Druid
Base Class: Druid

The Druids of the Circle of the Chimera are dedicated to the perfection of their Wild Shape. They travel the world to study all manner of creatures so they can learn new abilities to better understand nature and protect it.  Like their Circle’s namesake, these druids combine forms to create hybrid creatures to best handle any situation.

Druids of the Circle of the Chimera are expert shifters and can use their extensive knowledge to combine parts of creatures for added benefits.

Adjusted Wild Shape Table. Use the normal Druid table but at level 12 increase CR to 2. At level 16 increase to 3 and at 20 increase to 4.

At level 2 when choosing this subclass, the Druid gains the ability to change into not only Beasts of appropriate challenge rating but also Plants. All usual aspects change as they would a beast transformation, ie AC and saves but you do not gain any spells that the creature knows. This change can only be done with creatures up to one size larger.

At level 3 the Druid learns to combine two creatures and become a hybrid of them. The appearance is left up to the Druid. This gives the Druid the advantages stat wise of the better of each and the Druid can pick one ability or attack from both forms, such as adding a claw attack from one creature and a stinger from another. The combined challenge rating for both creatures cannot exceed the Druid’s Wild Shape CR level.

At level 6 the creature types Aberration and Monstrosity are added to the Druid’s Wild Shape options.

At level 10 the Druid can use Wild Shape as a bonus action. The Druid can also retain its shifted form indefinitely.

At level 14 the Druid gains unlimited use of Wild Shape and size restrictions are removed. If they are dropped to 0 health while Shapeshifted they must take a short rest before they can Wild Shape again.

At level 16 the Druid can Wild Shape as a free action. Ooze and Giant are added to Wild Shape forms.  Non Legendary/Non Spell based Special Actions usable.

At level 20 the Dragon creature type is added and the Druid can become a hybrid equal to a total CR of 5 with neither creature being over a CR 3. (No combination of a CR 5 and 0 for example but a CR 2 and 3 are fine).

Wild Shape Table

The Circle of the Chimera Wild Shape Table is a variation of the normal table.

Level          CR.          Abilities           Creature Types

2.                1/4.         None.               Beast/Plant                                                          

4.                1/2. Hybrid/Swimming. Beast/Plant.                            

6.                1/2.         H/S.             B/P/Aberration/Monstrosity.    

8.                  1.           Flying.              B/P/A/M.                            

12.                2.           H/S/F.              B/P/A/M.                                          

16.                3.     Special Actions    B/P/A/M/Giant/Ooze.                    

20.                4.     Improved Hybrid  B/P/A/M/G/O/Dragon

Hybrid Shape

At level 3 the Druid has the ability to combine two creature forms together to attain multiple abilities.  This ability allows the Druid to take a single ability or attack from two separate creatures that he knows how to become.  The challenge rating of the two creatures must be less than or equal to the maximum CR transformation level of the Druid.  The Druid cannot learn spells in this manner but can choose non legendary special actions (i.e. a Gibbering Mouther's Gibbering ability) at level 16.  At level 20 the Druid has the ability to combine two creatures up to a total CR of 5 with neither having an individual CR over 3.

Biodiverse Shifter

This Circle allows the Druid to take on forms previously unimaginable. Natural plant growth is available to them early on but through extensive travel and study they learn unnatural forms that they twist into their own ideas of perfection to handle any situation.  At level 6 they have spent enough time in strange places that they gain the ability to Wild Shape into aberrations and monstrosities.  At level 14 these Druids have discovered methods to shape their bodies into forms they should not be able to hold and gain the Wild Shape creature types of Giants and Oozes.  Finally the epitome of the Circle of the Chimera is the ability to take on Dragon forms and traits, which is what they learn at level 20.

Life as a Monster

At level 10 the Druid has mastered his Wild Shape to the point that it is nearly effortless.  Wild Shape can be done as a bonus action.  In addition the form taken can be held indefinitely.  A short or long rest does not have to revert the Druid's form if they choose not to and they will still regain both Wild Shape uses from the rest.  At level 16 Wild Shape becomes a free action.  

No Longer Humanoid

By level 14 this Druid has spent so much time among the creatures of the world that he rarely retains his humanoid shape any longer than necessary.  In so doing, the Druid now can Wild Shape with unlimited uses.  Size restrictions also no longer hold the Druid back.  The downside to this amazing ability is that if the Druid is reduced to 0 health while in Wild Shape form, he will return to humanoid form and be unable to Wild Shape again until taking a short or long rest.  At level 16 the Druid can choose non spell/non legendary abilities for hybrid options.

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