Base Class: Druid
With careful research into the magical workings of Wild Shape and Polymorph spells, some druids have found a breakthrough into getting closer to the fantastical creatures of the world. Those who specialized in this practice within the Circle of Legends, masters of shapeshifting and protectors of rare and incredible. Among other Cryptomages (as they have been dubbed) a saying is uttered to personify their protective practice: “To save the dragon, become the dragon.” Throughout time immemorial, mythical beasts have roamed the earth with fantastical powers. Many have been hunted to near-extinction, which Cryptomages have come to protect using their own magical abilities. By taking their forms, poachers and trophy hunters are thrown off the trail of the real thing. Sometimes it’s just to protect a legacy, like becoming a Displacer Beast to protect the abandoned cub. Many creatures, like Slaads and Treants, for example, are seen as sentient beings, so a Cryptomage cannot take their forms, nor those of celestials undead, fiends, devils, demons, or aberrations, as the supernatural workings of such forms can have severe side effects, at least in theory. Not a single soul has ever been born brave enough to test it, and these classifications have therefore been blacklisted as well.
Ritual of the Creature's Form
At 2nd level, one performs their first ritual to expand their Wild Shape abilities beyond its normal limitations. To perform the ritual, one meditates for 20 minutes with the potion before them, focusing their intent and mental energies into it. To succeed, one must be uninterrupted while performing three DC12 Wisdom saving throws before consuming the potion. When successful, the Cryptomage gains the Polymorph and True Polymorph spells. Should they fail two of the three saves, they will suffer the horrible side effect of becoming mutated into a quasi beast-man form that becomes their permanent neutral state.
Cryptoform
At 3rd level, you've grown beyond the limitations of the Polymorph spells and Wild Shape techniques, allowing you to transform for more than an hour (equal to their Druid level). Many creatures, like Slaads and Treants, for example, are seen as sentient beings. That being said, a Cryptomage cannot take their forms, nor those of celestials undead, fiends, devils, demons, or aberrations, as the supernatural workings of such forms can have severe side effects, at least in theory. Not a single soul has ever been born brave enough to test it, and these classifications have therefore been blacklisted as well. The following explains the progression:
- 2 - Max size Medium.
- 5 - Max size Large.
- 7 - Creatures with Flying now available.
- 10 - Max 1 Huge form.
- 12 - Max 2 Huge forms.
- 15 - Max 3 Huge forms.
Partial Form
At 6th level, you’ve taken on many forms and have therefore gained the ability to edit your own physiology to partially fit desired features or abilities. You can now give yourself a tail, wings, horns, or even the legs of a beast. Mix and match as you see fit to your heart’s content, but only once a day for the hours a day equal to half your Druid level, which refreshes at dawn. At higher levels, you can do this more often as your practice grants you a greater duration, which progresses as follows:
- 6 - Once a day, one feature.
- 7 - Once a day, 2 features
- 8 - Once a day, 3 features.
- 9 - Twice a day, 3 features, gain flight (60 ft).
- 10 - Twice a day, 4 features.
- 11 - Three times a day, 5 features.
Creature Fortitude
At 10th level, being able to access the physiological benefits of fantastical creatures now grants you the ability to use them in order to protect oneself. An unarmored Cryptomage gains a Natural Armor that increases their AC as they progress.
- Lv. 10 gets +4 AC
- Lv. 14 gets +6 AC
- Lv. 18 gets +8 AC
This also grants a resistance poison damage, as well as elemental damages, but it takes a bonus action to adjust and it can only be one type of damage at a time.
Subtle Anatomy
At 14th level, your practice in the partial form has granted you practice in making the Partial Form to allow you to eventually create much more subtle anatomical changes. Without making noticeable changes to your anatomy, one can now take the powers of abilities of the desired creature biology. For example, instead if changing skin to the hide of a rhino to gain its durability, your skin itself becomes just as durable. Combining attributes at higher levels also comes with practice, but can strain your body, leaving you to use this ability for 2 minutes per long rest. The progression works as follows:
- Lv. 14 - 1 attribute, 2 minutes
- Lv. 16 - 2 attributes, 4 minutes
- Lv.18 - 3 attributes, 6 minutes
- Lv. 20 - 3 attributes, 8 minutes
Straining the body past these time limits will cause 2d6 damage and require a CON save to make sure the damage isn't permanent.
Previous Versions
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10/1/2021 8:37:08 PM
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