Druids of the Stranger Self are connected not only to flora and fauna, but to the very nature of the cosmos. When you sleep, you dream of endless pits and eternal gardens, of the building and the breaking of the universe. You've taken such a good look at the churning gears of the Outer Planes that some things have started looking back. You do not know these Strangers and these Strangers don't know you. All they know is the power you possess and their own interest in returning to the world they once inhabited.
The Druids of the Stranger Self spend their lives playing a complicated balancing act, weighing the dangers of these Strangers against their own curiosity. Whether the Strangers are deeply interwoven into the story or simply random passersby is between you and your Dungeon Master, but either way your world will never be the same.
Stranger Danger
As you gain the Wild Shape ability, you are not able to transform into animals. Instead, you can transform yourself into one of these three Strangers you find swirling around your mind. The Beast, the Monstrosity, and the Fey only transform the druid waist-up, so any enchanted belts/pants/boots would still be in effect and your movement speed would stay the same. No matter how destructive the transformation is on the druid, the druid always returns completely to normal afterwards.
The Beast
Your skull rips itself in two, forming two wolf snarling heads. Four burly arms with razor-sharp claws burst from your chest, desperate to slash and rip and tear into anything that gets in your way.
Medium beast, unaligned
Armor Class 14
Hit Points 34
Speed 30 ft., climb 30 ft.
Skills Athletics +8, Intimidation +5, Acrobatics +3
Senses Adv. on perception checks involving smell
Languages Understands Common
Traits:
Good Boy The Beast gains the use of pack tactics (advantage on attack rolls if an ally is within 5 ft.).
Actions:
Claw Melee Weapon Attack, +5 to hit, reach 5ft., One or Two targets depending (for The Beast to attack two targets at the same time, separate attack rolls must be made and the targets must both be within melee range)
One Target Damage: (4d6 + 8)
Two Targets Damage: (2d6 + 4) slashing damage per hit
"Not Today" As an action, The Beast may make eye contact with someone they can see, The Beast makes an Intimidation check and forces their target to make a Wisdom save. If the target fails, they are frightened for as long as the druid remains The Beast.
The Monstrosity
Your skin peels itself like a banana, exposing raw flesh and cursed ink to the world. Lidless eyes and broken teeth jut out from strange places. This Monstrosity is cunning and exists to commit horrendous deeds at any cost.
Medium monstrosity, unaligned
Armor Class 11
Hit Points 34
Skills Arcana +8, History +5, Intimidation +3
Senses Passive Perception 14
Languages Common, Infernal, Abyssal
Actions:
Innate Spellcasting The Monstrosity's innate spellcasting ability is Intelligence (spell attack bonus +8, spell save DC 14). The Monstrosity has three 1st level spell slots and two 2nd level spell slots and can cast the following spells without material components:
Cantrips: Eldritch Blast, Infestation, and Lightning Lure
1st Level: Tasha's Hideous Laughter, Cause Fear, Hex, and Witch Bolt
2nd level: Cloud of Daggers, Crown of Madness, and Enthrall
"I See You" As an action, The Monstrosity can make direct eye contact with someone within 30 ft of them and the target makes a Wisdom save. On a failure, both The Monstrosity and the target are paralyzed for a minute. At the end of the minute, if The Monstrosity has successfully held concentration, The Monstrosity creates a leather-bound tome of all the information the target has ever learned. At the conclusion of the effect, the target makes a Wisdom save. On a success, the target takes five levels of exhaustion. On a failure, the target disintegrates. If The Monstrosity loses concentration, the spell ends immediately with no effect to the target.
The Fey
Your skin turns a lovely pale green and insect-like wings sprout from your back. Roots and fungi appear in your hair and vines drape around your arms. The world is brighter with The Fey's presence and they know it.
Medium fey, unaligned
Armor Class 11 (16 with Barkskin)
Hit Points 27 (6d8)
Speed 30 ft., fly 30 ft.
Skills Perception +4, Stealth +5
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Elvish, Sylvan
Traits:
Flight The Fey has a flying speed equal to their walking speed and can hover (flying is silent).
Speak with Beasts and Plants The Fey can communicate with beasts and plants as if they shared a language.
Fey Charm The Fey targets one humanoid or beast that they can see within 30 ft. of them. If the target can see they dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards The Fey as a trusted friend to be heeded and protected. Although the target isn't under The Fey's control, it takes The Fey's requests or actions in the most favorable way it can. Hurting the target allows the target to repeat the saving throw, ending on a success. Otherwise, the effect lasts until the Wild Shape ends, The Fey moves into another plane of existence, or if The Fey ends the effect as a bonus action. The Fey can have no more than one humanoid or up to three beasts charmed at one time.
Actions:
Innate Spellcasting The Fey's innate spellcasting ability is Charisma (spell save DC 14). The Fey can innately cast the following spells, requiring no material components:
At Will: Thorn Whip, Druidcraft
3/day each: Entangle, Faerie Fire, Healing Word
1/day each: Longstrider, Barkskin, Pass Without Trace
Bizzare Tidings
Starting at 2nd level, the Strangers inside of you can communicate with you through strong feelings and ancient knowledge. At any time you aren't in Wild Shape, expend a hit die and regain that much HP. As you do, select a Stranger and call for its aid. You can’t use this feature if you have no hit dice. If you are at full health, you gain no additional HP.
Example A: You're lost in a forest and a wolf is considering attacking you. You expend a hit die and call upon the Beast, who communes with the wolf and convinces the wolf to lead you out of the forest.
Example B: You and your party are in a strange clockwork castle attempting to fix a broken grandfather clock. You expend a hit die and call upon the Construct, who, through your hands, repairs the clock.
Level 3:
Throwing Shade
Your shadow begins acting strangely. If you are casting a shadow, you can summon it to your hand at will and use it to hit your enemies.
Damage: 1d8 force damage
Weight: 1/2 lb.
Properties: Finesse
Casting Shadows
Beginning at 6th level, your shadow gets a mind of its own. You now always cast a shadow, even in non-magical darkness. The shadow can extend to 30 ft. away from you and can come up as close as six inches to you. It can move in small cracks and under doorways. It can pick up and move items that weigh no more than 10 lbs. It has a bite attack (+3 to hit, 1d8 + 2 piercing damage). The shadow can see and hear independently, but cannot speak and has no telepathic abilities. It can, however, change its own shape slightly in order to communicate through simple words or diagrams.
Additionally, when you are in a Wild Shape form, the shadow adjusts to fit that form as well. As a bonus action, you can grant it an action on your turn and it can do anything your Wild Shape form can do. If your Wild Shape can cast spells, your shadow gets its own spell slots.
If you are using your shadow as a weapon as described in the Taking Shade feature, your shadow is occupied with that and can do none of these from your hand.
Stranger and Stranger
At 10th level, you find that three new Strangers have crept into the vortex of your mind. The Fiend, the Construct, and the Ooze completely transform the druid.
The Fiend
Your skin burns and barbs explode through your skin. becoming naught but flame and fury.
Medium fiend, unaligned
Armor Class 15
Hit Points 80 (10d10 + 25)
Speed 30 ft.
Saving Throws STR +6, CON +7, WIS +5, CHA +5
Skills Deception +5, Insight +5, Perception +8
Damage Resistances Cold, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 18
Languages Infernal, Telepathy 120 ft.
Traits:
Barbed Hide At the start of its turn, The Fiend deals 1d10 piercing damage to any creature grappling it.
Devil's Sight Magical darkness doesn't impede The Fiend's darkvision.
Magic Resistance The Fiend has advantage on saving throws against spells and other magical effects.
Actions:
Multiattack The Fiend makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.
Claw Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6+3 piercing damage
Tail Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3d6+3 piercing damage
Hurl Flame Ranged Spell Attack: +5 to hit, reach 150 ft., one target. Hit: 3d6 fire damage. If the target is a flammable object that isn't being work or carried, it also catches fire.
The Construct
Your body is ripped apart as rusty gears and swinging saws crush what was you into a processed pulp. The Construct has no face nor limbs to speak off, a war machine of the truest sense.
Large construct, unaligned
Armor Class 18 (natural armor)
Hit Points 80 (10d10 + 25)
Speed 60 ft.
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison, Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Blindsight 120 ft.
Languages understands all spoken language, but cannot speak
Skills Investigation +8, Proficiency with Tinker's Tools
Traits:
Immutable Form The Construct is immune to any spell or effect that would alter its form.
Rapid Shifting Opportunity attacks made against The Construct have disadvantage.
Helping Hand The Construct is driven to fix machines. It can repair exceptionally complicated machinery, taking 10 minutes per 5 sq ft. If a machine functions primarily through gears, The Construct can, as an action, imbue itself to the machine to take control.
Actions:
Multiattack The Construct makes two Gear attacks.
Gear Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 2d8 + 5 piercing damage
Shrapnel Blast (Recharge 6) The Construct jettisons a spray of jagged metal in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one.
The Ooze
What if snot could move?
Large ooze, unaligned
Armor Class 9
Hit Points 80
Speed 20 ft., climb 20 ft., swim 20 ft.
Damage Immunities Acid, Cold, Lightning, Slashing
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight 60 ft.
Traits:
Amorphous The Ooze can move through a space as narrow as 1 inch wide without squeezing.
Corrosive Form A creature that touches The Ooze or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits The Ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits The Ooze is destroyed after dealing damage. The Ooze can eat through 2-inch thick, nonmagical wood or metal in 1 round.
Spider Climb The Ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions:
Pseudopod Melee Weapon Attack: +5 to hit, reach 5 ft., one target: Hit: 1d6 + 3 bludgeoning damage, plus 4d8 acid damage. Nonmagical armor is partially dissolved and takes a permanent and cumulative -1 penalty to the AC it offers.
Strangest of All
At 14th level, you gain your final three Strangers: The Celestial, The Giant, and The Dragon. Unlike the previous Strangers, you may only Wild Shape into one of these three per long rest. If the Wild Shape has any legendary actions, you may use a single Legendary Action per long rest.
The Celestial
I'll write something here, I swear.
Medium celestial, unaligned
Armor Class 17
Hit Points 174
Speed 30 ft.
Saving Throws WIS +9, CHA +9
Skills Insight +9, Perception +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Radiant
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 120 ft., Passive Perception 19
Languages All, Telepathy 120 ft.
Traits:
Angelic Weapons The Celestial's weapon attacks are magical. When The Celestial hits with any weapon, the weapon deals an extra 6d8 radiant damage.
Innate Spellcasting The Celestial's spell casting ability is Charisma (spell save DC 17). The Celestial can innately cast the following spells, requiring only verbal components:
At Will: Gentle Repose, Zone of Truth, Command, Toll the Dead, Spiritual Weapon (adds Angelic Weapons to damage).
1/day each: Banishment, Protection from Energy, Mass Cure Wounds.
As a Legendary Action: Planar Ally (casting time become one action and summons a Stranger, can't be the Celestial, the Giant, or the Dragon), Sunburst, Fire Storm.
Magic Resistance The Celestial has advantage on saving throws against spells and other magical effects.
Actions:
Multiattack The Celestial makes two melee attacks.
Halo Strike Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 2d6 slashing damage plus 23 (6d8) radiant damage.
Healing Touch (3/day) The Celestial touches another creature. The target magically regains 25 (6d8 + 2) hit points and is cured of disease, poison, blindness, or deafness.
The Giant
Upon reaching 14th Level, roll a d6 in front of the board. You gain the ability to Wild Shape into the corresponding giant. Ignore the giant's alignment.
If you slay a giant, you may switch the giant you Wild Shape into to that giant.
| d6 |
Giant |
| 1 |
Oni |
| 2 |
Stone Giant |
| 3 |
Frost Giant |
| 4 |
Cloud Giant |
| 5 |
Fire Giant |
| 6 |
Storm Giant |
The Dragon
Upon reaching 14th Level, roll a d10 in front of the board. You gain the ability to Wild Shape into the corresponding dragon. Ignore the dragon's alignment.
If you slay an adult dragon, you may switch the dragon you Wild Shape into to that dragon.
| d10 |
Dragon |
| 1 |
Adult Brass Dragon |
| 2 |
Adult White Dragon |
| 3 |
Adult Black Dragon |
| 4 |
Adult Copper Dragon |
| 5 |
Adult Bronze Dragon |
| 6 |
Adult Green Dragon |
| 7 |
Adult Blue Dragon |
| 8 |
Adult Silver Dragon |
| 9 |
Adult Gold Dragon |
| 10 |
Adult Red Dragon |
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