Druid
Base Class: Druid

The Circle of the Hybrid teaches that no creature has one true form, and that all living creatures exist on a great spectrum of adaptations. As a result, its adherents have mastered the magical ability to transform into a creature that exists between the conventional boundaries of nature. This subclass focuses on the new ability to use wild shape to transform into a chimeric half-beast half-humanoid hybrid, enabling the druid to transform into werewolves, lizardmen, mermaids, and much more. In the hybrid form, you can still use weapons and cast spells, enabling you to adapt to the situation without sacrificing your combat style. Later levels unlock additional adaptations, strengthen existing ones, and eventually enable you to choose multiple adaptations at once.

Circle Spells

This subclass provides no additional spells.

Hybrid Form

At 2nd level, you gain the ability to transform only halfway between a beast and a humanoid, combining bestial power with humanoid skill. When you use Wild Shape, you can choose to transform into a half-beast instead of the normal transformation, lasting for 1 minute or until you are knocked unconscious or use an action to end it.

In this form, you can still speak, cast spells, and wield equipment as normal, although if you are wearing heavy armor upon transforming, the armor is destroyed. You can transform into a different hybrid each time if you so choose, such as a keen wereboar with sharp tusks, a tough lizardman with a thick scaly tail, or an agile mermaid with fins and gills. You also gain benefits from your hybrid transformation:

  • You gain temporary hit points equal to 10 + twice your druid level upon transforming.
  • You count as both a Beast and your normal creature type (usually Humanoid). You can be affected by a game effect if it works on any of your creature types.
  • You gain a +1 bonus to the damage of your weapon attacks (including unarmed attacks). This bonus increases to +2 at 6th level, +3 at 10th level, and +4 at 14th level.
  • Choose one ability score from Strength, Dexterity, or Wisdom. While transformed, you have advantage on ability checks made using that ability score.
  • Choose one adaptation from the list below each time you transform; while transformed, you gain its benefits:
    • Clinging Claws. Your unarmed attacks deal 1d6 + modifier slashing damage, and you gain a climb speed equal to your speed while you have at least three limbs on the surface you're climbing.
    • Durable Hide. You gain a +1 bonus to AC. At 10th level, this bonus increases to +2.
    • Feral Agility. Your speed increases by 10 feet and enemies have disadvantage on opportunity attacks made against you. At 10th level this bonus increases to 20 feet.
    • Ferocious Teeth. You can use a bonus action to make an unarmed melee attack against a creature within 5 feet of you. This attack can use Dexterity or Strength, and deals 1d4 + modifier piercing damage.
    • Ponderous Tail. You can use a bonus action to shove a creature within 5 feet of you. You can choose to use Dexterity in place of Strength for this shove, though this does not affect your opponent's defenses. At 14th level, both the reach of this shove and the distance you can push a target using this shove increase from 5 feet to 10 feet.
    • Aquatic Nature. (Available after 6th level) You can breathe underwater and you have a swim speed equal to your speed.
    • Aerial Nature. (Available after 10th level) You have a fly speed equal to your speed.

At 6th level the duration increases to 10 minutes. At 10th level the duration increases to 30 minutes. At 14th level the duration increases to 1 hour. At 20th level the transformation lasts until you transform back.

Were-Beast Instincts

Starting at 6th level, while you are transformed using your Hybrid Form feature, you have advantage on saving throws against being charmed, frightened, or having your emotions changed by magic.

Primal Transformation

Starting at 10th level, when you choose Strength, Dexterity, or Wisdom using your Hybrid Form feature, you also gain advantage on saving throws for that ability score while in that form. Also, the natural weapons from your Hybrid Form count as magical for the purposes of overcoming resistances.

Chimaera Form

Starting at 14th level, when you use your Hybrid Form feature, you can choose two adaptations from the list and gain both benefits instead of just one.

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