Druid
Base Class: Druid

Druids of the Circle of the Abomination see nature as imperfect. With every evolutionary advantage gained by creatures of the world, there are flaws. Through their study of the wilds and the physiological advantages that apex creatures have they work to remove these flaws. They twist the forms of creature they know, into unholy atrocities of multiple beasts. However, this is unconventional magic and has not yet been perfected, so to perform such a feat is difficult and often erratic. These Druids strive to create the ultimate apex creature whether it be on land, sea or sky.  

Combat Wild Shape

Starting at 2nd level, you gain the ability to use Wild Shape as a bonus action, rather than an action.

Abomination Form

Using your knowledge of some of the world’s most elite beasts, you twist your wild shape in an attempt to emulate some of their physical aspects. When you use Wild Shape, you can instead shift into an Abomination Form. Roll a d4 to determine how many beast Characteristics you can choose from the Anatomical Feature table (the number rolled being the amount you can pick), then roll a d6 on each remaining appendage and/or feature that you have not chosen. These 5 limbs and appendages become your Abominations Form, adding the benefits given by each feature.

At Higher levels you gain access to more forms, the Die for the Anatomical Features tables becomes a d12 at 4 level and d20 at 8 level

 

Head

Torso

Fore arms 

Legs 

Additional appendage 

Characteristic (Intelligence, Wisdom, Charisma scores and skills, as well as Senses, Languages and any Head based attacks)

Characteristic (Size, Armor Class, Hit Points, Constitution Score and any damage or condition resistances)

Characteristics (flight speed, Strength Score, and skills, arm-based attacks (e.g., claw, tentacle)

Characteristics (walking speed, swim speed, DEX score and skills)

Characteristics (Any appendage attach to the back of a creator or any additional feature associated with that creature.

1

Axe Beak Head.

INT                WIS               CHA

2 (-4)            10 (+0)            5 (-3)

Senses. passive Perception 10

Beak. Melee Weapon Attack: +4 to hit, reach 5ft., one target.

Hit: 1d8 + 2 slashing damage

Axe Beak Torso.

Large

AC: 11

HP: 19

CON

12 (+1)

Axe Beak Fore arms.

STR

14 (+2)

Arms become small, flightless wings.

Axe Beak Legs.

Speed 50 ft.

DEX

12 (+1)

Axe Beak Feature.

Feathers cover the entirety of the body.

2

Panther Head.

INT                WIS               CHA

3 (-4)            14 (+2)            7 (-2)

Skills. Perception +4

Senses. passive Perception 14

Keen Smell. The panther has advantage on Wisdom (Perception) checks that rely on smell.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 +2 piercing damage.

Panther Torso.

Medium

AC: 12

HP: 13

CON

10 (+0)

Panther Fore arms.

STR

14 (+2)

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4 +2 slashing damage.

Panther Legs.

Speed. 50 ft, climb 40 ft.

DEX

15 (+2)

Skills. Stealth +6

Panther Feature.

Pounce. If you move at least 20 feet straight toward a creature and then hit it with an attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, you can make one bite attack against it as a bonus action, assuming you have a bit attack.

3

Giant Spider Head.

INT                WIS               CHA

2 (-4)            11 (+0)            4 (-3)

Senses blindsight 10ft., darkvision 60 ft., passive Perception 10

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft, one creature. Hit: 1d8 +3 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 2d8 poison damage on a failed save, or half as much on a successful one. If the poison damage reduces the target to 0 HP, the target is stable but is poisoned for 1 hour, even after regaining hit points, and is paralysed while poisoned in this way

Giant Spider Torso.

Large

AC: 14

HP: 26

CON

12 (+1)

Giant Spider Fore arms.

STR

14 (+2)

Web Sense. While in contact with a web, you know the exact location of any creature in contact with the same web.

Giant Spider Legs.

Speed. 30 ft

DEX

16 (+3)

Skills. Stealth +3

Web Walker. The spider ignores movement restrictions caused by webbing.

Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, ranged 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage.

Giant Spider Feature.

Four spider legs sprout from your back.

Speed. climb 30 ft.

Spider Climb. The spider can climb difficult terrain surfaces, including upside down on ceilings, without needing to make an ability check.

4

Dire Wolf Head.

INT                WIS               CHA

3 (-4)            12 (+1)            7 (-2)

Skills Perception +3

Senses passive Perception 13

Keen Hearing and Smell. The wolf head has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 2d6 + 3 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength save or be knocked prone.

Dire Wolf Torso.

Large

AC: 14

HP: 37

CON

15 (+2)

Dire Wolf Form arms

STR

17 (+3)

Dire Wolf Legs

Speed 50 ft

DEX

15 (+2)

Skills Stealth +4

Dire Wolf Feature.

The Hairs on your back stick up when close to an ally.

Pack Tactics. Advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally is not capacitated.

5

Cave Bear Head.

INT                WIS               CHA

2 (-4)            13 (+1)            7 (-2)

Skills. Perception +3

Senses. passive Perception 13, darkvision 60 ft.

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8 +5 piercing damage.

Cave Bear Torso.

Large

AC: 12

HP: 42

CON

16 (+3)

Cave Bear Fore arms.

STR

20 (+5)

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d6 +7 slashing damage.

Cave Bear Legs.

Speed. 40 ft

DEX

10 (+0)

Cave Bear Feature.

The ferocity of the Bear gives your Abomination form an additional multi attack with a Head or Forearm based attack (e.g., Bite or Claw). (This is on top of any benefits gained by Bestial Furry)

6

Rhinoceros Head.

INT                WIS               CHA

2 (-4)            12 (+1)            6 (-2)

Senses. passive Perception 11

Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d8 + 5 bludgeoning damage.

Rhinoceros Torso.

Large.

AC: 11

HP: 45

CON

15 (+2)

Rhinoceros Fore arms.

STR

21 (+5)

Rhinoceros Legs.

Speed. 40 ft

DEX

8 (-1)

Rhinoceros Feature.

Charge. If you move at least 20 feet straight toward a target and then hits it with an attack on the same turn, the target takes an extra 2d8 bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

7

Giant Toad Head.

INT                WIS               CHA

2 (-4)            10 (+0)            3 (-4)

Senses. Darkvision 30 ft., Passive Perception 10

Amphibious. The toad can breathe air and water.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d10 + 2 piercing damage plus 1d10 poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.

Giant Toad Torso.

Large.

AC: 11

HP: 39

CON

13 (+1)

Giant Toad Fore arms.

STR

15 (+2)

Giant Toad Legs.

Speed. 20 ft., swim 40 ft

DEX

13 (+1)

Standing Leap. Your long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Giant Toad Feature.

Swallow. You make one bite attack against a creature smaller than you that you have grappled (if you do not have a Bite attack you can still Swallow using +4 to hit but with no damage). If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 3d6 acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time.

If damage reduces you to 0 hp then you spit up the creature before returning to Druid form

8

Giant Octopus Head.

INT                WIS               CHA

2 (-4)            10 (+0)            3 (-4)

Skills. Perception +4

Senses. Darkvision 60 ft., Passive Perception 14

Hold Breath. While out of water, the octopus can hold its breath for 1 hour.

Water Breathing. The octopus can breathe only underwater.

Giant Octopus Torso.

Large.

AC: 11

HP: 52

CON

13 (+1)

Giant Octopus Fore arms.

STR

17 (+3)

Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 2d6 + 3 bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.

Giant Octopus Legs.

Speed. 20 ft., swim 60 ft

DEX

13 (+1)

Skill. Stealth +5

Giant Octopus Feature.

Your entire body reflects and shimmers underwater.

Underwater Camouflage. You have advantage on Dexterity (Stealth) checks made while underwater.

Ink Cloud (Recharges after a Short or Long Rest). A 20 foot-radius cloud of ink extends all around you if you are underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, you can use the Dash action as a bonus action.

9

Hunter Shark Head.

INT                WIS               CHA

1 (-5)            10 (+0)            4 (-3)

Skills. Perception +2

Senses. Blindsight 30 ft., Passive Perception 12

Water Breathing. The shark can breathe only underwater.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d8 + 4 piercing damage.

Hunter Shark Torso.

Large.

AC: 12

HP: 45

CON

15 (+2)

Hunter Shark Fore arms.

STR

18 (+4)

Hunter Shark Legs.

A fluked tail appears where your legs would be.

Speed. 0 ft., swim 40 ft

DEX

13 (+1)

Hunter Shark Feature.

A Fin sprouts from your back.

Blood Frenzy. You have advantage on melee attack rolls against any creature that does not have all its hit points.

10

Giant Constrictor Snake Head.

INT                WIS               CHA

1 (-5)            10 (+0)            3 (-4)

Skills. Perception +2

Senses. Blindsight 10 ft., Passive Perception 12

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 2d6 + 4 piercing damage.

Giant Constrictor Snake Torso.

Huge

AC: 12

HP: 60

CON

12 (+1)

Giant Constrictor Snake Fore arms.

STR

19 (+4)

You have no arms

Giant Constrictor Snake Legs.

A long snake-like tail appears on your rear and no legs sprout.

Speed. 30 ft, swim 30 ft

DEX

14 (+2)

Giant Constructor Snake Feature.

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2d8 + 4 bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and you can't constrict another target.

11

Saber-Toothed Tiger Head.

INT                WIS               CHA

3 (-4)            12 (+1)            8 (-1)

Skills Perception +3

Senses Passive Perception 13

Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d10 + 5 piercing damage.

Saber-Toothed Tiger Torso.

Large

AC: 12

HP: 52

CON

15 (+2)

Saber-Toothed Tiger Fore arms.

STR

18 (+4)

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Saber-Toothed Tiger Legs.

Speed. 40 ft

DEX

14 (+2)

Skills. Stealth +6

Saber-Toothed Tiger Feature:

Pounce. If you move at least 20 feet straight toward a creature and then hit it with an attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, you can make one bite attack against it as a bonus action.

12

Giant Scorpion Head.

INT                WIS               CHA

1 (-5)             9 (-1)              3 (-4)

Senses. Blindsight 60 ft., Passive Perception 9

Giant Scorpion Torso.

Large

AC: 15

HP: 52

CON
15 (+2)

Giant Scorpion Fore arms.

STR

15 (+2)

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8 + 2 bludgeoning damage, and the target is grappled (escape DC 12). You have two claws, each of which can grapple only one target.

Giant Scorpion Legs.

Speed. 40 ft

DEX

13 (+1)

Giant Scorpion Feature.

A large scorpion tail springs from your back.

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1d10 + 2 piercing damage, and the target must make a DC 12 Constitution saving throw, taking 4d10 poison damage on a failed save, or half as much damage on a successful one.

13

Giant Bat Head.

INT                WIS               CHA

2 (-4)            12 (+1)            6 (-2)

Senses. Blindsight 60 ft., Passive Perception 11

Echolocation. The bat can't use its blindsight while deafened.

Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1d6 + 2 piercing damage.

Giant Bat Torso.

Large

AC: 13

HP: 22

CON

11 (+0)

Giant Bat Fore arms.

Large leathery wing sprout from your arms.

Speed. fly 60 ft.

STR

15 (+2)

Giant Bat Legs.

Speed. 10 ft

DEX

16 (+3)

Giant Bat Feature.

The high dexterity of the Giant Bat gives you advantage on Dexterity saving throws against area effects.

14

Giant Wasp Head.

INT                WIS               CHA

2 (-4)            12 (+1)            6 (-2)

Senses. Passive Perception 10

Giant Wasp Torso.

Medium

AC: 12

HP: 13

CON

10 (+0)

Giant Wasp Fore arms.

STR

10 (+0)

Giant Wasp Legs.

Speed. 10 ft

DEX

14 (+2)

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1d6 + 2 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralysed while poisoned in this way.

Giant Wasp Feature.

Large wasp wings sprout from your back.

Speed. fly 50 ft.

15

Giant Eagle Head.

INT                WIS               CHA

2 (-4)            12 (+1)            6 (-2)

Skills Perception +4

Senses Passive Perception 14

Languages Giant Eagle

Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + 3 piercing damage.

Giant Eagle Torso.

Large

AC: 13

HP: 26

CON

13 (+1)

Giant Eagle Fore arms.

Large, feathered wings sprout from your arms.

Speed. fly 80 ft.

STR

16 (+3)

Giant Eagle Legs.

Speed. 10 ft.

DEX

17 (+3)

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d6 + 3 slashing damage.

Giant Eagle Feature.

The finesse of a Giant Eagle gives your Abomination Form an additional multi attack with Head or Leg based attacks (e.g., Beak or Talons). (This is on top of any benefits gained by Bestial Furry)

16

Giant Snapping Turtle Head.

INT                WIS               CHA

2 (-4)            12 (+1)            5 (-3)

Senses darkvision 60 ft., passive Perception 11

Amphibious. The turtle can breathe air and water.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4d6 +4 slashing damage

Giant Snapping Turtle Torso

Large

AC: 12

HP: 75

CON

14 (+2)

Giant Snapping Turtle Fore arms.

STR

19 (+4)

Giant Snapping Turtle Legs.

Speed. 30 ft., swim 40 ft.

DEX

10 (+0)

Giant Snapping Turtle Feature.

A large turtle shell appears on your back.

AC increases by +5

Stable. Whenever an effect knocks you prone, you can make a DC 10 Constitution saving throw to avoid being knocked prone. When prone you are upside down. To stand up, you must succeed on a DC 10 Dexterity check on your turn and then use all your movement for that turn.

17

Killer Whale Head.

INT                WIS               CHA

3 (-4)            12 (+1)            7 (-2)

Skills. Perception +3

Senses. Blindsight 120 ft., Passive Perception 13

Echolocation. The whale can't use its blindsight while deafened.

Hold Breath. The whale can hold its breath for 30 minutes.

Keen Hearing. The whale has advantage on Wisdom (Perception) checks that rely on hearing.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5d6 + 4 piercing damage.

Killer Whale Torso.

Huge

AC: 12

HP: 90

CON

13 (+1)

Killer Whale Fore arms.

STR

19 (+4)

Killer Whale Legs.

Your legs morph into one, creating a fluke shaped rear fin.

Speed. 0 ft., swim 60 ft.

DEX

10 (+0)

Killer Whale Feature.

A large black fin sprouts from your back

It allows you to twist and turn quickly when in water. You gain advantage on Dexterity saving throws while in water.

18

Elephant Head.

INT                WIS               CHA

3 (-4)            12 (+1)            7 (-2)

Senses. Passive Perception 10

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 3d8 + 6 piercing damage.

Elephant Torso.

Huge

AC: 12

HP: 76

CON

17 (+3)

Elephant Fore arms.

STR

22 (+6)

Elephant Legs.

Speed. 40 ft

DEX

9 (-1)

Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 3d10 + 6 bludgeoning damage.

Elephant Feature.

Trampling Charge. If you move at least 20 feet straight toward a creature and then hit it with an attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, you can make one Leg based attack as a bonus action.

19

Giant Crocodile Head.

INT                WIS               CHA

2 (-4)            10 (+0)            7 (-2)

Senses. Passive Perception 10

Hold Breath. The crocodile can hold its breath for 30 minutes.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 3d10 + 5 piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and you can't bite another target.

Giant Crocodile Torso.

Huge

AC:14

HP: 85

CON

17 (+3)

Giant Crocodile Fore arms.

STR

21 (+5)

Giant Crocodile Legs.

Speed. 30 ft., swim 50 ft.

DEX

9 (-1)

Skills. Stealth +5

Giant Crocodile Feature.

A thick, scaly tail sprouts from your back and runs down to the ground.

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by you. Hit: 2d8 + 5 bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

20

Giant Ape Head.

INT                WIS               CHA

7 (-4)            12 (+1)            7 (-2)

Skills. Perception +4

Senses. Passive Perception 14

Giant Ape Torso.

Huge

AC: 12

HP: 157

CON

18 (+4)

Giant Ape Fore arms.

STR

23 (+6)

Skills. Athletics +9

Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 3d10 + 6 bludgeoning damage.

Giant Ape Legs.

Speed. 40 ft., climb 40 ft.

DEX

14 (+2)

Giant Ape Feature.

If you have an arm or leg that can grasp.

Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 7d6 + 6 bludgeoning damage

Additional Spell

Starting at 3rd level you gain the Alter self spell to add to you list of spells you can prepare

Bestial Furry

Starting at 6th level, your focus on the pure power of nature continues to grow. When in Abomination Form you gain a Multi attack, allowing you to make one attack with a Head weapon and one with a Forearm or Leg weapon. 

When you reach 12th level your Multi attack increases, giving your Form the option to switch one of your Multiattacks to an attack granted by an Additional Feature weapon provided by the Additional Appendage Table. (This includes Swallow, Constrict, Sting, Tail or Rock).

Ultimate Form

At 10th level you have learnt to perfect your Forms through intense concentration to create the Ultimate Beast Forms. You can expend two uses of Wild Shape at the same time to transform into one of the four Ultimate Beast forms. In addition, all attacks in Ultimate Form are considered magical in terms of over coming resistances.

Thousand Forms

At 14th level, you can use your knowledge of twisting creatures and beast to alter your physical self. You can cast the alter self spell at will.

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