Starting at 2nd 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 druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd 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.
You can stay in a beast shape for a number of hours equal to half your druid 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 DM 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.
At 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.
When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.
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.
Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.
At 20th level, you can use your Wild Shape an unlimited number of times.
Additionally, 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.
Also at 2nd level, you gain the ability to channel the magic of the ocean. As an action, you can expend a use of your wild shape feature to embody the power of water, choosing between on of the two forms, rather than transforming into a beast form.
Whenever you assume your aqueous form, choose between water guardian or warrior, your choice gives you certain benefits while in the form:
Guardian. As a guardian you can generate turbulent waters wich disrupts the movement of your foes and protect you.
•The area in a 5-foot radius circle centered on you fills with chaotic waters, becoming difficult terrain for hostile creatures. When a creature attempts to move while inside that difficult terrain, you can use your reaction to lock them in place. To do so they must succeed on a Dexterity saving throw against your spell save DC or have their movement speed reduced to 0 until the start of your next turn.
•You gain 3 temporary hit points for each level you have in this class.
Warrior. As a warrior, you can generate mighty blades of water wich empowers you in battle.
•You gain a bonus to your AC
equal to your Wisdom modifier, if you don't already add your Wisdom modifier to your AC (such as with the monk's unarmored defense) and don't don heavy armor or a shield.
•Deadly water covers your weapons, empowering them. When you attack with any simple weapon in that form you can use your Wisdom modifier, instead of Strength or Dexterity, for the Attack and damage rolls. In addition the damage dice of such weapon becomes one higher (d4 becomes d6, d6 becomes d8 and so on).
These benefits last for 1 minute, until you fall unconscious or until you use your wild shape again.
At level 2, you gain a swimming speed of 30 feet and can breath both air and water, and are immune to the pressure and cold effects of the deep ocean.
Starting at level 6, the powers of your aqueous form improves, you gain the following benefits in each respective from:
Guardian.
•You have resistance to bludgeoning, piercing and slashing damage attacks while in this form.
•The difficult terrain you generate now has a 10 foot radius centered on you.
Warrior.
•You can make two attacks instead of one when using the attack action.
•Your movement speed increases by 15 feet.
At 10th level your aqueous form improves once more, you gain the following benefits in each respective from:
Guardian.
•The area of difficult terrain you create while transformed now extends in a 15-foot radius centered on you.
•Any hostile creature that starts its turn within this area must make a Strength saving throw against your spell save DC. On a failed save, the creature becomes restrained until your transformation ends. A restrained creature can repeat the saving throw at the end of each of its turns, ending the condition on a success.
Warrior.
•The reach of your Weapon extends by 5 feet.
•The damage dice of your simple Weapon is now two higher (a d4 becomes a d8, a d8 becomes a d12).
At level 14, you become a herald of the powers of the sea. You can focus all your might in a single transformation. When you use your aqueous form, you can expend both uses of your wild shape, instead of one. If you do so, you gain both the benefits of the guardian form and warrior form for 1 minute.
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Starting at 3rd level, your audacity only matches your wit, as a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Intelligence modifier (minimum of +1).
In addition you gain proficiency with the one of the following skills: Deception, Persuasion, or Slight of Hand
Additionally, when you choose this archetype at 3rd level, you begin constructing a custom firearm that suits your unique brand of renegade style. This process begins by selecting the form upon which to base your weapon. Each form grants you a new ability and unlocks certain upgrades you can add to your weapon at higher levels. Choose one of the following options:
Pistoleer: Favoring speed and style over raw power, a renegade who adopts the Pistoleer form wields a small flintlock handgun.
As an action on your turn, you can target a creature within 30 feet and shoot. Make a ranged attack roll against the target. You are proficient with the attack, and on a hit, the attack deals piercing damage equal to 1d6 + your Dexterity modifier.
The number of shots you can fire during a single action increases when you reach higher levels in this subclass: two shots at 5th level, three shots at 11th level, and four shots at 20th level. The shots can target the same creature or different creatures. Make a separate attack roll for each shot.Sniper: Armed with a large two-handed firearm, a renegade who adopts the Sniper form can inflict massive damage in a single shot. As an action
on your turn, you can target a creature within 120 feet and shoot. Make a ranged attack roll against the target. You are proficient with the attack, and on a hit, the attack deals piercing damage equal to 2d6 + your Dexterity modifier.
You deal extra damage while using this form when you reach higher levels, dealing damage equal to 4d6 + your Dexterity modifier at 5th level, 7d6 at 11th level, and 10d6 at 20th level.
Through a combination of salvaging stolen pieces of arcane technology and sheer rakish ingenuity, you can customize your firearm with various upgrades. When you choose this archetype at 3rd level, pick one minor upgrade and one major upgrade from the Firearm Upgrades list. If an upgrade has a prerequisite, you must meet that prerequisite in order to benefit from the upgrade.
You gain one additional minor upgrade at 5th and 15th level, and one additional major upgrade at 10th level. When you gain a level in this class you swap upgrades for upgrades of the same tier.
By repurposing some salvaged Hextech parts, you equip your gun with an arcane net meant to trap opponents. As an action, choose a creature within range of your firearm. The creature must succeed on a Strength saving throw or be restrained. At the end of each of its turns, the target can repeat this saving throw, ending the effect on a success.
Once you use this feature twice, you cannot use it again until you finish a short or long rest.
As an action, you alter the firing mechanism of your gun to release a burst of ash and smoke. This cloud forms a 10-foot cube centered on a point of your choice within the firearms range, spreading around corners, and the area covered by this cube is considered heavily obscured. This smoke lasts for 10 minutes and cannot be dispersed.
Once you use this feature, you cannot use it again until you finish a short or long rest.
Prerequisite: Pistoleer Form
You create a matching blade to accompany your firearm, this blade has the statistics of a shortsword, rendering you a deadly opponent in both melee and ranged combat. Being within 5 feet of a hostile creature doesnt impose disadvantage on your ranged attack rolls.
Additionally, when you use your action to shoot using your Gunfighter Form, you can use your bonus action to strike at a creature within melee range with that blade. You can also attack normally using this blade.