Base Class: Druid
Druids of the Circle of Assimilation are driven to better their physical and spiritual forms towards the singular goal of attaining perfect biological evolution. They see the humanoid form as the earliest manifestation of that perfection and have forsaken shape-shifting so as not to damage that form. Instead, they seek out other creatures and attempt to add their biological essence to their own, calling on the creatures traits and abilities to make up for any shortcomings. It is a point of pride in this circle to manifest traits of other creatures with minimal expression of that creatures features.
Druids of this circle are more researchers than they are wizards, mages, or shamans and their reverence for nature reflects that. Whereas another person may view nature as something to protect or stand in awe of, the rites of this circle teach that nature is something to be harnessed. This thinking presents as a twisted form of protection whereby these druids protect nature in order to not miss an opportunity to learn and grow from it. They take constant samples from the world and creatures around them, seeking to understand the inner workings of both in order to better improve their own biological ability. To destroy a grove of ancient trees may cause spiritual pain for another druid, but for practitioners in this circle the anger they might feel comes from having destroyed a valuable source of potential samples to harness or learn from.
Following the path of assimilation requires a three core beliefs. First, that the natural world is the true state of reality. Second, the humanoid form is the closest form to natural perfection. And third, all life is unique in its own way. By following these tenets, the druids of this circle seek to add the biological uniqueness of other creatures to their own to seek a form ever closer to true perfection and thus become one with the true nature of existence. This existential process can appear twisted to outsiders who are not familiar with the circle's ways.
Druids of this circle range from good to evil, but remain true to the tenets of their code. Because of their intimate knowledge of nature and creatures, they often find themselves in careers as botanists, professors, scouts, guides, and other jobs that compliment this knowledge or increase their interactions with new flora and fauna.
Reactive Biology
When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.
Manifest
The rites of your circle grant you the ability to assimilate abilities from creatures with which you're familiar. Your circle has forsaken the ability to shapeshift in order to maintain the "perfection" of a humanoid form. Instead of shapeshifting into another form, you augment your humanoid form by manifesting traits of a creature you have encountered before. Your body may change minimally to compensate for the manifestation, such as growing fangs, hardened skin, or taking on other such appearances.
In order to become familiar with a creature, you must obtain a sample of its form from which you learn about it's strengths and weaknesses, thereby obtaining the knowledge to magically mimic its abilities. After obtaining a sample, you may add the creature to your possible manifestations during a long rest as you must research how best to incorporate its power and genetics into your own. A dungeon master is empowered to consider adding a difficulty class or other mechanism as part of a ritual to assimilate this knowledge.
When using Wild Shape, you only manifest defensive/passive traits or abilities. For example, if using Wild Shape to manifest abilities of a Wolf, you gain Pack Tactics and Keen Hearing but not the Bite attack.
Genetic Graft
At 6th level, you may permanently manifest a creature's passive or defensive ability as a genetic graft. For example, you may select Pack Tactics or Keen Hearing from the Wolf's abilities to become one of your genetic grafts.
When a character levels up in this class, they may select a different ability as their genetic graft.
At 10th and 14th levels, select additional an additional passive or defensive monster abilities with this trait.
Specialized Mutation
The rites of your circle grant you the ability to manifest more dangerous forms. Starting at 6th level, you can manifest abilities from creatures with challenge rating as high as your druid level divided by 3, rounded down. Additionally, your assimilated knowledge leads you to mutate and gain access to a new type of creature from which you are able to manifest abilities.
At 6th level, choose from one of the following: Plant, Undead, Fey, or Elemental. You are able to use Wild Shape to manifest abilities from the chosen creature type.
You gain an additional effect based on the creature type you choose:
- Plant - While under the effects of Wild Shape, regenerate 2 HP at the start of your turn. This effect ends if you are incapacitated or otherwise become unconscious.
- Undead - While under the effects of Wild Shape, if an attack would reduce you to 0 HP, roll a d20. On a result higher than 10, you are instead reduced to 1 HP and this effect ends.
- Fey - While under the effects of Wild Shape, you may cast Misty Step once as a reaction after which this effect ends.
- Elemental - While under the effects of Wild Shape, you gain resistance to non-magical bludgeoning, piercing, and slashing damage.
Elemental - Wavering Form
While under the effects of Wild Shape, you gain resistance to non-magical bludgeoning, slashing, and piercing damage.
Fey - Fey Step
You know the spell Misty Step. While using Wild shape, you may cast Misty Step once without expending a spell slot.
Plant - Regrowth
While using Wild shape, gain 1 AC and regenerate 2 hit points at the start of your turn. This effect ends if you are knocked unconscious or incapacitated
Undead - Undead Fortitude
While using Wild Shape, if an attack would reduce you to 0 hit points, roll a d20. On a result of 11 or higher, you are instead reduced to 1 HP and the effect ends.
Triggered Evolution
At 10th level, you gain the ability evolve and gain access to manifestations of an additional creature type: choose Celestial or Fiend. You are able to manifest abilities from the chosen creature type and may now use Wild Shape to manifest defensive/passive traits from creatures up to a CR equal to your Druid level divided by 2.
In addition, gain the following permanent feature based on your chosen creature type:
- Celestial Evolution - Wild Shape may now be used to manifest traits from Celestials. Gain resistance to radiant damage. While under the effects of Wild Shape, your spells that target allied creatures grant temporary HP equal to your wisdom modifier.
- Necrotic Evolution- Wild Shape may now be used to manifest traits from Fiends. Gain resistance to necrotic damage. While under the effects of Wild Shape, when dealing damage to a creature, deal additional damage of the same type equal to your wisdom modifier.
Necrotic Evolution
Necrotic Evolution- Wild Shape may now be used to manifest traits from Fiends. Gain resistance to necrotic damage. While under the effects of Wild Shape, when dealing damage to a creature, deal additional damage of the same type equal to your wisdom modifier.
Radiant Evolution
Celestial Evolution - Wild Shape may now be used to manifest traits from Celestials. Gain resistance to radiant damage. While under the effects of Wild Shape, your spells that target allied creatures grant temporary HP equal to your wisdom modifier.
Biological Perfection
By 14th level, your evolution has led to a sturdy physical form capable of adapting multiple creature traits based on the situation. You gain proficiency with constitution saving throws and Wild Shape may now manifest two creature's simultaneously. For example, when using Wild Shape you may gain the passive/defensive abilities of a Wolf and a Bear.
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