Base Class: Druid
The Weredruid subclass is for those with a split-personality or conflicted sense of being who both longs to maintain their personality and give up on the world to live as a more simple creature. The Weredruid was never infected with any kind of lycanthropy, but instead has dreamt so long and solidly of being one with nature's creatures, that they're subconscious has taken hold of their magic. All of their magical instincts have been honed towards imitating the beasts they so love. While conscious, they retain the ability to will and direct their higher magic, at heart they care more for protecting and mimicking beasts than for any form of control.
Were-Shape
When you choose this circle at 2nd level, you gain an alternate use for your wildshape. As a bonus action you may use one use of your wildshape to take the form of a were-beast for 1 hour, until you fall unconscious, or until you use a bonus action to exit the Were-Shape. You determine your appearance while were-shaped, as long as you retain a form that has the same basic arrangement of limbs. When you use one of your wildshapes to Were-Shape, you gain 4 temporary HP for every druid level you have. This temporary HP lasts until you leave your Were-Shape form. While were-shaped, you retain all of your game statistics, and you can cast spells and maintain concentration while in this form. There are two were-shapes essences you choose from at this level, with more options becoming available as you gain levels in this class. You can only ever have the bonus of one essence active while were-shaped. A level prerequisite refers to your druid level. Each Were-Shape essence comes with unique bonuses:
Werewolf
You gain advantage on Wisdom (perception) checks based on smell, sight, and hearing. In addition, your dexterity score increases by +2, this boost cannot raise your dexterity score past 20.
Wererat
You gain advantage on Dexterity(stealth) checks, and eating spoiled food does not harm you. In addition, your dexterity score increases by +2, this boost cannot raise your dexterity past 20.
Werebear
Prerequisite: 4th Level
You gain advantage on Strength(athletics) checks made to grapple enemies. In addition, you gain resistance to cold damage and your constitution score increases by +3, this boost cannot raise your constitution score past 20.
Werecrocodile
Prerequisite: 4th Level
You gain a swimming speed equal to your walking speed. In addition, you gain resistance to fire damage and your strength score increases by +4, this boost cannot raise your strength score past 20.
Werespider
Prerequisite: 4th Level
You gain a climbing speed equal to your walking speed, Spider Climb, and Web Walker abilities. In addition, your dexterity score increases by +3, this boost cannot raise your dexterity score past 20. You also gain the following attack:
Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. While restrained in an ice spider’s web, a creature takes 1 cold damage at the start of each of its turns. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to poison, and psychic damage).
Wereowl
Prerequisite: 8th Level
You gain a flying speed equal to your walking speed and the flyby ability. In addition, your dexterity score increases by +4, this boost cannot raise your dexterity score past 20.
Weretiger:
Prerequisite: 8th Level
Your walking speed doubles. In addition, your strength score becomes 19. This cannot be raised or lowered in any way.
Wereoctopus:
Prerequisite: 8th Level
You gain a swimming speed equal to 15 feet more than your walking speed and can breathe water. In addition, your strength score becomes 17. This cannot be raised or lowered in any way. When your attack hits, if the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and you can't grapple another target (but can attack).
Weredragonfly:
Prerequisite: 10th Level
You gain a flying speed equal to 15 feet more than your walking speed and the Uncanny Dodge reaction. In addition your dexterity score increases +4, this boost cannot raise your dexterity score past 20.
Wereelephant:
Prerequisite: 11th Level
You gain 10 ft. of walking speed and the Trampling Charge ability and can add your proficiency bonus to damage against prone creatures. In addition, your strength score becomes 20. This cannot be raised or lowered in any way. When you were-shape with this essence, you gain 5 temporary hit points per druid level instead of the normal value.
Wereraptor:
Prerequisite: 13th Level
You gain the multiattack feature with the ability to make two attacks. If you have the Primal Rage feature, you can still add an extra attack when you take the attack action. In addition, your dexterity score increases by +4, this boost cannot raise your dexterity score past 20.
While Were-Shaped you cannot wear armor nor wield a shield, however your AC is equal to 10 plus your Wisdom modifier plus your Dexterity Modifier. You also gain the ability to perform natural weapon attacks with your hands. While attacking in this way, your natural weapon attacks do 1d8 slashing damage and have the finesse property. You are considered proficient in using your natural weapons.
Werebeast Instincts
Also at 2nd level, your abilitiy to tap into Were-shape grants you access to memories of primal knowledge that has been passed down through generations of druids in your circle. These fragments of knowledge are necessary to enhance your Were-shaped form even further, and can only be accessed while Were-Shaped. At 2nd level, you can access three of these fragments of knowledge. You gain access to an additional fragment of knowledge at 5th, 9th,13th,15th, and 19th level. A level prerequisite refers to your level in this class. Additionally, when you gain a level in this class you can choose one of the fragments you know and replace it with another fragment that you could learn at that level.
Primal Armor
While Were-Shaped, your AC becomes 18. This replaces your unarmored defense while Were-shaped. At level 9 in this class, your AC becomes 20 with this fragment.
Primal Camouflage
While Were-Shaped, you can cast Greater Iinvisibility once per long rest without using any spell slots
Primal Displacement
While Were-Shaped, you can cast the Mirror Image spell once per long rest without using any spell slots.
Primal Ferocity
While Were-Shaped, whenever you take the attack action to attack with your natural weapon, you may attack twice.
Primal Ferocity
While Were-Shaped, when making attacks with your natural weapons, you may add your wisdom modifier to the damage rolls.
Primal Focus
While Were-Shaped, you can use your natural weapons as a spellcasting focus for your druid spells and you ignore material components of spells that are less than 100 gp.
Primal Force
While Were-Shaped, when you hit a creature with your natural weapons, you can attempt to shove the creature provided they are size Large or below.
Primal Fortitude
While Were-Shaped, you gain advantage on constitution saving throws made to maintain concentration on a spell whenever you take damage.
Primal Hunter
While Were-Shaped, you have advantage on attack rolls made with your natural weapons against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Primal Intimidation
While Were-Shaped, when a creatures is within 10 feet of you, you can use your reaction to Intimidate them. They take damage equal to your proficiency bonus and step back 10 feet. You can use this a number of times equal to your proficiency bonus per long rest.
OR
While Were-Shaped, when a creatures is within 10 feet of you, you can use your reaction to Intimidate them. They must make a Wisdom save equal to your spell save DC. On a failed save, they take damage equal to your proficiency bonus and step back 10 feet.
Primal Magic
While Were-Shaped, when you cast a druid spell that deals damage to an enemy or heals an ally, you can add 1d8 the damage dealt or HP restored.
This increases to 2d8 at 10th level and 3d8 at 19th level.
Primal Movement
While Were-Shaped, you gain a climb speed equal to your walking speed.
Primal Offense
While Were-Shaped, when making attacks with your natural weapons, you may add your wisdom modifier to the attack rolls.
Primal Savagery
While Were-Shaped, your natural weapons now deal 1d12 slashing damage.
Primal Senses
While Were-Shaped, you become proficient in Wisdom(perception checks), if you were already proficient in these checks, you may double your proficiency bonus to any skill checks made with this skill.
Primal Size
While Were-Shaped, if you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
Primal Speech
While Were-Shaped, you can cast Speak with Animals at will, without expending a spell slot.
Primal Swiftness
While Were-Shaped, you can cast the Haste spell using your spell slots and you can also cast Longstrider at will, requiring no spell slots.
Primal Transformation
While Were-Shaped, you may cast the Polymorph spell once per long rest without using any spell slots.
Were-beast Soul
Starting at 6th level, your skill in were-shaping has developed in such a way that you begin each day were-shaped with the essence of a were-creature of your choice (that you are eligible for). This does not count against your normal wild shape uses. While were-shaped in this way, it lasts until your next long rest, until you become knocked unconscious, or die. You can still activate a use of your wild shape to Were-shape and gain the essence of another beast or to gain temporary hit points.
Additionally, your attacks with your natural weapon are considered magical for the purposes of overcoming magical resistances and immunities.
Were-Dragon
Starting at 10th level, your ability to take on the features of other creatures has transcend mere beastial forms. As a bonus action and using two of your wildshape uses, you can Were-Shape and obtain the essence of a dragon. When used in this way, your Were-Shape lasts for one hour, until you fall unconscious, or until you use a bonus action to exit the Were-Shape. This feature can be only be used once per day regardless of the number of wild shape uses until you have until you reached 20th level in this class. This counts as Were-Shaping for the purposes of activating your Primal Fragments. Your Were-Dragon essence grants you the following bonus:
Were-Dragon
You choose a color corresponding to a chromatic dragon (Black|Acid, Blue|Lightning, Green|Poison, Red|Fire, or White|Cold). Your walking speed is increased by 10ft, your natural weapon attacks have 10ft reach, and you gain a flying speed equal to your walking speed. Additionally, your strength, dexterity, and constitution scores increase by 3. Your ability scores cannot be increased past 20 using this feature. When making an attack with your natural weapon, you can forgo the attack to unleash a breath attack in a 30ft cone from your position. If you can make two attacks with your natural weapons then you forgo one of them. Creatures within the area must make a dexterity saving throw against your spell save DC or take 8d6 elemental damage on a fail, or half that on a success. The type of damage dealt by the breath weapon is determined by the color of dragon you chose when assuming the Were-Dragon essence.
Call of the Pack
Starting at 14th level, your ability to imbue yourself with the essence of other creatures has granted you the knowledge necessary to become an efficient pack hunter. While you are Were-Shaped, for every ally within 10ft of you, you gain a +1 to hit and damage rolls for your spells and natural weapons. This has no effect on your spell save DC. You also give advantage to your allies within 10 feet.
Previous Versions
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