Druid
Base Class: Druid

Most druids find their power in the harmony of nature. They have a deep understanding of life and creation and it guides them to protect and foster the growth of the world around them. Circle of Biomancy druids however are invigorated by the subjugation of nature. Asserting their will over the natural world twisting it into whatever they desire.

Long ago a group of druids practicing the Circle of Spores gathered to abandon their training to found a new order. One that followed a different philosophy, their belief was that the world as it is was fragile and weak. So they set out to perfect the land based on their own plans. This order seeks to manipulate nature to suit their needs however they are fairly solitary practitioners. Any given Biomancer may take on a single apprentice to teach them life manipulation. Many like the first have found themselves falling into darkness due to the harsh and somewhat evil nature to their powers. Becoming tired of pulling legs from spiders and moving up to us. Few have broken the pattern and lived lives as physicians using their power for good. However one does not ever truly escape the evil that lies inside you. So long as the lineage of master and student remains unbroken the twisted horrors of your magic will forever stain this world.

Circle Spells

2nd-level Circle of Biomancy feature

Your firm grip life's evolution allows you to alter their bodies and minds to suit your needs and grants you access to certain spells. At 2nd level, you learn the Resistance cantrip.

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Biomancy Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of Biomancy Spells
Druid Level Spells
2nd Resistance
3rd Enlarge/Reduce, Spider Climb
5th Haste, Fly
7th Stoneskin, Polymorph
9th Creation, Modify Memory

Modified Wildshape

2nd-level Circle of Biomancy feature

Due to the nature of your powers you are locked off from the world of beasts. However you can harness the power of the monstrosities in the world to transform into awful creatures. Your Wildshape applies only to monstrosities.

Weakening Aura

2nd-level Circle of Biomancy feature
You gain the ability to channel magic into an attack on nature's natural defenses. As an action cause all creatures with Natural Armor within 10ft of you get --2 to their AC for 1 minute. This ability may be used three times per short rest. This effect can not stack.

Equalize Ability

6th-level Circle of Biomancy feature

Turn a creature's own physiology against them forcing their body to transform into anything you desire. As an action touch target creature you can see with INT of 5 or less must make a constitution saving throw or have all of their base stats become equal to a stat of your choice for 18 seconds if engaged in combat, 1 minute if they are not. the creature does not die. You may use this ability two times per long rest.

 

Desirable Mutations

10th-level Circle of Biomancy feature

As a bonus action you may distribute up to 5 ability score points among your stats in whatever combination you wish. If you do you must subtract that many points from your scores first. Your ability scores remain this way until this ability is used again. If your CON is affected by this ability add or subtract HP equal to your level minus one times your new CON modifier. Add if your CON score goes up subtract if it goes down. You may use this ability twice per short rest. 

 

Perfected Life

14th-level Circle of  Biomancy feature

In your eyes you have become the image of perfection. You may gain any two of the following.

  • You gain one Ability Score Improvement and advantage against being frighted 
  • You gain one Feat
  • You gain a 50ft flying speed and can disengage as a bonus action
  • You are unaffected by magical darkness
  • Resistance to non-magical Slashing and Bludgeoning damage
  • If a creature gets a Critical Hit on you ignore it and you gain advantage on your next attack on that creature if it is the same kind.

However healing spells don't work on you, and whenever a resurrection spell is cast on you roll a d20 on a ten or bellow the spell fails.

Abhorrent Improvements

Channel your hatred for nature into a willing tiny creature. That creature grows two sizes larger and has.

  • AC 18
  • STR 18
  • DEX 14
  • CON 20

All other stats remain the same. Apply these stats to all melee attacks that use STR or DEX. All melee attacks are 1d8 damage. This creature lives for 1 minute and then implodes. You may use this ability once per short rest.

 

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