Base Class: Druid
Druids of the Circle of the Abnormality are geniuses, and masters of extensive, otherwordly forms that persist throughout the many planes. Monstrous creations, beasts of burden, more alien forms and even plantlife! Compared to other Druids, these few are some of the most reclusive and dangerous to come by, unpredictable in ways that no other druid can be. Just don't get on their bad side!
Circle Spells
Your experimentation on yourself to change your biology grants you access to certain spells. At 2nd level, you learn the Sapping Sting cantrip.
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Abnormality 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 Abnormality Spells
| Druid Level | Spells |
|---|---|
| 2nd | Sapping Sting |
| 3rd | Alter Self, Flock of Familiars |
| 5th | Feathered Reach, Summon Fey |
| 7th | Polymorph, Summon Aberration |
| 9th | Enervation, Passwall |
Monstrous Shape
When you choose this circle at 2nd level, you gain the ability to use your Wild Shape to transform into monstrosities instead of beasts. You can choose from a list of monstrosities in the Monster Manual or create your own with your DM’s approval. Your Wild Shape retains the creature’s hit points, abilities, and traits, but you use your druid level to determine the max CR of the creature you can transform into. Along with this, choose a creature type: aberrations, celestials, dragons, fey, fiends, oozes, or plants. you can use wild shape to transform into creatures of this type. if the creature you wildshape into has weapons, you do not have them while as that creature. finally, your max wildshape CR is 1/2, and remains that way till 6th level. other wildshape restrictions on flying and swimming speed still apply.
Aberrations
You can wildshape into Aberrations.
Celestials
You can wildshape into Celestials
Dragons
You can wildshape into Dragons.
Fey
You can wildshape into Fey.
Fiends
You can wildshape into Fiends.
Oozes
You can wildshape into Oozes.
Plants
You can wildshape into Plants.
Mutagenic Enhancement
You’ve learned how to infuse your own body with the traits of monstrosities. As a bonus action, you can gain temporary traits of a monstrosity or other transformation your body is naturally attributed to. Choose a feature from a creature you can wildshape into. For the next hour, you have that feature, and can use it as many times and with all prerequisites as the creature it's attributed to. If it needs a certain feature on the body, like a claw or bite attack, you gain the feature needed. You can do this a number of times equal to half your proficiency modifier, rounded up, and the uses reset on a long rest.
Monstrous Genius
Your knowledge of the creatures you wildshape into has extended. You gain advantage on Wisdom and Intelligence checks related to the certain creatures you can wildshape into.
Monstrous Proficiency
Your powers of mutations and transformation are getting stronger-- and stranger. Starting at 6th level, the max CR of your wild shape is equal to 1/5th of your Wildshape level, rounded to the closest number.
Additionally, you can Wildshape into an additional type of creature. Choose a second creature type: aberrations, celestials, dragons, fey, fiends, oozes, or plants. you can use wild shape to transform into creatures of this type. Other normal wildshape restrictions apply.
Aberrations
You can additionally transform into Aberrations.
Celestials
You can additionally transform into Celestials.
Dragons
You can additionally transform into Dragons.
Fey
You can additionally transform into Fey.
Fiends
You can additionally transform into Fiends.
Oozes
You can additionally transform into Oozes.
Plants
You can additionally transform into Plants.
Aberrated Nature
At 10th level, you have mastered the art of combining parts of monstrosities with your own form. When you use your Mutagenic Enhancement, you can choose two traits instead of one. Alternatively, you can permanently choose one trait to keep until you finish a long rest.
Along with those features, your attacks in beast form and with mutagenic enhancement count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Unstoppable Monster
By 14th level, you have learned to use your wild shape to splice forms of many creatures together. You expend 2 uses of wildshape you have to transform yourself into an amalgamation of monstrous creatures. choose 6 creatures for this transformation that you can transform into. take the ability scores of one, the size of one, the proficiencies of one, the speed of one, the traits and senses of one and the actions of one. you then transform into a combination of the creatures using the selected stats. if any of the actions use weapons, you ignore them.
Alternativley, you can choose 6 features from creatures you can wildshape into, including stats, and temporarily gain those features as natural parts of your character's body. This instead expends every use of Mutagenic Enhancement, and these mutations last for the next hour.
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