fire toxic matter at other creatures on your turn. (You choose how your Toxic Response ability looks, examples include spikes, spores, fumes, grenades, etc.) This ability deals 3 poison damage to one creature within 2 m of you that you can see. This damage increases to 6 poison damage after 6 level picks of [*World Magic*], 9 poison damage after 9 level picks of [*World Magic*], and 12 poison damage after 14 level picks of [*World Magic*].
* ***Verhet - Spirit Companion***: You delve into the mysteries of the dead Enneade of spring and learn how to summon incorporeal spirits. Once per short or long rest, you can summon a spirit on an unoccupied space you can see within 12 m of you as a bonus action. On subsequent turns, you can move it up to 12 m to another point you can see by spending a bonus action. Even if the spirit takes the form of a creature, it does not count as a creature, nor an object. The spirit remains for 10 rounds or until you are incapacitated. The spirit possesses an aura of 6 m radius that grants effects depending on its type.

Choose the spirit’s form and aura from below when you summon it:

* ***Mother Ursa***: All creatures of your choice within the range of the aura gain temporary hit points equal to your total level + 5 when this spirit appears. All creatures of your choice within the aura also receive advantage on Brawn checks and Brawn saves as long as they remain within the aura.
* ***The Vigilant Eagle***: All creatures of your choice within the range of the aura have advantage on all Perception checks when this spirit appears. if an ally would make an attack roll against a target within the aura, you can spend your reaction to give your ally advantage on the attack roll.
* ***Python of Binding***: All creatures of your choice within the range of the aura have advantage on ability checks made to detect other creatures within the aura when this spirit appears. Whenever you cast a spell that heals hit points of allies both within and outside of the aura, all creatures of your choice within the aura also gain a number of hit points equal to your total level.

* ***Vettias - Circle Transformations***: You focus your connection to the World to understand the nature of Souls and how to transform your Soul’s physical expression. You must still abide by all limitations of Wild Shape, but you can now use your Wild Shape to become an animal or a beast of challenge rating 1 or less. Your bonuses increase as you pick levels in [*World Magic*]. After 6 level picks of [World Magic] you can transform into an animal or a beast of a challenge rating equal to your level in [*World Magic*] divided by 3 (rounded down). Any transformation into a beast or animal of challenge rating higher than 1 receives a harsher penalty to its Hit Dice. For every transformation after the first, lower the Hit Dice by two instead of one.

* ***Zestos - Agent of Preservation***: Your connection with the World has allowed you to tap into the powers of preservation. You have a healing pool of d6s equal to your level picks of [*World Magic*]. As a bonus action, you can heal a creature of your choice within 24 m. You roll the dice, add the results together and your target regains hit points equal to the result. Your target also receives a number of temporary hit points equal to the number of dice you roll from your healing pool. You can’t spend more than half your healing pool on one turn and you regain your spent healing dice after a long rest.

##### **Secondary Selection**

Circle [***World Magic***]

* ***Pateph- Toxic Awakening***: Whenever you use your Wild Shape ability you can choose to transform as per normal or honor Pateph, the dead Enneade of disease and pestilence, by awakening your toxicity instead. If you do, you gain a number of benefits that last for 10 minutes or until you activate your Wild Shape ability again.
	+ If you possess the Toxic Response ability its damage doubles.
	+ You gain temporary hit points equal to 3 times your level picks in [*World Magic*].
	+ Any successful melee weapon attack deals an extra 1d6 poison damage.
* ***Vettias - Improved Wild Shape***: Your connection to the dead Enneade of wisdom and skill broadens. You can now transform with Wild Shape as a bonus action. In addition, whilst using Wild Shape you can spend a bonus action to regain hit points by expending one spell slot. The hit points gained equals an 1d8 per level of the spell slot expended.

##### **Primary Selection**

General Upgrade [***World Magic***]

Gain one of your choices:

* One point to use in the Accomplishment section or to store for later purchase in the same section
* 10 Potential

##### **Secondary Selection**

General Upgrade [***World Magic***]

Gain one of your choices:

* One point to use in the Accomplishment section or to store for later purchase in the same section
* 10 Potential

#### **Level 4**

Ability Score improvement or feat [***World Magic***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 5**

Improved Magical Upgrade [***World Magic***]

Gain one of your choices:

* Two points to use in the Accomplishment section or to store for later purchase in the same section
* 20 Potential
* +1 to an ability score of your choice
* Pick an additional feat from the feat list

#### **Level 6**

Circle [***World Magic***]

* ***Athronna - Summer's Stride’s***: Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical or magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.

* ***Pateph- Spread the Disease***: If your Toxic Response ability would kill a humanoid it is transformed into a zombie. The zombie animates at the end of your turn and its turn in the initiative order is immediately after yours. You can command the zombie telepathically but the only action the zombie can take is one melee attack action per turn. The zombie collapses when it is either defeated in combat or after an hour.
* ***Verhet - Potent Conjurer***: Beasts, animals, and fey conjured by you are more potent. Creatures conjured by you gain a bonus to their hit points equal to +2 for each hit dice they possess. In addition, their natural weapon attacks are now considered magical for the purpose of overcoming immunities and resistance to nonmagical attacks and damage.
* ***Vettias - Magical Excellence***: When you use your Wild Shape ability, your natural weapon attacks are considered magical for the purpose of overcoming resistances and immunities to nonmagical attacks and damage.
* ***Zestos - Dome of Recuperation***: Whenever you start a rest, you may touch a location and a 6 m radius sphere of obscuring magic appears on that point. The sphere is invisible and is blocked by total cover. Sources of light from within the sphere are not visible outside of it. In addition, any number of creatures of your choice inside the sphere gain a +5 bonus to Perception and Stealth checks. This effect disappears whenever you leave the sphere or your rest is over.

#### **Level 7**

Greater Wild Shape [***World Magic***]

You gain another use of Wild Shape per short rest.

#### **Level 8**

Ability Score improvement or Feat [***World Magic***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 9**

General Upgrade [***World Magic***]

Gain one of your choices:

* One point to use in the Accomplishment section or to store for later purchase in the same section
* 10 Potential

#### **Level 10**

Circle [***World Magic***]

* ***Athronna - Summer’s Ward***: You can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.
* ***Pateph - Infest***: Instead of using your Toxic Response ability you can hurl all your projectiles into a 2m cube to a point you can see up to 6 m away as a reaction. The cube persists for 10 rounds or until you use this ability again, and whilst it is active you cannot use your Toxic Response ability. Any creature that starts its turn inside of the cube takes damage from your Toxic Response.
* ***Verhet - Spring's Embrace***: If a fey, animal, or beast that you have conjured ends their turn inside of your Spirit Companion’s aura, that summoned creature may recover a number of hit points equal to half your total level.
* ***Vettias - Primordial Kinship***: You gain the ability to transform into an air, earth, fire, and water elemental, by expending two uses of your Wild Shape ability at once.
* ***Zestos - Moment of Salvation***: You can teleport up to 12 m to an unoccupied space you can see as a bonus action. You may bring a willing creature with you as you teleport but then you must spend an action instead of a bonus action. You can use this ability a number of times equal to your Cunning modifier (minimum 1), and you recover all your expended uses of it when you finish a long rest.

#### **Level 11**

General Upgrade [***World Magic***]

Gain one of your choices:

* Two points to use in the Accomplishment section or to store for later purchase in the same section
* 20 Potential

#### **Level 12**

Ability Score Improvement or Feat [***World Magic***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 13**

Greater Wild Shape [***World Magic***]

You gain another use of Wild Shape per short rest.

#### **Level 14**

Circle [***World Magic***]

* ***Athronna - Summer’s Sanctuary***: When a beast, animal, or plant creature attacks you, that creature must make a Composure saving throw against your spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you.
* ***Pateph - Master of Disease***: If you are dealt damage from a critical hit you do not suffer the extra damage of the critical hit. In addition, you are immune to the conditions of blinded, deafened, frightened, and poisoned.
* ***Verhet - Loyal Companions***: Once per long rest, whenever you are incapacitated against your will you may cast conjure animals as a 9th level spell for free. In this case, the spell requires no concentration or components. The spell conjures four beasts or animals of challenge rating 2 or lower. They protect you and attack any enemies until they can receive other orders from you. This ability lasts until you dismiss it, no action required, or for an hour.
* ***Vettias - Endless Expression***: You can cast the spell Alter Self as Soul Mastery and at will.
* ***Zestos - Path to Salvation***: Once per long rest, you can cast either Scrying or Teleportation Circle as Soul Mastery when you have finished a short rest. The cast of Teleportation Circle is different. Instead of teleporting to another Teleportation Circle, it opens a gateway to the last location where you completed a long rest if you remain within the same Realm. If you have not finished a long rest in the Realm, the cast of the spell fails but this ability is not wasted.

#### **Level 15**

Improved Magical Upgrade **[*World Magic***]

Gain one of your choices:

* Two points to use in the Accomplishment section or to store for later purchase in the same section
* 30 Potential
* Three skill points to assign in any skill or skills of your choice or to store
* +1 to an ability score of your choice
* Pick a feat from the feat list

#### **Level 16**

Ability Score improvement or feat **[*World Magic*]**

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 17**

Nurture of Nature [***World Magic***]

For every 10 years that pass, your body ages only 1 year.

#### **Level 18**

Bestial Magic [***World Magic***]

You can cast any spell, regardless of somatic or verbal components, as long as it does not require Soul consumption whilst you are transformed with your Wild Shape ability.

#### **Level 19**

Ability Score improvement or Feat [***World Magic***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 20**

The World’s Herald [***World Magic***]

You can use your Wild Shape an unlimited number of times (except for elementals where you still need to spend Wild Shape uses like normal) but you still suffer the Hit Dice penalty as normal. Additionally, when you are transformed with your Wild Shape ability you ignore the verbal and somatic components of spells.