Wild Heart

Source: Elaris Unbroken

Often raised by, or 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, the legendary guardian Spirit of all wild plants and animals.  

Wild Heart Spells

2nd-Level Shaman (Wild Heart) Feature   You always have certain spells prepared at the Shaman levels in the table below. The spells count as Shaman spells for you, but they do not count against the spells you prepare each day:
Shaman LevelSpells
2ndAnimal Friendship, Jump
3rdConjure Beast, Locate Creature
5thFear, Haste
7thDominate Animal, Freedom of Movement
9thHold Monster, Tree Stride

Bestial Adaptation

2nd-Level Shaman (Wild Heart) Feature   Your time spent in the wilds has given you bestial qualities. Your speed increases by 10 feet, and you gain both a climbing speed and a swimming speed equal to your walking speed.  

Totemic Wild Shape

2nd-Level Shaman (Wild Heart) Feature   As a Bonus Action, you can transform and take on the shape of the Great Beast, the legendary guardian of all wild creatures. The Great Beast uses the rules below:   Stat Block. Your game statistics are replaced by those in the Great Beast stat block. It uses your Spell save DC and proficiency bonus (PB). While transformed you retain your alignment, personality, hit points, all skill and saving throw proficiencies, and your Intelligence, Wisdom, and Charisma scores. You also determine its appearance.   Temporary Hit Points. When you transform, you gain temporary hit points equal to twice your Shaman level, and they last for the duration of your current transformation.   Equipment. Any natural or unrefined equipment you are wearing or carrying, such as objects made of wood, animal parts, or other natural materials, can merge with your Great Beast form. Any metal or other highly processed equipment, such as metal weapons or armor, fall to the ground.   Features. You retain the benefits of all features from your class, player race, and other sources, and can still use them if the Beast is physically capable of doing so. However, you lose any special senses, unless the Beast also has that sense.   You can still use Totemic Assault and any abilities you gain from your Totems while you are in your Great Beast form.   Casting Spells. You cannot cast spells in your Great Beast form. However, you can maintain concentration on spells or other abilities used before you transformed.   Duration & Uses. You can remain in Great Beast form for 1 hour. Your transformation ends early if you end it as a bonus action or if you are reduced to 0 hit points.   You can transform into the Great Beast once between each Short or Long rest. If you have no uses left, you can expend a Conduit Magic spell slot to transform again.

Great Beast

Medium animal,
Armor Class: 13 + Shaman Power Reservoir (PR)
Hit Points:
Speed: 40 ft

STR

18 +4

DEX

14 +2

CON

15 +2

INT

-5

WIS

-5

CHA

-5

Senses: Darkvision

Bestial Traits. Each transformation, the Great Beast gains a number of Bestial Traits from the list below equal to your Slot Level.   Primal Fury. When the Great Beast makes an ability check or saving throw that uses Strength, Dexterity, or Constitution, it adds your PR to its roll.

Actions

Bite. Melee Attack: Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d6 +your Wisdom modifier Piercing damage.   Claw. Melee Attack: Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d10 +your Wisdom modifier Slashing damage.

Bestial Traits
Below is the list of Bestial Traits that Shamans choose from each time they transform into the Great Beast:
Aggressive
The Great Beast can take the Dash action as a bonus action, so long as it ends this movement closer to a hostile creature that it can see, hear, smell, or sense.
Amphibious
The Great Beast gains a swimming speed equal to its walking speed.
Charge
If the Great Beast moves at least 20 ft. in a straight line then hits a creature smaller than it with its Claw, it deals a bonus 1d6 damage and the creature is knocked prone.
Hardened Shell
The Great Beast gains a +2 bonus to its Armor Class, but its movement speed is reduced by 10 feet.
Keen Senses
If the Great Beast makes a Wisdom ability check that uses its sense of hearing, sight, or smell, it has advantage on the roll.
Large Frame
The Great Beast becomes a Large creature. If it is ridden as a mount, the Great Beast can act independently of its rider.
Mighty Leap
Once per turn, the Great Beast can use a bonus action to expend 5 feet of its movement to do a long jump of 20 feet or a standing jump of 10 feet, without a running start.
Natural Camouflage
The Great Beast has advantage on any Dexterity (Stealth) checks it makes to Hide while in natural environments.
Pack Tactics
The Great Beast has advantage on all attack rolls against creatures if one of the Great Beast's conscious allies is also within 5 feet of the Great Beast's target.
Powerful Build
The Great Beast counts as one size larger when determining creatures it can grapple, and the weight it can move or lift. Its movement also is not halved while it is grappling creatures.
Savage Grip
The Great Beast 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.
Strong Jaws
When the Great Beast hits a creature smaller than it with its Bite attack, it can grapple the creature in its jaws (escape DC equals your Spell save DC). While grappling a creature, the Great Beast cannot use its Bite on other targets, but it deals a bonus 1d6 damage to the grappled creature with its Bite.
Thermal Vision
The Great Beast is always aware of the exact location of all warm-blooded creatures that are within 60 feet of it.
Thick Hide
Whenever the Great Beast takes damage it reduces it by its Constitution modifier (2). This feature cannot reduce force, psychic, or radiant damage.
 

Savage Strikes

6th-Level Shaman (Wild Heart) Feature   The primeval power of the wilds empowers your Great Beast. When you take the Attack action in Great Beast form, you can make two Natural Weapon attacks instead of one.   Moreover, your Natural Weapon attacks in Great Beast form ignore Resistances and Immunities to non-supernatural attacks and damage.  

Mythic Resilience

10th-Level Shaman (Wild Heart) Feature   Spirits of the wild infuse your Great Beast, shielding it from harm. While you are in Great Beast form, you are resistant to Bludgeoning, Piercing, and Slashing damage.  

Legendary Guardian

14th-Level Shaman (Wild Heart) Feature   You have mastered the Great Beast transformation. While in your Great Beast Form, you can use your bonus action to replace one of your Bestial Traits with another.