Base Class: Druid
Druids in the Circle of Monsters have forsaken their bonds to the typical Forms of Nature their Druidic Peers maintain. Instead, they traverse the most dangerous parts of the realm and beyond, absorbing the very essence of the most monstrous denizens of reality.
Druids of this Circle typically lead solitary lives, as their brush with the creatures that are of many nightmares can leave a mark on their very soul. Those that do maintain a connection with other members of society constantly combat the ideas that the horror they’ve embraced may not be understood by others.
Combat Wild Shape
When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
Circle Forms
The rites of your circle grant you the ability to transform into more terrifying creatures of the realm. Starting at 2nd level, you can no longer use your Wild Shape to transform into beasts, but instead can only transform into creatures categorized as Monstrosities. The creature must have a challenge rating as high as 1 (you ignore the Max. CR column of the Wild Shapes table, but must abide by the other limitations there).
Starting at 6th level, you can transform into a Monstrosity with a challenge rating as high as your druid level divided by 3, rounded down.
Monstrous Strike
Starting at 6th level, your attacks in monstrous form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Circle Forms
The rites of your circle grant you the ability to transform into more dangerous monster forms. Starting at 6th level, you can transform into a monstrosity with a challenge rating as high as your druid level divided by 3, rounded down.
Planar Wild Shape
At 10th level, you can expend two uses of Wild Shape at the same time to transform into a barbed devil, a barlgura, a felidar, or a mindwitness.
Dreadful Transformation
By 14th level, you have nearly fully attuned your the terror of the monsters you transform into. When a player uses the Wild Shape ability, all enemy creatures who can see them must pass a Wisdom saving throw or else become frightened for one minute. Each creature effected by this ability can redo their saving throw at the end of each of their turns. Creatures that would normally gain advantage on saves specifically against being frightened, do not have it against this effect. Creatures immune to the condition are still immune. If a creature passes the saving throw, they are immune to the condition from this ability for 24 hours.
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