Druid
Base Class: Druid

Druids of the Circle of Divergence believe in the beauty of all forms of life. They accept all nature of magical and unusual creatures as extensions of the wild. While most druids despise aberrations and the undead as unnatural horrors, those in the Circle of Divergence celebrate them as proof of nature's flexibility. After all, what didn't originate from the wild? They further reinforce this belief by using it to their advantage as shapeshifters. A druid of the Circle of Divergence can transform into more than just beasts, they take after, aberrations, monstrosities, plants. Some have even managed to mimic the form of dragons.

Divergent Wild Shape

Starting at 2nd level, your understanding of the world's creatures deepens. You may expend a spell slot of 1st level to Wild Shape as a bonus action. When you do, you can transform into a creature with a challenge rating equal to or less than the spell slot's level. The creature you transform into must be either a beast or a creature from a creature type you chose with the Divergent Forms feature. Normal Wild Shape rules still apply (you can't transform into a creature with a flying speed before 8th level, or one that you've never seen). When you are reduced to 0 or less hitpoints while transformed into another creature with Divergent Wild Shape, you receive damage equal to half your current hitpoints rounded down after returning to your normal form.

You can expend higher level spell slots instead when you reach higher levels in this class.

Divergent Forms

When you reach 2nd level, and again at 5th, 8th, and 10th level, choose one of the following creature types: Aberration, elemental, monstrosity, plant. Your chosen creature type becomes an available option when using the Divergent Wild Shape feature.

Aberration

You may transform into aberrations using the Entropic Wild Shape feature.

Elemental

You may transform into elementals using the Entropic Wild Shape feature.

Monstrosity

You may transform into monstrosities using the Entropic Wild Shape feature.

Plant

You may transform into plants using the Entropic Wild Shape feature.

Anatomical Studies

At 3rd level, you are prepared to further your understanding of monster anatomy through practice and study. You can study a detailed book or document that describes the anatomy and biology of a monster you haven't seen before, both with images and text in a language you understand. After 2 hours of uninterrupted work, make a DC 14 arcana check. On a success you may treat that monster as though you have seen in person for the purposes of Wild Shape and Divergent Wild Shape (restrictions such as challenge rating and creature type still apply). If you fail the arcana check, you can't study this way again until you finish a long rest.

Divergent Spells

At 6th level, your magical connection to nature and its many creatures deepens, as well as the artfulness of your shapeshifting. You gain access to a list of spells that you can cast from specific transformations. You can use this feature once per long rest to cast a spell from its list. Casting a spell this way does not consume a spell slot, and you ignore semantic and material components. You must be in the spell's corresponding form with Divergent Wild Shape to cast it.

You can cast the following spells in their listed forms.

Enhanced Transformation

Starting at 10th level, you are able to expend 2 uses of Wild Shape to transform into one of the following creatures: Shambling mound, Otyugh, Young Remorhaz, Triceratops. (This feature doesn't use Divergent Wild Shape. You don't use a spell slot or lose health after dying while transformed.)

Draconic Form

At 14th level, you're finally able to grasp the secrets of draconic anatomy. You can transform into dragons using Divergent Wild Shape, regardless of whether or not you've seen them before.

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