Druid
Base Class: Druid

 

Wild Shape-shift

When you choose this circle at 2nd level, you gain the ability to use Wild Shape to transform into monstrosities, beasts, and as well as humanoides. you can also use your Wild Shape to transform into creatures of your choice. 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.

Stronger Monsters

Starting at 4th level, the max CR of your wild shape is equal to 1/2 of your druid level rounded down. other wild shape restrictions apply. additionally, you can Wild-shape into an additional type of creature. choose a creature type: aberrations, celestials, dragons, fey, fiends, oozes, or plants. you can use wild shape to transform into creatures of this type. Other normal wild-shape restrictions apply.

Ambimonstrous

At 6th level, your wild-shape can freely change your shape, but only for so long. you can use your wild-shape an unlimited number of times, but you can only use it for 2 hours per day. if you end your wild-shape before 2 hours have passed, the next wild-shape you use can last up to 2 hours minus the time you spent wild-shaped rounded up to the nearest minute. if you have the arch-druid class ability, the duration of your wild-shape is infinite.

Wild Splice

By 8th level, you have learned to use your wild shape to splice forms of many creatures together. you can expend one hour of wild shape to transform yourself into an amalgamation of creatures. choose 6 creatures you can wild shape 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. 

 

Embrace the Metal


Because of the demanding difficulties and to better meld into society to hunt down the unnatural, starting from level 2 you can wear medium armor made from metal and can use shields made of metal.  You also gain proficiency with all simple and martial weapons and take 1/2 of nonmagical damage.

Unnatural Hunter

When you choose this circle at 2nd level, you gain the ability to wildshape into a monstrosity that you have slain or helped slay before limited to your wildshape table.  
    Additionally, you can expend a use of your Wildshape as a bonus action to morph your body and gain one ability (Trait, Action, Reaction but not the Multiattack action) from a creature you can transform into via Wild Shape while maintaining your own form. The morph will suit your current body size and shape and apply similar limitation with DM disction.

Few examples may include:

  • Morph your head into a Wolf head to gain either the bite action or the keen hearing and smelling trait but not both, limitation you cant speak or cast spells that contain V component.
  • Morph your back and grow wings from Giant eagle gain Fly speed equal to the giant eagle flying speed, limitation is that your armor must be modified to accommodate your wings and you must be at least level 8.
  • Morph your inner body to gain temp hit points equal to half the hit points of any creature you can change to or to gain one resistance or one immunity damage type.
  • Morph your Brain to gain a creature skills and learn its language.

"Wild Shape Point System: you must use enough points to equal the CR of the creature you are taking the ability from for one hour each"

 

Expanded Spells

Your mystical training in hunting the unnatural expands your spell library, infusing you with the ability to cast certain spells.  At 3rd, 5th, 7th, and 9th level you gain access to circle spells.  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            Circle Spells
3rd                          alter self, see invisibility
5th                          counterspell, vampiric touch
7th                          dimension door, locate creature
9th                          greater restoration, hold monster

 

Extra Attack

Starting at 6th level you can attack twice instead of once whenever you take the Attack action on your turn. 

 

Monstrosity Empowered

Starting at 10th level, you can use your Unnatural Hunter ability to gain two abilities at the same time from the same creature or different creatures by expanding a use of Wild Shape for each Ability.  At 20th level you can use four abilities at once.  Additionally, you can use your Wild Shape to transform into a form with a CR as high as your druid level divided by 5, rounded down.  

"Wild Shape Point System: Each point is now worth 1/2 CR each"

Predator of the Dark

When you reach level 14 you can use your experience to instill fear in the hearts of your enemies.  As an action, you can choose a number of creatures up to your Wisdom modifier (minimum of one creature) within 60 feet of you.  Each target creature must make a Wisdom saving throw against your spell save DC or be frightened for one minute.  Aberration, constructs, monstrosity, oozes and undead have disadvantage on the saving throw.  A creature that is immune to the frightened condition is still subject to the effect but has advantage on the saving throw.  A creature that fails its save by 5 or more is paralyzed, unless it is immune to the frightened condition.  A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.  A creature that succeeds on its saving throw is immune to this ability for 1 hour.