Article-At-A-Glance
- The Martial Artist[1] build in D&D 3.5 exploit the Monk class for versatile combat prowess.
- Milestones in character development detail key abilities enhancing attack, defense, and versatility.
- Weaknesses and specific equipment recommendations address potential shortcomings and boost effectiveness.
- Roleplaying tips provide depth, emphasizing self discovery, mentorship, and emotional balance.

Click on the level for more information
Level 1 Brief:
A focused Monk build leveraging unarmed combat and high AC, with significant capabilities and feats.
Stat Block Level 1:
Argent Fist: male, Changeling Monk 1; CR 1; Medium humanoid (shapechanger[2]); HD 1d10 (10 hp); hp 10; Init +3 (Dex); Spd 30 ft.; AC 14, touch 14, flat-footed 11; Base Atk +0; Grp +2; Atk Unarmed Strike +2 (1d6+2); Full Atk Unarmed Strike +2 (1d6+2); SA Flurry of Blows, Stunning Strike; SQ Bonus AC, Improved Unarmed Strike; AL LG; SV Fort +4, Ref +3, Will +2; Str 14, Dex 16, Con 14, Int 10, Wis 15, Cha 6.
Skills and Feats:
Iaijutsu Focus 4 (+4), Jump 4 (+6), Concentration 4 (+6); Alertness, Power Attack.
Special Qualities:
Flurry of Blows (attack bonus +0/+0, damage 1d6+2).
Possessions: None.
Level 5 Brief:
At level 5, this Monk build focuses on high mobility, strong unarmed attacks, and great AC due to the AC Bonus from Wisdom. The character excels in physical combat with bonuses from Flurry of Blows and the ability to use Ki Strike.
Stat Block Level 5:
Argent Fist: Male, Changeling Monk 5; CR 5; Medium Humanoid (shapechanger[2]); HD 5d8+10; hp 32; Init +3; Spd 50 ft.; AC 18, touch 16, flat-footed 15; Base Atk +3; Grp +5; Atk Unarmed Strike +6 (1d8+2); Full Atk Unarmed Strike +6/+6 (1d8+2); SA Flurry of Blows, Stunning Strike; SQ Evasion, Still Mind, Ki Strike (Magic), Slow Fall 20 ft., Purity of Body; AL LN; SV Fort +6, Ref +6, Will +7; Str 14, Dex 16, Con 14, Int 10, Wis 15, Cha 6.
Skills and Feats:
Concentration +6, Jump +8, Knowledge (Arcana) +6, Knowledge (Religion) +6, Tumble +4, Handle Animal +4, Survival +4; Improved Unarmed Strike, Stunning Strike, Cosmopolitan (Iaijutsu Focus), Alertness, Power Attack, Combat Reflexes, Weapon Finesse. Special
Attacks and Qualities:
Flurry of Blows allows an additional attack per round at -2 to all attacks; Stunning Strike 1/day forces a target to save or be stunned for 1 round.
Possessions: None specified.
Level 10 Brief:
This build excels in unarmed combat, enhanced mobility, and defensive capabilities. Morphic immunities and weapons significantly boost versatility.
Stat Block Level 10:
Monk Martial Artist[1]: female, changeling Monk 5/Initiate of the Draconic Mysteries 4/Warshaper 1; CR 10; Medium humanoid (shapechanger[2]); HD 10d8+20; hp 70; Init +3; Spd 50 ft.; AC 21, touch 18, flat-footed 18; Base Atk +7/+2; Grp +9; Atk unarmed strike +11 (2d8+2) or claw +11 (1d8+2); Full Atk unarmed strike +11/+6 (2d8+2) or claw +11/+6 (1d8+2); SA Stunning Strike, Morphic Weapons; SQ Evasion, Purity of Body, Still Mind, AC Bonus, Claws of the Dragon, Keen Senses, Morphic Immunities; AL LN; SV Fort +10, Ref +8, Will +9; Str 14, Dex 16, Con 14, Int 10, Wis 15, Cha 6.
Skills and Feats:
Concentration 6, Jump 8, Knowledge(Arcana) 6, Knowledge(Religion) 6, Tumble 4, Handle Animal 4, Survival 4; Improved Unarmed Strike, Stunning Strike, Cosmopolitan(Iaijutsu Focus), Alertness, Power Attack, Combat Reflexes, Weapon Finesse, Great Fortitude.
Special Abilities:
Fast Movement, Unarmed Strike, Flurry of Blows, Slow Fall 20ft, Ki Strike (Magic), Morphic Weapons.
Possessions: None (monk’s belt and Warforged Battle Fists optional for increased unarmed damage).
Level 15 Brief:
This is a ridiculously fast Monk/Initiate/Warshaper/Fist of the Forest build, with high AC and devastating unarmed strikes. By level 15, the character can shapeshift into a powerful form, boosts Strength and Constitution, and has enhanced unarmed attacks.
Stat Block Level 15:
Argent Fist: male, Changeling Monk 5/Initiate of the Draconic Mysteries 10/Warshaper 2/Fist of the Forest 3; CR 15; Medium Humanoid (Shapechanger[2]); HD 1d10+2, 4d8+12, 10d8+20, 2d8+8, 3d10+9; hp 128; Init +3; Spd 60 ft.; AC 25, touch 19, flat-footed 22; Base Atk +11; Grp +16; Atk Unarmed Strike +15 (1d10+5); Full Atk Unarmed Strike +15/+10/+5 (1d10+5); SA Flurry of Blows, Stunning Strike, Feral Trance 2/day; SQ Evasion, Ki Strike (magic), Purity of Body, Morphic Immunities, Morphic Weapons, AC Bonus (Wis and Con), Slow Fall 20 ft., Timeless Body, Fast Movement, Improved Evasion; AL Chaotic Neutral; SV Fort +13, Ref +10, Will +11; Str 18, Dex 20, Con 18, Int 10, Wis 16, Cha 6.
Skills and Feats:
Concentration 13, Jump 11, Knowledge (Arcana) 12, Knowledge (Religion) 11, Tumble 12, Handle Animal 7, Survival 7; Improved Unarmed Strike, Stunning Strike, Cosmopolitan (Iaijutsu Focus), Alertness, Power Attack, Combat Reflexes, Weapon Finesse, Great Fortitude, Superior Unarmed Strike, Improved Natural Attack (Unarmed), Leap Attack.
Special Attacks and Qualities:
As an Argent Fist, he can enter a Feral Trance to increase combat abilities, utilize Morphic Immunities and Weapons, and perform powerful unarmed strikes.
Possessions: Monk’s Belt, Warforged Battle Fists.
Level 20 Brief:
This build epitomizes the monk aspects with exceptional speed, unarmed strike damage, and the ability to transform into a dragon. The character is also highly versatile, combining abilities from monk, Initiate of the Draconic Mysteries, Warshaper, and Fist of the Forest classes.
Stat Block Level 20:
Argent Fist: male, Changeling Monk 5/Initiate of the Draconic Mysteries 10/Warshaper 2/Fist of the Forest 3; CR 20; Medium humanoid (shapechanger[2]); HD 5d8 + 15d8 + 38; hp 158; Init +3; Spd 60 ft.; AC 28, touch 18, flat-footed 25; Base Atk +16; Grp +22; Atk unarmed strike +24 (6d8+8) or claws +24 (6d8+8); Full Atk unarmed strike +24/+24/+19/+19/+14/+14/+9/+9 (6d8+8), or claws +24/+24/+19/+19/+14/+14/+9/+9 (6d8+8); SA Feral Trance, Dragon Shape; SQ Evasion, Timeless Body, Fast Movement, Primal Living, Feral Scent, Keen Senses, Morphic Immunities; AL N; SV Fort +21, Ref +13, Will +12; Str 18, Dex 16, Con 18, Int 10, Wis 16, Cha 6.
Skills and Feats:
Concentration 6, Jump 8, Knowledge(Arcana) 6, Knowledge(Religion) 6, Tumble 4, Handle Animal 4, Survival 4; Improved Unarmed Strike, Stunning Strike, Cosmopolitan (Iaijutsu Focus), Alertness, Power Attack, Combat Reflexes, Weapon Finesse, Great Fortitude, Superior Unarmed Strike, Improved Natural Attack (Unarmed), Leap Attack, Improved Initiative.
Special Attacks and Qualities:
Claws of the Dragon, Frightful Presence, Dragon Shape (can transform into a dragon)
Possessions: Monk’s Belt, Warforged Battle Fists (if needed for increased damage).
Core Abilities & Features of the Martial Artist
Unarmed Combat Mastery: The Martial Artist[1] build ensures you are a powerhouse in unarmed combat. Starting with a Monk’s Improved Unarmed Strike, your damage rapidly increases through levels and class features, ultimately dealing 12d8 with the right equipment. Combined with feats like Weapon Finesse and Superior Unarmed Strike, your precision and effectiveness in melee are unmatched.
Defensive Superiority: Not only can you hit hard, but your AC benefits from multiple ability scores—Wisdom from Monk, Constitution from Fist of the Forest, and Dexterity through various stat enhancements. Special abilities like Evasion and Improved Evasion make you nearly untouchable against area attacks, while Still Mind and Purity of Body keep you free from mental and physical afflictions.
Incredible Mobility: Speed is your ally. As a Monk, you start with a +10 speed bonus. Fast Movement from Fist of the Forest and the dragon themed abilities like flight when assuming Dragon Shape, ensure you can close gaps or escape danger effortlessly. Combat Reflexes further capitalize on this mobility, letting you react swiftly to threats.
Draconic Power: The Initiate of the Draconic Mysteries class ties your prowess to the might of dragons, granting abilities like Claws of the Dragon, Frightful Presence, and Spell Resistance. By level 20, transforming into a Dragon underlines your martial and supernatural dominance. The aesthetics and mechanics of this transformation bring an epic flair to your battles.
Versatile Tactics: This build’s flexibility is evident in its ability to handle various combat scenarios. Power Attack and Leap Attack feats allow devastating strikes, especially when used in combination. Meanwhile, the Warshaper class boosts your physical stats and grants Morphic Weapons, ensuring you can adapt your combat style to overcome any obstacle.
Milestones Of Character Development
- Levels 1-5:
- Entry-level Monk abilities such as Improved Unarmed Strike, Stunning Strike, and Flurry of Blows, increasing attack options.
- Basic defensive techniques like Evasion and Still Mind, enhancing survivability.
- First significant AC increases through Wisdom, making the Monk harder to hit.
- Levels 6-10:
- Diverse abilities from Initiate of the Draconic Mysteries, including Claws of the Dragon and Keen Senses, adding versatility.
- Superior Unarmed Strike drastically boosts unarmed damage, turning the character into a formidable melee attacker.
- First entry into Warshaper and Fist of the Forest classes, unlocking Morphic Immunities and AC Bonus (Con), making the character resilient.
- Levels 11-15:
- Advanced Fist of the Forest abilities like Feral Trance and Untamed Strike, providing powerful combat boosts.
- Unarmed damage skyrockets with Improved Natural Attack and increased progression, ensuring high damage output.
- Significant physical stat boosts from Warshaper, further improving combat effectiveness.
- Levels 16-20:
- Final enhancements from Initiate of the Draconic Mysteries, including Improved Evasion and Spell Resistance, augmenting defense.
- Dragon Shape transformation ability, granting combat and strategic superiority through powerful new forms.
- Steady increase in Dexterity, ensuring sustained growth in AC and mobility.
- Deadly Strike and Timeless Body culminating features, providing devastating offensive capabilities and longevity.
Equipment Progression of the Martial Artist
| Level Range | Equipment | Details |
|---|---|---|
| L1-5 | Monk’s Belt | Effectively increases your monk level by 5 for the purpose of AC and unarmed damage. |
| Amulet of Mighty Fists | Adds enhancement bonuses to unarmed attacks and natural weapon attacks. | |
| L6-10 | Bracers of Armor +4 | Provides an armor bonus to AC without hindering monk abilities. |
| Ring of Protection +2 | Grants a deflection bonus to AC. | |
| L11-15 | Cloak of Resistance +3 | Enhances all saving throws. |
| Boots of Striding and Springing | Increases base speed by 10 feet and gives a +5 competence bonus on Jump checks. | |
| L16-20 | Girdle of Giant Strength +6 | Massively boosts Strength, key for unarmed combat damage and some key skills. |
| Cape of the Mountebank | Allows the wearer to use Dimension Door once per day, aiding mobility in battle. |
Combat Scenarios
- Dungeon Crawls:
- Use your incredible speed and unarmed prowess to swiftly navigate and clear out rooms. Remember to exploit your high AC and Evasion to avoid traps and incoming attacks. Your morphic abilities from Warshaper can adapt to close quarters effectively, transforming to suit whatever challenge presents itself.
- Open Fields:
- Engage the enemy head on with your raw speed. Utilize Great Fortitude and your high AC to resist ranged attacks as you close the distance. Your ability to transform into a dragon will intimidate and scatter foes, making it easier to corner and eliminate them.
- Ambushes:
- Initiate with Frightful Presence to disorient your attackers. Use Leap Attack combined with your powerful unarmed damage to quickly neutralize key targets. Your Improved Initiative ensures that you can act before most opponents, gaining the upper hand quickly.
- Defensive Stands:
- Leverage your high AC, Morphic Immunities, and Primal Living to create an almost impenetrable defense. Use Feral Trance for increased damage output while holding your ground. Your unarmed strikes should incapacitate any attackers brave enough to approach.
- Urban Encounters:
- Nimble and agile, you can navigate through narrow streets and crowded areas effortlessly. Utilise your Monk’s Belt and Warforged Battle Fists enhancements to deliver devastating blows swiftly. Your spell resistance and Ki Strike will be crucial in countering spellcasters often found in urban environments.
Weaknesses & Counters
| Weakness | Counters |
|---|---|
| Low Charisma | Charisma skills are limited. Utilize a Circlet of Persuasion (+3 bonus on Charisma-based checks) to mitigate this. |
| Poor Reflexes | Lower initiative and difficulty dodging attacks. Equip Boots of Swiftness (+4 Reflex Saves) to improve reflex saves. |
| Requires high-level multiclassing | Extended gameplay required for full potential. Plan the campaign duration with your DM to ensure reaching higher levels. |
| Unarmed dependency | Vulnerable when unarmed. Keep a Monk’s Belt (increases unarmed damage) and Warforged Battle Fists (12d8 punching damage) as backups. |
| Complex transformation mechanics | Confusing for beginners. Frequently practice changing forms outside of combat to master the mechanics. |
| Limited ranged options | Weak against distance attackers. Carry Shuriken or other throwing weapons boosted by Ki Strike (Magic) for magical attacks. |
| Reliance on physical stats | Fairly dependent on Strength, Dexterity, and Constitution. Use Amulet of Health (+2, +4, or +6 Constitution) to boost Constitution. |
| Magic attacks Soft Spot | Struggles against magical attacks. Equip Ring of Spell Storing for defensive spell casting when needed. |
Roleplaying the Martial Artist
Embrace the Journey
The Martial Artist[1]’s quest is one of self-discovery. Lean into this by portraying a character who is constantly seeking to improve not only their physical prowess but their mental discipline. Reflect moments of intense introspection, where the character questions their motives, desires, and fears.
Balance Emotions
As a character who must let go of hate and fear, highlight the inner struggle. Show your Martial Artist[1] trying and sometimes failing to overcome these feelings. This adds depth and makes the moments of clarity and peace more impactful.
Mentorship
Your character has learned from various masters, including the enigmatic Dragon Wanderer. Play up this aspect by seeking out mentors or acting as one. Offer wisdom to others, yet remain humble, showing that you also have much to learn.
Minimalism in Action
Given the minimal equipment requirement, your character should emphasize simplicity. Describe your character finding creative solutions without relying on gear. This reinforces the theme of self-reliance and inner strength.
Dragon Techniques
Transforming into a dragon is a significant power. Treat it as a sacred and awe-inspiring event. Show reverence for this ability and use it sparingly, presenting it as a last resort or a moment of great need.

FAQ
What are the primary features of a Martial Artist[1] build?
A Martial Artist[1] excels in unarmed combat, using abilities like Improved Unarmed Strike and Flurry of Blows. They also possess defensive techniques such as Evasion and Still Mind. As they progress, they gain more advanced abilities from classes like Warshaper and Fist of the Forest.
How do I manage the Martial Artist[1]’s reliance on physical stats?
The Martial Artist[1] depends heavily on Strength, Dexterity, and Constitution. Equip items like Amulet of Health to boost Constitution. Girdle of Giant Strength is also valuable to enhance Strength.
How do I counter the Martial Artist[1]’s weaknesses?
For low Charisma, use a Circlet of Persuasion. Poor Reflexes can be improved with Boots of Swiftness. Equip Ring of Spell Storing to defend against magic attacks. For unarmed dependency, carry a Monk’s Belt and Warforged Battle Fists as backups.
What are effective roleplaying tips for a Martial Artist[1]?
Lean into your character’s journey of self-discovery. Highlight the inner struggle to balance emotions. Seek mentorship and portray wisdom with humility. Emphasize simplicity and self-reliance in actions. Treat dragon transformations with reverence.
How should I handle different combat scenarios as a Martial Artist[1]?
In dungeon crawls, use your speed and unarmed prowess to navigate and clear rooms. For open fields, close distances swiftly and intimidate foes with dragon forms. In ambushes, disorient attackers with Frightful Presence. During defensive stands, showcase your high AC and Morphic Immunities. Urban encounters highlight agility and spell resistance to counter spellcasters.
Join us at the Stellar Dragons Discord
Considering playing with a Martial Artist[1] in your next D&D 3.5 campaign? Join the discussion on the Stellar Dragons Discord server at https://discord.gg/uAPvgEq6Z7. Do you think the Martial Artist[1] could be the best build in D&D 3.5?
Martial Artist

In his journey, the young Argent Fist had learned from various masters of vastly different martial arts, and his quest to find the dark figure who destroyed his monastery and killed his master led him to strange places indeed.
It still somehow was not beyond surprising him when he finally managed to find the Legendary Martial Artists simply known as the Dragon Wanderer.
She was a changeling living alone in a hill in the middle of the woods, feeding of small animals and spending most of her days lazing around in the forest or dancing at dusk and dawn. Still, she agreed to teach him what he wanted to learn. He was sure there were at least a few lessons to learn in her technique. After weeks of such frivolities, he was cooking for them both as she was staring at the setting sun from the top of her hill.
-“You still haven’t learned what you need too, have you?” She asked in her usual relaxed voice. Moving closer to stand next to her, trying to figure out what her eyes were looking out at as he gave the question some thought.
-“I suppose I do not.” He admitted.
She let out a laugh that echoed in the distance.
–“Of course you don’t.” She turned to him and pinched his nose playfully.
-“You have to let go silvery one. Let go of your hate, of your fears, of everything that doesn’t matter.”
She smiled and got dangerously close to the cliff.
-“Learn to let everything go.” The woman said as she let herself fall. The young man tried to grab her but couldn’t make it in time. As he got close to the cliff himself, he looked down, as she suddenly flew up by him, in the form of a majestic silver dragon, dancing in the skies, and as the beauty of the sight dawned on him, a single tear rolled down his cheek and at last, after all these years, his heart felt at peace.
Race
Changeling
Class
Monk 5/Initiate of the Draconic Mysteries 10/Warshaper 2/Fist of the Forest 3
Ability Scores
Str 14/Dex 16/Con 14/Int 10/Wis 15/Cha 6
Skills
Concentration 6/ Jump 8/ Knowledge(Arcana) 6/ Knowledge(Religion) 6/ Tumble 4/Handle Animal 4/Survival 4
Flaws
Pathetic(Char), Poor Reflexes
Equipment
Nothing. You need absolutely nothing to make this build work. So go buy whatever you fancy. If you absolutely, positively need to somehow still increase your unarmed damage, a Monk’s Belt, and get a Graft that allows you to get a Warforged Battle Fists to punch things for 12d8.
Goal
You are the epitome of a monk. Your AC is enhanced by three ability scores, you are ridiculously fast, and your unarmed strikes deal a bajillion damage. As if all that wasn’t enough, you can transform into a literal Dragon. I legitimately do not know what else you could want from this.
| Level | Class | HD | Feat | Special |
| 1 | Monk | 10 | Improved Unarmed Strike, Stunning Strike, Cosmopolitan(Iaijutsu Focus), Alertness, Power Attack | Unarmed 1d6, Flurry of Blows, AC Bonus(Wis) |
| 2 | Monk | 1d8+2 | Combat Reflexes | Evasion |
| 3 | Monk | 1d8+2 | Weapon Finesse | Still Mind, +10 Speed |
| 4 | Monk | 1d8+2 | – | Ki Strike(Magic), Slow Fall 20ft., Unarmed 1d8, +1 Wis |
| 5 | Monk | 1d8+2 | – | Purity of Body, +1 AC |
| 6 | Initiate of the Draconic Mystery | 1d8+2 | Great Fortitude | – |
| 7 | Initiate of the Draconic Mystery | 1d8+2 | – | Claws of the Dragon |
| 8 | Initiate of the Draconic Mystery | 1d8+2 | – | Keen Senses, +1 Dex |
| 9 | Initiate of the Draconic Mystery | 1d8+2 | Superior Unarmed Strike | Increased Unarmed Damage, Unarmed 2d6 |
| 10 | Warshaper | 1d8+2 | – | Morphic Immunities, Morphic Weapons, Unarmed 2d8 |
| 11 | Fist of the Forest | 1d10+2 | – | AC Bonus(Con), Feral Trance 1/Day, Fast Movements, Primal Living, Unarmed 2d10 |
| 12 | Fist of the Forest | 1d10+2 | Improved Natural Attack(Unarmed) | Uncanny Dodge, Untamed Strike, +1 Dex, Unarmed 3d8 |
| 13 | Fist of the Forest | 1d10+2 | – | Feral Trance 2/Day, Scent, Unarmed 4d8 |
| 14 | Initiate of the Draconic Mystery | 1d8+2 | – | Frightful Presence |
| 15 | Warshaper | 1d8+34 | Leap Attack | +4 Str, +4 Con |
| 16 | Initiate of the Draconic Mystery | 1d8+4 | – | Improved Evasion, +1 Dex |
| 17 | Initiate of the Draconic Mystery | 1d8+4 | – | Spell Resistance |
| 18 | Initiate of the Draconic Mystery | 1d8+4 | Improved Initiative | Increased Unarmed Damage, Unarmed 6d8 |
| 19 | Initiate of the Draconic Mystery | 1d8+4 | – | Deadly Strike, Timeless Body |
| 20 | Initiate of the Draconic Mystery | 1d8+4 | – | Dragon Shape, +1 Dex |
Shapechanger

-“What happened to her after you defeated the beast?” Asked one of the kids, the old man across from them gave a mild chuckle, their curiosity always bringing a smile to him. He scratched his chin slowly, collecting his thoughts as the fire cracked in the fireplace. The whole inn was listening to the half-elf’s story now.
-“Well, as well traveled as I am, there were many things I could teach her, I could teach everything about listening to nature, how to hunt beasts and how to recognize plants and prints. Though, as with all teachers, there were some things I could never teach her. How to be a beast, as she already was, being a werewolf and all. She wanted to learn to better control and use that part of her. So she left too, eventually, in search of the Lady of the Woods.”
There were whispers in the inn when that name came out of the storyteller’s mouth. The traveling woman pulled out a smoke pipe and started cleaning it, and prepared some dried herbs. The half-elf continued unfazed.
-“The Lady is said to be as old as the forest, and its most ancient guardian, capable of taking the form of all the beasts who walk its depths. From the smallest insect to the most majestic dragon, she is one with each of these forms. If someone could teach our young wolf lady how to control her inner beast, it was the Lady.”
Race
Changeling
Class
Wildshaping Ranger 5(Variant)/Master of Many Forms 10/Nature’s Warrior 3/Warshaper 2
Ability Scores
Str 12/Dex 16/Con 16/Int 10/Wis 14/Cha 8
Skills
Knowledge(Nature) 8, Knowledge(the Planes) 2, Survival 8
Equipment
A shortbow, a Shortsword. Any light armor.
Goal
You are a ranger capable of Wildshaping like the druid. But you take that ability and crank it to eleven. You have more than ten uses per day, can change your form in the same use of wild shape, and can take nearly any form in the monster manual. This makes you a fantastic swiss army knife of a character, with a form for every situation, and by gaining the Extraordinary abilities of your forms, your toolset only expands even more. Take the form of a fly to spy on a conversation or the form of a friggin’ Dragon to fight virtually any enemy as two examples.
And they say only Tier 1 characters have a backpocket plan for any situation…
| Level | Class | HD | Feat | Special |
| 1 | Ranger | 11 | Track, Weapon Finesse | Wild Empathy, 1st Favored Enemy, Fast Movement |
| 2 | Ranger | 1d8+3 | – | – |
| 3 | Ranger | 1d8+3 | Endurance, Alertness | – |
| 4 | Ranger | 1d8+3 | – | Animal Companion, +1 Con |
| 5 | Ranger | 1d8+3 | – | Wildshape 1/Day, 2nd Favored Enemy |
| 6 | Nature’s Warrior | 1d10+9 | Improved Toughness | Nature’s Weapon, Wildling |
| 7 | Master of Many Forms | 1d8+4 | – | Shifter’s Speech, Improved Wildshape 2/Day, Humanoid |
| 8 | Master of Many Forms | 1d8+12 | – | Improved Wildshape 3/Day (Large), Giant, +1 Con |
| 9 | Master of Many Forms | 1d8+5 | Improved Initiative | Fast Wildshape, Improved Wildshape 4/Day, Monstrous Humanoid |
| 10 | Master of Many Forms | 1d8+5 | – | Improved Wildshape 5/Day(Tiny), Fey |
| 11 | Master of Many Forms | 1d8+5 | – | Improved Wildshape 6/Day, Vermin |
| 12 | Master of Many Forms | 1d8+5 | Combat Reflexes | Improved Wildshape 7/Day (Huge), Aberration, +1 Con |
| 13 | Master of Many Forms | 1d8+5 | – | Extraordinary Wildshape, Improved Wildshape 8/Day, Plant |
| 14 | Master of Many Forms | 1d8+5 | – | Improved Wildshape 9/Day(Diminutiv e), Ooze |
| 15 | Master of Many Forms | 1d8+5 | Robilar’s Gambit | Improved Wildshape 10/Day, Elemental |
| 16 | Master of Many Forms | 1d8+21 | – | Evershifting Form, Improved Wildshape 11/Day (Gargantuan), Dragon, +1 Con |
| 17 | Warshaper | 1d8+6 | – | Morphic Immunities, Morphic Weapons |
| 18 | Warshaper | 1d8+42 | Stand Still | +4 Str, +4 Con |
| 19 | Nature’s Warrior | 1d10+8 | – | – |
| 20 | Nature’s Warrior | 1d10+8 | – | Water’s Flow, +1 Con |
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