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 completely 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 Proficiencies
You gain proficiency in all Martial and Simple weapons
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). You cannot transform into a creature with a spellcasting feature.
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, Constructs, Elementals, Fey, 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.
Aberrations
Unlock the secrets of the horrors beyond in the Astral Plane.
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.
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. You also add your Proficiency Modifier + your Strength Modifier to attack rolls made in wild shape.
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 can also wild shape without spending a charge outside of combat. When wild shaped in this way any damage taken is dealt to your character’s HP rather than your wild shape’s HP. When rolling initiative, you come out of your wild shape, unless you spend a charge to stay wild shaped as a free action.
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.
This feature functions only outside of wild shape.
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 once per combat.
Greater Wild Shape
Beginning at 10th level, you can use this feature to upgrade one of your wild shapes to a more powerful form, allowing you to transform into a creature of up to CR 5.
However, this form is too powerful to manifest flawlessly. When transforming, your maximum HP is only half that of the creature’s default maximum HP, and you can’t add your proficiency to attack rolls made in this form. (You can still add your strength however)
At 14th level, you can transform into a creature of up to CR 10 using this feature.
Once this feature is used, it cannot be used again until taking a long rest.
Greater Wild Shape
At 14th level, you can transform into a creature of up to CR 10 using this feature.
However, this form is too powerful to manifest flawlessly. When transforming, your maximum HP is only half that of the creature’s default maximum HP, and you can’t add your proficiency to attack rolls made in this form. (You can still add your strength however)
Once this feature is used, it cannot be used again until taking a long rest.
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.
Previous Versions
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10/28/2023 10:29:49 PM
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1/26/2024 7:12:18 PM
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