Arcane Tradition:

Wild One Soothsayer

Merlin, the OG Wizard, was technically more of a druid and sorcerer than a wizard. In some of the renditions of Merlin, he is portrayed as a wild one, a hair-covered man that lived in trees and spoke with bees, who saw the future and had eyes like a wolf. This subclass attempts to capture the myth and turn it into a playable subclass for the wizard class. It borrows a bit from the druid, and thus can serve as a nice subclass for those that want to mix the flavor of druid and wizard together.

Wild One Soothsayer

To be a soothsayer is to see the future; to be a wild one is to be intune with the beast within, and the nature of the outside world. A wild one soothsayer uses their connection to their more animalistic instincts, their knowledge of the natural world, and their ability to shape magic to predict the future with great accuracy. Further, their processes force a change upon their body, transforming them into a strange creature unlike any other.

Wild One's Form

Beginning at 2nd level when you choose this arcane tradition, your physical form aesthetically changes and that change becomes permanent. For example, the color of your eyes becomes golden but then should you change shape via a polymorph spell, similar magic, or your wildshape feature, the eyes of the new form will always be golden. The change is always aesthetic only and cannot be used to deal damage even if the change is horns or sharpened teeth.

Wildshape

At 2nd level, you can use your action to magically assume the shape of a beast that you have seen before.

The creature's maximum CR is 0, and it cannot have a fly speed. 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.





































































