Druid
Base Class: Druid

These druids understand that, for better or for worse, monstrosities are a part of the circle of life. Some believe that the unnatural has an alluring beauty, while others defy nature in order to better understand that which they seek to destroy.

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Monstrous Wild Shape

2nd-level Circle of Monstrosities feature

The rites of your circle grant you the ability to transform into monsters, like that you surround yourself with. As an action, you can expend a use of your Wild Shape feature to transform into a monstrosity, rather than assuming a beast form. You must still abide by the Max CR column of the Beast Shapes table, whether you are Wild Shaping into a Beast or a Monstrosity.

 

Circle Spells

2nd-level Circle of Monstrosities feature

Your knowledge and understanding of the monstrous and abnormal grants you access to certain spells. At 2nd level, you learn the mind sliver cantrip.

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Monstrous Communion 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 Monstrous Communion Spells
Druid Level Spells
2nd mind sliver
3rd darkness, crown of madness
5th summon shadowspawn, fear
7th evard's black tentacles, locate creature
9th hold monster, enervation

Aspects of Atrocities

2nd-level Circle of Monstrosities feature

You gain the ability to channel the Aspects of monsters through your study of them. You know 2 Aspects from level 2. You learn one additional Aspect of your choice at 6th, 10th, and 14th level. You may use two Aspects per long rest starting at 2nd level. This number increases by one at 6th, 10th, and 14th level. Aspects cost an action to use, unless otherwise specified. Aspects can be used while in Wild Shape, unless it is physically impossible for you to do so.

Aspects Known
Druid Level Number of Aspects Known
2nd 2
6th 3
10th 4
14th 5

The following Aspects are available to you when you learn an Aspect. If an Aspect has a level requirement, you must be at least that level in this class to learn the Aspect.

Aspect of the Displacer Beast

6th-level Aspect option

You feel your body shift and move as if you were incorporeal, utilizing the misdirection of the Displacer Beast. As a bonus action, until the end of your next turn, you have the effects of the blur spell on you. This is not concentration for you, as it is not a spell. Also, for the duration, if you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Aspect of the Ettercap

2nd-level Aspect option

The predatory instincts of the Ettercap overtake you, and as a ranged spell attack, you launch a mass of webbing at one Large or smaller creature you can see within 30/60 feet. On a hit, the creature is restrained by webbing. As an action, the restrained creature can make a Strength save equal to your spell save DC, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.

Aspect of the Harpy

2nd-level Aspect option

You learn to replicate the alluring song of the Harpy. You may force one creature within 60 feet of you that can hear the song to make a Wisdom saving throw, or be charmed until the song ends. You may spend additional Aspect charges (if you have them) to target one extra creature per additional Aspect charge used. Beginning the song takes an action. You must take a bonus action on your subsequent turns to continue singing. You can stop singing at any time. The song ends if you are incapacitated. While charmed by you, a target is incapacitated. If the charmed target is more than 5 feet away from you, the target must move towards you on its turn by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than you, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to this song for the next 24 hours.

Aspect of the Hydra

14th-level Aspect option

You feel your body resist the touch of death, slipping away from it with the persistence of the legendary Hydra.This effect is a passive effect, and will always be active. By taking this Aspect at 14th level, you will only be able to use 3 Aspects per long rest, instead of 4. With this Aspect, the first time you reach 0 hit points, you will instead be at 1 hit point. Every time you fall after the first time, you will need to make a Wisdom saving throw equal to 5 (add 5 each time you repeat this saving throw) + half the damage taken. If you succeed, you will remain at 1 hit point instead of falling to 0. If you fail, you will fall unconscious as normal, and make death saving throws. Once you reach 0 hit points after this Aspect has triggered, it cannot be triggered again until a long rest has been completed.

Aspect of the Kraken

10th-level Aspect option

You reach into the deep, and the tendrils of the mighty Kraken answer your call. You magically expel an ink cloud in a 30-foot radius, with a range of 30 feet. The cloud spreads around corners, and any creatures of your choice in range are blinded until they leave the ink cloud. That area is heavily obscured to creatures other than you and your allies. When activated, each creature of your choice within range must make a Constitution saving throw, taking 3d10 poison damage on a failed save, or half as much damage on a successful one. You may choose to make any creature that ends its turn in the ink cloud repeat the saving throw. The ink cloud will disperse at the end of your next turn, unless you choose to end it sooner.

Aspect of the Medusa

10th-level Aspect option

You glare a creature within 30 feet of you in the eyes, and a visage of Medusa surrounds you. The creature must make a Constitution saving throw, or suffer the effects of the flesh to stone spell. This does not require concentration, as it is not a spell for you.

Aspect of the Phase Spider

6th-level Aspect option

You feel your body will you to move to a different space, and you vanish with the efficacy of the Phase Spider. As a bonus action, or as a reaction whenever a creature comes within 5 feet of you, you may use the misty step once with this trait. Until the end of your next turn, you will have resistance to the last damage type you took.

Aspect of the Purple Worm

14th-level Aspect option

Your desire to consume and destroy the creature in front of you channels the fury of the Purple Worm. You magically replicate the bite of the Purple Worm. As your attack action, you look to swallow your opponent into a magical pocket dimension. To hit, this will be your Wisdom modifier + your proficiency. On a hit, the target takes 3d8 + Wis + proficiency damage, and if the target is a Large or smaller creature, it must make a Dexterity saving throw or be magically swallowed into the extradimensional space. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the space, and it takes 6d6 acid damage at the start of each of your turns. This counts as concentration for you. If you are hit, you must make a Constitution saving throw with a DC of 10 or 1/2 the damage taken, whichever is higher. On a failure, any swallowed creatures will be magically regurgitated prone within 10 feet of you.

Aspect of the Remorhaz

10th-level Aspect option

A spark ignites near you, and it roars into the crackling blaze of the Remorhaz. As a bonus action, and until the end of your next turn, a creature that touches you or hits you with a melee attack while within 5 feet of you takes 3d6 fire damage. Any attacks you make during this duration will inflict an additional 2d6 Fire damage.

Aspect of the Rust Monster

2nd-level Aspect option

Magical rust like that of the Rust Monster emerges from your fingertips, seeking to corrode that which wishes to bring you harm. As a bonus action, until the end of your next turn, any nonmagical weapon made of metal that hits you 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 that hits you is destroyed after dealing damage. Also, if any creature you attack during this duration is wearing nonmagical metal armor, or wielding a nonmagical metal shield, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.

Aspect of the Tarrasque

14th-level Aspect option

You feel your body surge with the wrath of the feared Tarrasque. As a bonus action, until the end of your next turn, you gain the effects of the enlarge spell from enlarge reduce. You gain advantage on all melee attacks for this duration. You are also resistant to bludgeoning, slashing and piercing damage, and you have advantage on all spells and other magical effects during this duration.

Aspect of the Umber Hulk

6th-level Aspect option

You close your eyes, and when you open them, they gleam with the insectoid sheen of the Umber Hulk. When any creature starts its turn within 10 feet of you, you can magically force it to make a Charisma saving throw. This does not consume your reaction. On a failed saving throw, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. This effect lasts until the end of your next turn.

Eyes of Shadow

6th-level Circle of Monstrosities feature

You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.

As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.

Frightful Presence

10th-level Circle of Monstrosities feature

Your very presence strikes fear into the hearts of those who dare oppose you. As a bonus action, on a successful attack or spell roll that deals damage, you may force a creature to make a Wisdom saving throw, or be frightened of you. On a success, it suffers the effect of the fear spell. On a failure, nothing happens. You may use this feature a number of times equal to your Wisdom modifier per long rest.

Vessel of Dread

14th-level Circle of Monstrosities feature

At 14th level, your body radiates with the dread you have come to embody. Whenever a creature makes an attack roll against you or an ally within 30 feet, or has to make a saving throw or ability check, you can use your reaction to roll a d8 and subtract the number rolled from the creature’s roll. You can use this ability a number of times equal to your Wisdom modifier.

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