Druid
Base Class: Druid

When you chose this druidic circle at level 2 you also select a type a creature from the following list: Aberration, Dragon, Elemental, Fey, Fiend, Giant, Monstrosity, Ooze, Plant. You have access to this creature type along with Beast  for your Wildshape.

  • Transforming into a creature other than a beast expends two charges of Wildshape, beasts require only 1 charge.
  • The usual guidelines of Wildshape regarding equipment, hitpoints, spells, statistics, abilities given by class, race etc still apply unless specified otherwise. See PHB pg66.

Number and type of creatures available for Wildshape:

  • At level 2 you select 3 creatures from either the beast category or the type you selected. Only one of these creatures can be of CR1, the others must be lower.
  • At 3rd lvl and every 2 levels after* you can add a creature your list of known creatures .The creature must be of a CR=1/2 your druid level rounded down. *see the table
  • You can add creatures to your list of known creatures by observation and interaction as outlined in the ‘UA druid’
  • You can also gain extra known creatures by defeating a creature in combat.

When transforming into a non-beast creature you must respect the following restrictions:

  • The actions made available to you by your Wildshape form fall under two categories:
  1. Simple attack: deals no extra magical or elemental damage* and cannot have additional effects**. This includes any multi-attacks. *Only bludgeoning, piercing or slashing damage. example: stomp, bite attack, claw slash.**Additional effects ex: poison on bite, knocked prone on stomp etc.**The additional effect or extra elemental damage can be applied if used as an ability.
  2. Abilities: Any effect that would not fall under the simple attack such as a dragon’s breath weapon or an air elemental whirlwind. You can use one of these abilities by expending spell slot(s) of a combined level corresponding to the CR of the creature who’s form you have taken.

-If the ability has a saving throw you use your spell save DC.

-If the ability has any restrictions (ex: recharge (5-6) or 1/day) you must respect it.

  • All damage or condition immunities listed in the creatures description become resistances instead.* 

-*Ex: Fire immunity becomes fire resistance

-**If the condition to which the creature is immune requires a save, you instead have advantage on the save. Ex: Charm immunity becomes advantage on saves against being charmed.

Corporeal Wildshape

Your physical form is still  vulnerable while transforming through Wildshape. Some of the damage sustained while in you are transformed can be felt when reverting but during the process have you the ability to mend certain wounds. 

When reverting from your Wildshape you take 1/2 of all damage sustained by your form. This includes ending the transformation prematurely as a bonus action or as a result of your form falling to 0 hitpoints. Any conditions affecting you in your Wildshape form carry over regardless of the reason you revert.

When you are transformed by Wildshape, you can use a bonus action to expend a spell slot and regain 1d8 hitpoints per level of the spell slot expended. When reverting from your Wildshape you can use your reaction to use this effect on yourself.

Primal strike

Your attacks in Wildshape form count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Efficient Transformation

You now have a greater mastery of transforming into your chosen creature type. Using your Wildshape feature now only costs one charge if the creature is of CR5 or lower, no matter the form you take.

Monster's Resilience

You now have better control over your spell concentration while in your Wildshape form and can take full advantage of the creature's constitution.

You gain advantage on all constitution saving throws while in your Wildshape form. Including those made to maintain concentration on your spells. The damage and condition immunities of the creature form you have taken now have full effect.

Circle spells

Your mystical connection monsters infuses you with the ability to cast certain spells. At 7th, 9th and 15th levels you gain access to the spells listed in the table below.

Once you gain access to a circle spell, 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.

Druid Level Spells

7th

Charm Monster

9th

Hold Monster

15th

Dominate monster

 

 

Previous Versions

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