Druid
Base Class: Druid

The study and development of Lycanthropy is generally considered taboo, not only to society, but even other druid circles are against it. Its seen as unnatural and a general affront to the balance and serenity of nature. Your circle sees it instead as simply further their understanding of evolution and adaptation in the wild. Hoping to use this knowledge to help balance out anomalies in nature with a more direct solution. Nevertheless, your numbers are few and quite withdrawn from society, as to not draw unwanted attention to themselves.

Hybrid Form

Starting at 2nd level, you can expend a use of your wild shape as a bonus action to augment your body with animalistic features. When you transform in this way, you gain a number of temporary hit points equal to the beasts hit points up to a max of twice your Druid level. You must choose a specific beast that you gain the features of. While transformed you gain all of the beasts travel speeds, skills, senses, and basic natural weapon attacks (you cannot use multiattack or any other special attack action that the beast may have). The transformation lasts 1 hour, though it ends early if you fall unconscious, change forms in any way, or transform back to normal as a bonus action. Also, if you are hit by a silvered weapon you must make a spell concentration check to maintain your form.

Transformation Expert

At 2nd level, you also have access to more powerful beasts. You can gain the features of any beast with a CR ½ and below. Starting at 5th level, you can gain features of beasts up to a CR equal to your Druid level divided by 5. All other restrictions to what beasts you can choose from normal Wild Shape still apply.

Additionally, you can use spell slots to gain extra uses of Wild Shape. These extra uses can only be used to activate Hybrid Form. They are also far less potent, you only gain temporary hit points equal to your druid level and it only last one minute per spell slot level used.

One with the Beast

At 6th level, while transformed into your Hybrid Form you also gain the passive abilities of the beast you take the form of.

Your natural weapon attacks are also considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Feral Casting

Once you reach 10th level, you are able to weave spells and bestial strikes together. After casting a spell, you can add your Wisdom modifier to your next natural weapon attack and damage rolls made before the end of your next round. After hitting a creature with a natural weapon attack, you can either gain advantage on your next spell attack made against them or impose disadvantage on the saving throw for your next spell.

Bestial Might

At 14th level, you can now utilize a beast's full potential in your Hybrid Form. You now have access to a beasts multiattack and any other special attack actions while in hybrid form. If a beast's abilities include a DC to overcome an extra effect, you can use your spell DC in its place.

Additionally, when you transform you can choose one of the beasts physical attribute scores (strength, dexterity, or constitution) to gain for the duration of the form (maximum score of 20).

Required

Required by dndbeyond for 3 level

Previous Versions

Name Date Modified Views Adds Version Actions
12/20/2018 1:02:20 PM
376
20
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes