Base Class: Druid
Life is not confined to the material realm. Indeed, the multiverse, even in its most inhospitable and incomprehensible environments, is still full of life. Druids of this circle have dedicated themselves to the Beyond; the void of the Far Realms where alien creatures called aberrations live and rule. These druids have learned to twist their transformations, emulating aberrations themselves to great effect.
Circle Spells
You have learned the magic of the Beyond. Your link to the void and the creatures within it grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the Beyond 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 the Beyond Spells
| Druid Level | Spells |
|---|---|
| 2nd | Color Spray, Hideous Laughter |
| 3rd | Alter Self, Enthrall |
| 5th | Fear, Hypnotic Pattern |
| 7th | Arcane Eye, Black Tentacles |
| 9th | Arcane Hand, Contact Other Plane |
Abhorrent Shape
Starting at 2nd level, you've mastered the forms of the creatures of the void. You gain the following benefits:
- You can use your Wild Shape feature on your turn as a bonus action rather than as an action.
- Whenever you use your Wild Shape feature, you gain a number of temporary hit points equal to twice your Druid level for the duration of your transformation.
Additionally, when you use your Wild Shape feature, the shape of the beast you transform into twists into a form resembling a creature of the void. Choose two of the Extraplanar Mutations shown below. You gain the benefits of the chosen mutations for the duration of the transformation, and you count as an aberration instead of a beast while transformed.
The number of Extraplanar Mutations you can choose to manifest increases by 1 when you reach certain levels in this class, to 3 mutations at 6th level, 4 mutations at 10th level, and 5 mutations at 14th level.
All Seeing Eye
The creature you transform into has an additional eye of a strange color. You have blindsight of 30 feet while transformed and can see magic within 30 feet of you as though you were under the effects of the Detect Magic spell.
Bloated Shape
The size of the creature you transform into doubles in all dimensions, and its weight is multiplied by eight. This growth increases your size by one category while transformed. If there is not enough room for you to double your size, you become the maximum possible size in the space available. Additionally, while transformed, you add your Wisdom modifier to all Strength checks and saving throws that you make.
Fins and Gills
The creature you transform into grows fins and gills. You gain a swimming speed equal to your walking speed and can breathe both air and water while transformed. If the creature you transform into already had a swimming speed, this increases by 15 feet instead.
Grasping Tentacles
The creature you transform into grows long, slimy tentacles. You cannot use weapons and other specialized equipment with these tentacles, but they count as natural weapons that you are proficient with and that use your Wisdom modifier for attack and damage rolls. On a hit, they deal 1d10 bludgeoning damage, and the target must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check with a DC equal to your spell save DC, or be grappled by you. You can have up to two creatures grappled at the same time with these tentacles.
Mind Whisperer
When you manifest this mutation, and as a bonus action on your subsequent turns while transformed, you can choose a creature that you can see within 30 feet of you. You can communicate telepathically with the chosen creature for 1 minute, or until you use this mutation again, provided the creature shares a language with you.
Psionic Brain
The brain of the creature you transform into becomes bloated, causing its skull to enlarge. You gain resistance to psychic damage and have advantage on saving throws you make against spells or magical effects while transformed.
Suction Cups
The creature you transform into has suction cups on their feet. You gain a climbing speed equal to your walking speed while transformed and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. If the creature you transform into already had a climbing speed, this increases by 15 feet instead.
Twisted Limbs
The legs or limbs of the creature you transform into become misshapen and grotesque, but far stronger. Your speed increases by 10 feet while transformed, and you can take the Dash action as a bonus action for the duration.
Twisted Wings
The creature you transform into grows wide, alien wings. You gain a flying speed equal to your walking speed while transformed. If the creature you transform into already had a flying speed, this increases by 15 instead.
Vortex Walker
When you manifest this mutation, and as a bonus action on your subsequent turns while transformed, you can teleport to an unoccupied space that you can see within 10 feet.
Void Strikes
Starting at 6th level, you can use your Spell Attack bonus for weapon attacks you make while using your Wild Shape feature, and you can add your Wisdom modifier to the damage these attacks deal.
Additionally, your attacks in aberration form count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Terrifying Transformation
At 10th level, your transformations are truly terrifying. Whenever you use your Wild Shape feature to transform into an aberration, you can choose any number of creatures that you can see within 60 feet that are aware of you. Each of these creatures must succeed on a Wisdom saving throw against your spell save DC or become frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Aberrant Soul
At 14th level, you begin to mutate even in your natural shape. Whenever you finish a long rest, you can choose one Extraplanar Mutation you've selected and manifest it in your natural shape. You gain all of the benefits from the chosen mutation until you finish your next long rest.
Previous Versions
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9/8/2024 1:23:42 AM
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