Druid
Base Class: Druid

This path has allowed you to take on a path that guardians have passed down from centuries, even across various universes. Taking this route of being a Druid does have a few flaws, but you make up for it in your specialized techniques of eating and combat. These techniques taken a few years, morphing your body to be able to intake multiple things into the mouth, stomach and have your body be prepared for various hits; it's odd but that's how you get through the field. There's plenty of benefits to it, you are able to do things that a normal Druid can do and much more but without having to concentrate so much or have to learn about the creature, you can just eat it! And if unable to eat it, you can turn it into an energy that still be usable in combat!

There's about three flaws to it, you are not a usual Druid that many worlds would know of, and you have to get real close to be able to even use your ability that could make you vulnerable. And even if you get hit too many times, you lose your form.

When you take this subclass, you can no longer Wildshape normally; you have to use the ability of this subclass in order to transform into creatures respectively.

Starry Composition

2nd-level Circle of the Puffball feature
Your body changes slowly as your training for the traditional techniques over. Your hunger grows, your spirits are high, and you feel much fluffier on the inside and out; you feel more prepared than ever for the challenges ahead.

  • You have proficiency in Martial Weapons and Heavy Armor.
  • Your Unarmed Strikes are also 1d6 damage. You can use your Wisdom in place of Strength or Dexterity for all of your weapons.
  • Your Armor Class is 13 plus your Dexterity modifier while you don't wear any armor.

Level 2: The Star Guard

2nd-level Circle of the Puffball feature
You learn the almighty techniques: To eat and convert one's power into your own! You can become the thing that many wouldn't dare trample, but you are a better version. And a fun size version!

Bite. You gain a special bite attack that deals 1d8 force damage. You use your Spell Attack Roll, Strength or Dexterity (whichever is higher) for attack rolls, and Spellcasting Modifier, Strength or Dexterity respectively in damage rolls. When you bite a creature, you can choose to do a grappling contested roll with your Bite Attack Roll against the target's Athletics or Acrobatics check. If they fail, they are considered stuck until you bite another creature; while stuck, you and the creature move together. You can use your bite attack also as a bonus action the moment the creature is considered stuck.

After you have a creature in a hold, you can use the Swallow attack.

  • The bite attack is considered a Simple, Melee Weapon and an Unarmed Strike.

Swallow. Using an action, you can attempt to try and swallow the creature down. The creature must make a Strength or Dexterity Saving Throw against your Spell DC; upon failure, the creature is swallowed down in your stomach and is considered incapacitated until you spit them out or a creature forcibly gets them out of you. While swallowed, you activate the Star Guard Form.

Creatures that have immunity to the restrained condition are immune to the Swallow attack; creatures that have immunity to the grappled condition, have advantage on the saving throw. 

  • Spit. If the creature is not considered to be one that you can swallow, you can spit it out with one of your attack actions. When you spit a creature out, they are considered a special range weapon attack with the range being 5 * proficiency bonus / 15 * proficiency bonus. The damage of this spit attack varies on the size of the creature.
    • You must have a creature in hold with your bite attack for this attack to work.

Star Guard Form. When you swallow the creature, you would transform into a humanoid version of the creature that was swallowed as you obtain their traits. Your stats can replace any of the stats the creature has but you have all of their attacks and abilities except for abilities similar to Spellcasting, Legendary Actions and Legendary Resistance, and your health extends by an amount equal to your Druid Level * 5 or the creature’s health, whichever is higher.

However, you can lose this form just as easily as you can obtain it. You lose this form when you get hit a number of times equal to your proficiency bonus or when you are reduced to half of your health.

When you lose your Star Guard Form, your health returns to your regular hit point maximum but you gain the rest of the hit points from your other form as temporary hit points.

DM/GM's discretion for the creature if the Star Guard ability works after using the Swallow attack. If the creature is not considered fitting for the Star Guard Form or can't be swallowed, you do the Spit attack immediately.

Super Smash Brother

6th-level Circle of the Puffball feature
Your body has gotten used more to the various types to combat; your adaptability is pretty scary when it comes to combat. Good going you little puffball, here's your newest benefits as you obtained a little invitation to a new stage!

  • You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
  • Your Unarmed Strikes and your attacks in Star Guard Form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

The Horror Swallower

6th-level Circle of the Puffball feature
Sluuuuuuuuuuuuuurp.

Vacuum. As an action, you can attempt to pull enemies towards your direction. Those within 15 times your proficiency bonus cone in feet must make a Strength or Dexterity Saving Throw. Upon failure, the targets are pulled 30 feet towards you; but if they are within 30 feet of you, you can make a Bite attack onto those that get close. Upon success, the target is pulled 10 feet towards you.

Creatures and objects that are immune to the restrained condition have immunity to this ability, while those that are immune to the grappled condition have advantage on the saving throw against this ability.

Swallowing Multiple. If you manage to get more than one creature due to Vacuum, Bite then Swallow all of them, the form you obtain is officially randomized and is up to the DM’s discretion what could happen.

Improved Starry Composition

10th-level Circle of the Puffball feature
While you are in the Star Guard Form, you can spend a Wild Shape as a bonus action to empower your current form.

This empowerment grants you the following abilities:

  • Your damage dice is doubled.
  • You can replace the damage type to force damage.
  • You can attack as a bonus action; however, if you are able to attack already as a bonus action, you can attack twice.
  • Your AC increases by half of your proficiency bonus.

However, this would expend the form as well for the newest and strongest form you obtain is very powerful and takes a lot of energy. This form lasts for one minute or until you are unconscious, then you change back to your normal self afterwards.

If you are Level 20 in this subclass, this ability can be used a number of times equal to your proficiency bonus before requiring 2 Long Rests to regain the uses.

Thousand Forms

By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.

Circle Spells

I am a friend.

Here's the spells that you get from this subclass.

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