Druid
Base Class: Druid

Not every variation of the Dark Ringmaster's interplanar forces was engineered but rather spawned in the wake of the scar he leaves upon the worlds he deems worth ruining. Though survivors tend to be scarce in such instances of indiscriminate genocide, there are a few who have not only lived but gained wretched enlightenment through seeing their world burn seemingly without warning. To these insane individuals, the cosmos is apathetic and attempts at balancing certain aspects of its chaotic design is an imbalance unto itself; that the only true equilibrium of the universe lies in the path toward nonexistence. Extremists in their nihilistic views, druids from the secretive Circle of Null sought the one named Hughe Percival Lockcross in the hopes that his tendency for planecide would stretch across all of Creation.

Desensitized to material and emotional value, these embodiments of existential dread wish for nothing more than the eventual end to the Multiverse That Is. To achieve this, null druids turn to the foreign powers of the Multiverse That Should Not Be -- what others refer to as the Far Realms. By exposing themselves to its influence, their forms and minds begin to shape themselves similarly to the alien abominations that call the Far Realms home. Their flesh is likewise blessed and cursed to achieve anatomies only a madman like Hughe Percival Lockcross could admire or stomach. So unbearable are their visages and associations that even the most welcoming Darklings find difficulty stomaching their appearance; yet welcome they still do, for even the most aberrant of outcasts are welcome within the ranks of the Dark Carnival.

Eccentric Quirks

The aberrations of the Far Realms are utterly alien in their shapes and behaviors; thus it is only expected that those who intentionally seek to mimic such forms likewise acquire strange properties.

Eccentric Quirks
d6 Quirk
1 Your blood is made of an inky black substance.
2 Your voice is utterly monotone and sometimes even dreary, regardless of current emotion.
3 When met with cheer, joy, or hopeful words, you cannot help but roll your eyes or otherwise respond with contempt.
4 Incapable of empathy, witnessing the emotions of others fascinates you.
5 Every sentence from your lips could be interpreted as a depressing, dark poem.
6 Secretly, you wish there was a reason for hope or purpose for your existence, but despite your best efforts, you cannot bring yourself to believe either would be real.
Circle of Null Features
Druid Level Feature
2nd Alien Flesh
6th Aberrant Mind
10th Wretched Transformation
14th Blessed by the Void

Alien Flesh

At 2nd level, your bestial forms take on alien attributes akin to those found in the Far Realms. When you use your Wild Shape class feature, your creature type as a beast is changed to aberration as your eldritch form appears far more grotesque or otherworldly than its animal counterpart. Additionally, choose one feature when you transform that lasts until your Wild Shape ends:

  • Wretched Reach. All of your limbs are either elongated with twisted/multiple joints or replaced entirely by tentacles. The range of your melee attacks increases by 5 feet. Damage done by your Bite or Claw attacks deals additional acid damage equal to your proficiency bonus.
  • Twisted Vision. Countless lidless eyes or spheres emerge across your body, staring and scanning in all and no direction. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Slithering Hide. The surface of your skin is coated with otherworldly slime or made of strange, toughened flesh. Your AC receives a bonus equal to your proficiency bonus.
Slithering Hide

The surface of your skin is coated with otherworldly slime or made of strange, toughened flesh. Your AC receives a bonus equal to your proficiency bonus.

Twisted Vision

Countless lidless eyes or spheres emerge across your body, staring and scanning in all and no direction. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Wretched Reach

All of your limbs are either elongated with twisted/multiple joints or replaced entirely by tentacles. The range of your melee attacks increases by 5 feet. Damage done by your Bite or Claw attacks deals additional acid damage equal to your proficiency bonus.

Aberrant Mind

At 6th level, your exposure to the energies of the Far Realms tempers your body against more mundane magic. You have advantage on saving throws against spells and other magical effects that are not cast by an aberration.

Circle of Null Spells

Due to the Circle of Land, D&D Beyond wants you to have a 3rd level feature with your subclass' spells. But as we've seen, druids get their subclass spells at level 2. But let's be real; if that's a problem for you when you're using this subclass, why not just start at level 3?

Anyways, I'm not going to make that fancy chart you're used to, but you get these spells: 

Feather Fall, False Life, Alter Self, Enlarge Reduce, Fly, Blink, Polymorph, Stoneskin, Contagion, and Seeming

Wretched Transformation

Starting at 10th level, your strange transformation acquires even more nightmarish traits. When you use your Wild Shape feature, you may choose one of the following features in addition to those granted by your Alien Flesh feature that lasts until your Wild Shape ends:

  • Twinned Visage. A second head emerges from your neck or your head splits into two functioning halves. You have advantage on Perception checks (Wisdom) and you have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • Appendage Eruption. An impossible number of limbs sprawl and writhe from your body. You can attack one additional time than you could otherwise whenever you take the Attack action on your turn. Additionally, your movement speed increases by 10 feet.
  • Disembodied Ascension. Your body melds with your head, becoming a floating cranium of terrifying appearance. Your movement speed becomes 0 and you gain a hover speed of 20 feet. You retain any Bite attacks your Wild Shape had, but no other natural attacks. Additionally, you gain a ranged spell attack with a range of 60 feet. On a hit, it deals psychic damage equal to 2d6 plus your Wisdom modifier.
Appendage Eruption

An impossible number of limbs sprawl and writhe from your body. You can attack one additional time than you could otherwise whenever you take the Attack action on your turn. Additionally, your movement speed increases by 10 feet.

Disembodied Ascencion

Your body melds with your head, becoming a floating cranium of terrifying appearance. Your movement speed becomes 0 and you gain a hover speed of 20 feet. You retain any Bite attacks your Wild Shape had, but no other natural attacks. Additionally, you gain a ranged spell attack with a range of 60 feet. On a hit, it deals psychic damage equal to 2d6 plus your Wisdom modifier.

Twinned Visage

A second head emerges from your neck or your head splits into two functioning halves. You have advantage on Perception checks (Wisdom) and you have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

Blessed By The Void

At 14th level, the line between you and your abominable transformations blurs to impossibly loathsome degrees. While not in your Wild Shape form, you may use an action to assume one option from your Alien Flesh feature at a time.

Additionally, when you use Wild Shape, you may choose all options available from your Alien Flesh feature.

 

Circle Of Null Image

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