Druid
Base Class: Druid

The Circle of the Beyond allows druids to utilize a different aspect of nature than other druids. Where most druids gain the ability to cast powerful spells from the land itself, Circle of the Beyond druids gain power from the creatures of the land. Acting as a voice for the creatures that inhabit varied lands, Circle of the Beyond druids often task themselves not with being the defender of these creatures, but with learning from them, and helping them learn to defend themselves. These druids tend toward a more nomadic life, often finding themselves travelling to other planes of the multiverse to learn the very bounds of what can be considered nature.

This communion with the multiverse has allowed them a much more powerful form of the druid's wild shape. Circle of the Beyond druids are not limited to transforming into beasts, but any number of creatures, be that horrors from the great expanse of the Astral plane, or devils of the Nine Hells. These druids travel the planes not to cast judgement, but rather to learn and teach whatever they can.

NOTE: This subclass is intended to remove the druid's spellcasting feature in exchange for a more powerful, varied wild shape. Unfortunately editing class features is not currently possible through DnD Beyond, so it is not possible to work as intended (as far as I'm aware, feel free to correct me). I made the subclass before learning this, and I have a player planning on using it, so I am publishing it anyway with the expectation that, at least my player will just not be picking spells, leaving spell slots unused. For proper balance, this is recommended, but obviously you can do what you want in your game. Just know that with spell casting, this subclass is essentially a much more powerful Circle of the Moon druid.

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, as an alternative to an action. 

Forms Beyond

Starting at 3rd level, you can use your Wild Shape to transform into a beast or plant with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

The knowledge you’ve gained from traveling to or studying other worlds also gives you the ability to transform into one additional creature type. This creature type can be any of the following: Aberrations, Celestials, Constructs, Elementals, Fey, Fiends, or Monstrosities.

Starting at 6th level, you can transform into a creature with a challenge rating as high as your druid level divided by 3, rounded up. You also gain the ability to transform into one additional creature type.

Aberrations

Unlock the secrets of the horrors beyond in the Astral Plane.

Celestials

Unlock the holy power of the heavens.

Construct

Push the bounds of what can be considered "natural" by learning the inner workings of the machinations on the plane Mechanus. 

Elementals

Harness the power of the very building blocks of the material plane and transform into an Elemental.

Fey

Track the twisted law (or lack thereof) of the Feywild to become a Fey.

Fiends

Whether from the Nine Hells or the Abyss, learn the ways of destruction from the Fiends.

Monstrosities

At the greatest edge of what could feasibly be considered nature, monstrosities reside. Perhaps initially created through unnatural means, these creatures live and die in their environments just the same as any beast. Learn how these creatures came to be, and persist.

Primal Strike

Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Forms Beyond

The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 6th level, you can transform into a creature of your available types with a challenge rating as high as your druid level divided by 3, rounded up. You also gain two additional wild shape charges, which can only be restored on a long rest.

NOTE: There is currently no way to add more charges to the Wild Shape feat through Dnd Beyond. As such, these two charges are tracked as a separate feat.

Extra Attack

Beginning at 10th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 20th level in this class.

Call of Nature

You can cast a modified Conjure Animals at will. This allows you to summon to summon beasts, plants, or your chosen type following the CR and amount determined in the rules of the Conjure Animals spell. This feature can only be used outside of combat.

Greater Wild Shape

At 14th level, once per long rest, you can transform into a monster of CR 10 or below. This monster must be one in your allowed creature types.

Multiversal Nomad

By 14th level, your familiarity with travel across the planes of the multiverse has left you accustomed to the many methods of travel. You can cast a version of plane shift at will with no material components. This modified plane shift takes 1 hour to cast, and can only be used to travel to planes you've previously been to. This hour can be accompanied by a short rest.

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