Base Class: Druid
The Circle of Change is a small society of Druids who believe that the Mutation of the Living World is an Important part of Nature. Most Members of this Circle are solitary Hermits that lock themselves up to make Experiments or wandering Adventurers that slay Monsters and study their Bodys. The Magic this Circle uses is primarily Centered around the radical Change of the Living World.
Spell List
Your constant Study of the World around you grants you the Ability to cast Certain Spells at 3th, 5th, 7th and 9th Level.
Level 3: Heat Metal, Flaming Sphere
Level 5: Call Lightning, Reincarnate
Level 7: Greater Restoration, Stone Skin
Rapid Change
At 2nd Level you can expend one of your Wildshape Slots to give whatever you target 1d4 Days long Mutation. The Target will have to succeed on a DC 15 Constitution Saving Throw (+1 DC for every other following Level). The Mutation can be: changing Plants into Monsters(you have to succeed on a CD 14 Wisdom Saving Throw or they are hostile), Transforming a Corpse into Insects (you have to succeed on a CD 14 Wisdom Saving Throw or they are hostile), removing an Enemies Eyes, etc...
Regenerating Change
You use your Rapid Change Ability to instantly and permanently replace your Targets severed Body Part with a random Mutated Type of that part.
The Outcome is determined by a D100
Fingers/Hands:
1-32: Claws, adds 1 + Strength Mod + 1d4 every second Level Damage to your Unarmed Attacks. However, a permanent Disadvantage is added to every Attack with a Weapon.
33-60: Tentacles, you are immune to disarming.
61-86: Mantis Shrimp Claw, you can use a Bonus-Action to attack an Enemy with a 1d7 Damage Air Missile. The Target has to survive a DC 16 Strength Saving Throw he is downed for one Round.
87-100: Human Fingers.
Arm/s:
1-32: Human Arm.
33-60: Chitin Covered Arm, this Arm can be used to Parry. You have to succeed on a DC 15 Dexterity Saving Throw To parry an attacking Enemy, making them miss and giving an Advantage to the the next Attack on said Enemy.
61-86: Rotting Arm, you receive a disadvantage on Strength Saving Throws, but unsentient Undead will not attack you even at their Masters behest.
87-100: Tentacles, you can use a Bonus Action to Grapple an Enemy. The Enemy has to succeed a DC19 Strength Saving Throw or be grappled, every following Round the Enemy does a -1 DC Per Round Saving Throw, if he succeeds he is released.
Leg/s:
1-38: Fined Legs, Your Swimming Speed becomes equal to your walking Speed.
39-66: Goat Legs, you can move through Difficult Terrain as if it were Normal Terrain.
67-96: Gecko Legs, your Climbing Speed becomes equal to your Walking Speed and you can Attack while climbing.
97-100: Tentacles, Your Swimming and Climbing Speed become equal to your Walking Speed, You can move through Difficult Terrain as if it were Normal and you can attack while Climbing.
Living Change
You can use up Living Change Slots to make a Product of Rapid Change last permanently (the Amount of Slots is decided by the DM). They will also become completely Sentient and can reproduce.
Incarnated Change
You use up all Living Change and Wild Shape Slots to enter an Unstable Form which lasts for the Duration of the Fight, Wild Shape and Living Change don’t use up Slots in this Form. You gain a Regeneration of 10 HP at the Start of your Turn.
Previous Versions
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1/12/2021 6:48:35 AM
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2/18/2021 8:13:27 AM
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