Class Feats Page 5

Class Name: Nature Hero

Core Fantasy: Nature Heroes are summoned guardians whose bodies have fused with the living wilds of Kavrix, letting them fight as shape-shifting protectors of natural places and creatures.

Level 1 Features

Wild Aspect (Level 1)
Your body can shift into a stable, beast-like battle form.
Rules:

  • As a bonus action, you shift into your wild aspect. It lasts until you are incapacitated, you die, or you end it on your turn as a bonus action.

  • While in your wild aspect:

    • You choose your size to be Small or Medium. You can choose a different size each time you enter your wild aspect.

    • You grow one natural weapon of your choice when you enter your wild aspect (choose each time):

      • Bite. Melee weapon, 1d10 piercing damage.

      • Claws. Melee weapon, 1d10 slashing damage.

      • Horns. Melee weapon, 1d10 bludgeoning damage.

    • You are proficient with your natural weapon. You use Strength or Dexterity for its attack and damage rolls (choose each time you attack).

    • Your natural weapon counts as a spellcasting focus for your Nature Hero spells.

  • You can speak, cast spells, and use equipment as normal in your wild aspect, but you cannot wield heavy weapons and you cannot use a shield.

Kavrix-Touched Vitality (Level 1)
Kavrix has hardened your body with extra reserves of life.
Rules:

  • While you are in your wild aspect, you can use a bonus action to gain temporary hit points equal to your Nature Hero level + your Wisdom modifier (minimum of 1).

  • You can use this feature a number of times equal to your proficiency bonus.

  • You regain all expended uses when you finish a long rest.

Level 3 Feature

Adaptive Strider (Level 3)
You shape your wild aspect to travel through different terrain.
Rules:

  • When you enter your wild aspect, choose one movement option:

    • Climber. You gain a climbing speed equal to your walking speed.

    • Swimmer. You gain a swimming speed equal to your walking speed, and you can breathe underwater.

    • Tunneler. You gain a burrowing speed equal to half your walking speed. You can move through sand, earth, or loose stone, but not solid rock or metal. You may choose to leave a tunnel large enough for Medium creatures behind you or let the ground close.

  • The chosen option lasts while your wild aspect is active. You can choose a different option each time you enter your wild aspect.

Level 7 Feature

Primal Hide (Level 7)
Your transformed body learns to endure serious harm.
Rules:

  • While you are in your wild aspect, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

  • While you are in your wild aspect, your natural weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.

Level 11 Feature

Hunting Rush (Level 11)
You move and strike with focused, predatory speed.
Rules:

  • While you are in your wild aspect, when you take the Attack action on your turn and make at least one attack with your natural weapon, you can move up to half your speed immediately after that attack. This movement does not provoke opportunity attacks.

  • You can benefit from this movement once on each of your turns.

  • In addition, once on each of your turns when you hit a creature with your natural weapon while in your wild aspect, you can deal extra damage to that target equal to your Wisdom modifier.

Level 15 Feature

Great Wild Aspect (Level 15)
You can take on the size and strength of greater beasts.
Rules:

  • When you enter your wild aspect, you can choose to become Large, Small, or Medium. If there is not enough space for you to become Large, you remain your current size.

  • While you are Large in your wild aspect:

    • Your reach with your natural weapon increases by 5 feet.

    • You have advantage on Strength checks and Strength saving throws.

Level 20 Feature

Avatar of the Wild Realms (Level 20)
You stand as a living embodiment of Kavrix’s wild power.
Rules:

  • Your wild aspect is now considered part of your normal form. You can have it active without using a bonus action. It ends only if you die or if you choose to end it as a bonus action.

  • While your wild aspect is active, you gain the following benefits:

    • You gain a flying speed equal to your walking speed.

    • Your walking speed and all other movement speeds you have each increase by 10 feet.

    • At the start of each of your turns, if you have no temporary hit points, you gain temporary hit points equal to your Wisdom modifier.

  • When you roll initiative and have no uses of Kavrix-Touched Vitality remaining, you regain one expended use of that feature.