Druid
Base Class: Druid

The Circle of Biomancy is an eclectic bunch, even by druid standards. Using Druidic magic to coax natural creatures into new morphologies or combining multiple organisms into one. Often seen as simply crazed mutant makers, their members use magic to coax new morphologies from existing creatures, as well as to combine traits from multiple organisms in one. These biomancers are expert physicians who know more about the inner workings of the body than most probably should. In their view nature is a wonderful engineer but works far too slowly for their taste, not that they would let that stop them.

Every biomancer’s path to insight into the corporeal limits is unique. Some take a methodical approach, carefully dissecting creatures and documenting their anatomy. Others ingest their prey, becoming one with what they eat. Regardless of the method, most use their Druidic sigils to contain these insights. Whether that be by carving it directly onto ones own skin, or maybe inscribing it into the corpse of a mimic book.

Driven to push the boundaries of physiology, the Circle of Biomancy are discovering and creating new species at their whim, some of which you might've even heard of...

Circle Spells

Your research methods and insights into various physiologies grants you access to certain spells. At 2nd level, you learn the primal savagery cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Biomancy 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.

You can cast these spells while you are in Wild Shape form and they do not require material components.

Druid Level Spells

2nd

Primal Savagery

3rd

Alter Self, Dragon's Breath, Web

5th

Protection from Energy, Stinking Cloud

7th

Freedom of Movement, Guardian of Nature

9th

Contagion

Rapid Hybridization

At 2nd level, you gain the precision required for more tailored transformations and learn to magically assume only parts of a creature’s form. 

As a bonus action, you can expend a use of your Wild Shape feature to transform into one of your known hybrid forms and gain its benefits, rather than transforming into a beast. You can stay in a hybrid form for a number of hours equal to half your druid level (rounded down), until you dismiss it (no action required), or until you use your Wild Shape again.

Known Hybrid Forms. You learn three Hybrid Forms of your choice at 2nd level and one additional form of your choice at 6th, 10th, and 14th level. You must meet level requirements for each form in order to learn and use it. Available forms are listed as Hybrid Forms below.

Changing Known Hybrid Forms. Whenever you reach a level in this class that grants the Ability Score Improvement feature or a new Hybrid Form, you can replace a known Hybrid Form with a different one you qualify for.

Applied Biomancy. You can use your Wisdom modifier instead of your Strength modifier for the attack and damage rolls of your hybrid form’s Natural Weapons. Additionally, if a feature provided by your hybrid form causes a creature to make a saving throw the DC equals your spell save DC.

Aeroform

You sprout feathered or leathery wings. You gain a flying speed of 60ft and can hover, and you don’t provoke an opportunity attack when you fly out of an enemy’s reach.

Amorphous Flux

You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You also have advantage on ability checks you make to
initiate or escape a grapple.

Cameleon Skin

Your skin reflexively changes its color and texture to match your immediate surroundings. You have advantage on Dexterity
(Stealth) checks made to hide and you are indistinguishable from your surroundings while you remain motionless.

Corrosive Mandibles

Your jaw splits and extends into mandibles. You can use an action to chew and corrode a nonmagical metal object that isn’t being worn or carried which destroys 1-inch cube of it.

Drider Limbs

You grow four additional spider-like legs and gain the ability to move up, down, and across vertical surfaces and along
ceilings, while leaving your hands free. You gain a climb speed equal to your walking speed. While in contact with a web, you know the exact location of any other creature in contact with the same web and you ignore movement restrictions caused by webbing.

Echolocation

Your ears grow in size to a sharp point. You gain blindsight up to 30 ft. and advantage on Wisdom (Perception) checks relying on hearing. You can’t use this sense while deafened.

Grappling Appendages

You grow two new appendages. Choose whether they’re both claws or tentacles. They are natural weapons with reach 10 ft. and deal 1d6 bludgeoning damage. On a hit with the appendages, the target is grappled.

Hydroform

You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.

Kruthik Scythes

Your arms bifurcate into long bony scythes. They are natural weapons with reach 5ft., and deal 1d8 slashing damage on a hit. Once on each of your turns when you attack with a scythe using the Attack action, you can make one additional scythe attack as part of the same action. A target hit by the scythes must make a Constitution saving throw or begin bleeding for 1 minute.

Peryton’s Hide

Your skin hardens into a tough hide granting you resistance to bludgeoning, piercing, and slashing from nonmagical attacks.

Polycephaly

You grow an additional head, expanding your mental potential. You gain advantage on concentration checks as well as Intelligence, Wisdom, or Charisma saving throws.

Thri-Kreen Carapace

Parts of your skin sloughs off to reveal a chitinous carapace underneath. When you aren’t wearing armor, your AC equals 13 + Wisdom modifier.

Tressym’s Instinct

Your skull and eyes take on the cat like form of a Tressym. You gain darkvision up to 60 ft., advantage on
Wisdom (Perception) checks relying on smell, and magical invisibility fails to conceal anything from your sight within 60 feet of you.

Tunneler’s Claws

Your forearms swell and bulge as they begin to resemble an Umber Hulk’s. You gain a burrow speed equal to 20 ft. or half your walking speed (whichever is higher). You leave a 5 ft tall and 5ft wide tunnel when you burrow, and you can burrow through solid rock at half your burrow speed. You also gain tremorsense up to 30 ft.

Cytoshape

At 6th level, your experience with hybridizing your body allows you to use Wild Shape to transform into a Monstrosity. Additionally, the maximum CR of creatures you can transform into is now equal to your druid level divided by 4 (rounded down).

Master Graftmage

At 10th level, your body adapts to the prolonged use of physical mutations and transformations,  resulting in more effortless hybridization.

Mutagen Connoisseur. When you use your Rapid Hybridization feature, you can choose two hybrid forms instead of one and gain the benefits of both.

Forced Adaptation. When you use your Wild Shape feature, you can choose to combine the transformation with a single known Hybird Form option.

Biovisionary

At 14th level, you can expend two uses of Wild Shape at the same time to transform into a Theran Chimera, a Troll Mutate, or a Flesh Meld.

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