Druid
Base Class: Druid

Be it from a incorrect interpretation of druidic powers or a lack of connection to nature, Incomplete Druidic Circle druids can not perform all the feats the average druid would be able to.
Their power comes from a instinct and aproximation fo druidic powers, only knowing half the formula for a similar, yet distinct, result.
The potential dormant in those of this circle might be immense, but just as large is the road ahead of them before even a shred of their true potential is unlocked.

Half Shape

When you choose this circle at 2nd level, you double the amount of Wild Shape charges gained upon Long Rest.
Wild Shape no longer allows you to transform into other beings, but instead only gain one single aspect of the animal of your choice (such is copying one of their stats and such) ,
the form in which this takes place is that a single body part of your character will switch to have animal features akin to lycanthropy. (in the case of wings, tails or other features not present within your character, it will grow to a proportional size on their body and vanish as soon as the effect wears off)
Animals that have flight might give the Feather Fall effect
Animals that can breath underwater might allow one to do the same or increase your swimming speed.
Animals immune to poison can also grant you immunity towards it (and similarly for any other effect immunities)


The amount of Half-Shapes you can have activated at once increases to 2 at 6th level , 3 at 10th level, 4 at 14th level and 5 at 16th level.
Half-Shape is limited to creatures of level equal or lower to your character's level (LV/2=CR(/N)*2).

Learning Curve

Starting at 2nd level, once per Short Rest, you can allow an allied party member to roll an INT, DEX or WIS related save/check for you (utilizing their own respective stat).
If no allies are in the area, instead gain advantage on the first roll of the lowest between your INT, DEX and WIS.

Circle Blessings

Doubles the effects of healing spells and stat boosts granted from an ally during combat; if said ally is either a Druid or animal in nature, may spend a reaction to give them half of benefits granted to you.

Feral Side

At 6th level, your body grows accustomed to the power that flows in all Druids, giving you immunity to difficult terrain, as well as the ability to halve spells damage on a failed saving throw, or outright avoid the damage on a successful one.
Attacks made by Druids and Plants or Animals are all given disadvantage.


Can cast Speak with Animals at will.

Nature Sense

When you reach 10th level, whenever in a forest, artic, cave, or any other biome that isnt urban, gains the ability to sense spell casters and magical sources within a 200 feet radius, and can not be surprised if attacked while sleeping.

Gains +5 to initiative if fighting against a druid, animal or plant creature.

Beastly Body

When you reach 14th level, creatures of the natural world become completely incapable of measuring up to your strength, giving you immunity to any conditions caused by an animal or plant creature; additionally, gains the ability to maintain the effects of the first animal you Half-Shape into until either the next short rest or until being knocked out.

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