Base Class: Druid
The Circle of Ahamkara allows Druids to let go of their "self" and truly become one with the nature around them both physically and spiritually. Druids of this circle allow themselves to let go of unchangeable forces and appreciate the violent, beautiful force that is life. Druids of this circle typically focus more on what they feel rather than what they deem right or wrong. Though this can lead to complicated situations, these Druids don't have the pressures of right or wrong weighing down on them.
Druids of this circle can be easily distinguished by their beastly, nature hybrid appearance, never appearing to fully be beast or plant, but a combination of the two.
Otherworldly
When you choose this circle at 2nd level, you let go of your 'self' and forfeit your all to the will of the Ahamkara. You become a nature/beast hybrid with various attributes from both.
Nature Attributes:
- Tendrils: Your body begins to develop plant life allowing you to easily travel through difficult terrain.
- Photosynthesis: When in combat in the presence of direct sunlight or ultraviolet light, you may roll 1d6 as a bonus action to restore hit points. While in the presence of supernatural darkness, you are unable to use photosynthesis and gain disadvantage on attack rolls.
- Green Thumb: Utilizing your plantlike nature, you are able to communicate with plants.
- Wildfire: As your body becomes more plant based, you become susceptible to fire damage.
Beastly Attributes:
- Shifter: As your body gets more in touch with its beastly side you find changing form becomes more natural. You can now wild shape into monsters or beasts with a CR of 1/2 as long as you've seen them before.
- Scale Skin: As your body develops more plant life, it also develops a tough hide. Your AC when unarmored becomes 10 + your Dexterity modifier + your Proficiency while wearing no armor.
- Pack Leader: As your beastly instincts grow you begin to adopt the language of beasts you transform to, allowing communication with similar beasts while wild shaped.
Embrace Within
At level 3, as you become accustomed to the forces inside you, choose to embrace one, developing unique attributes.
Beast
As you embrace the beast inside of you, you begin to feel its primal instincts taking over.
- As a bonus action, you make an ear-piercing howl that deals 1d6 psychic damage.
- Twice per short rest you can use 1 wild shape to gain a specific attribute of a beast following current CR restrictions.
Nature
As you embrace the nature inside of you, you begin to feel more in tune with the earth.
- Plant life grows around you, hardening and increasing your AC by 2.
- Twice per short rest you can grow nourishing fruit off your body that restore 3 HP once eaten.
Evolution
At level 6, as your plant life and beastly attributes continue to grow over your body, their synergy infuses you with additional abilities.
Nature Attributes:
Advanced Tendrils: Your appendages become tendrils that can expand and grasp objects allowing increased maneuverability.
Beastly Attributes:
Monstrosity: You gain the ability to wild shape into a combination 2 beasts at once up to CR 3, taking 3 of the highest statistics and 3 of the lowest statistics between the two.
Beast Blood: With the blood of ancient beasts flowing through you, your primordial instincts grant you an extra attack.
Gaining an Edge
At level 10, you again feel the forces battling for control inside you, choose to embrace one, allowing dominance over the other...for now.
Beast
As you embrace the beast inside of you, you begin to feel your inner instincts run rampant
- You gain the ability to tame a companion once per long rest (max 1 companion at a time). This companion must be within CR limit and follows initiative directly after your turn.
- You gain telepathic abilities with your companion able to command it by sheer will. It will protect you at all costs, even if that means sacrificing itself.
Nature
As you embrace the nature inside of you, you begin to feel as if you’re one with the earth.
- A vest of thorny vines grow around your body inflicting 1d6 against any combatant that comes in physical contact with you.
- As a bonus action you can launch the thorns from your vines. These thorns deal 1d8 piercing damage and take one full turn to grow back.
Inner Peace
At level 14, with both your nature and beastly side working in harmony, you gain additional attributes from each to make up a penultimate being.
Nature Attributes:
- Your beastly side helps reduce your vulnerability to fire. You now only take 1d4 fire damage.
- Taking a short or long rest with tendrils in the ground allows 1d8 health regeneration as well as 2 fruits that heal 1d8 each to be produced for party members.
Beastly Attributes:
- Your nature side aids the beast inside of you with protection. While wild shaped, your beast grows thorny vines inflicting 1d6 against any combatant that comes in physical contact with you.
- You gain 2 additional wild shape uses.
- You can wild shape into monsters or beasts up to CR 5
Nature's Beast
At level 20, with your nature and beastly side working in harmony, you've become a master of both. Half nature and half beast, you are able to wield each force inside of you with perfect control. You gain all previous nature and beastly attributes as well as resistance to fire damage. You can also wild shape into any combination of 2 beasts or monsters that you have seen or studied.
Previous Versions
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7/24/2020 4:40:05 PM
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7/29/2020 11:17:29 AM
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