Hey fellow nerds! This is my first thread ever, even though I've been playing the game and using DND Beyond for about two years, so the formatting of the post might be a little off. I'm one of the many that felt inspired by the DND Movie trailer to go out and create yet another variant of a Circle of Monsters Druid, and I was wondering how well balanced y'all think this subclass build is? I tried to compare it to favorites like the Moon, Wildfire, Stars, and Land circles, and I pulled inspiration from some of the other subclasses that exist in other classes of the game, so if it seems off balance or like it's stepping on the special abilities of other classes and subclasses, let me know, and feel free to use the ideas for a monstrous druid in your own games with your DM's approval!
Circle of Monsters Druid
Circle of Monsters Druids study many forms of life, including the manmade monstrosities unleashed into nature. Some Druids study these unnatural creatures in an attempt to eradicate them, but others believe that they have a place in the natural order.
Circle Spells
Starting at 2nd level, when you cast a Druid spell that targets beasts, you can instead target and affect monstrosities with an Intelligence Score of 5 or lower.
Monstrous Forms
Starting at 2nd level, you can use your Wild Shape to transform into a beast or a monstrosity with a challenge rating as high as your Druid level divided by 5, rounded down. However, the monstrosity must have an Intelligence Score of 5 or lower. You ignore the Maximum Challenge Rating column of the Beast Shapes table, but must abide by the other limitations there.
Monstrous Presence
Starting at 6th level, your Wildshapes strike fear into your enemies. Once during each of your turns, when you hit a creature with an attack while Wildshaped, you can force it to make a Wisdom saving throw against your spell save DC, and if the saving throw fails, the target is frightened of you until the end of your next turn. When a creature succeeds this save, it becomes immune to your Monstrous Presence ability for the next 24 hours.
In addition, you can't be frightened by beasts, monstrosities, elementals, or plants.
Student of Nature
At 10th level, your study and experience of the natural and near-natural world allows you to glean more information about a creature with only a glance. You gain Proficiency in one of the following Skills of your choice: Nature, Arcana, Insight, Perception, Medicine, or Survival.
Also, as a Bonus Action, choose a beast, monstrosity, elemental, or plant creature that you can see within 30ft of you, and roll a Nature Check. If you succeed a DC 10, the DM tells you if the creature is your equal, superior, or inferior in regard to one of the following characteristics of your choice: Strength Score, Dexterity Score, Constitution Score, or Armor Class.
Monstrous Modification
By 14th level, you have learned so much about monstrosities that you can practically become one yourself. You can cast the Alter Self spell at will.
Hey fellow nerds! This is my first thread ever, even though I've been playing the game and using DND Beyond for about two years, so the formatting of the post might be a little off. I'm one of the many that felt inspired by the DND Movie trailer to go out and create yet another variant of a Circle of Monsters Druid, and I was wondering how well balanced y'all think this subclass build is? I tried to compare it to favorites like the Moon, Wildfire, Stars, and Land circles, and I pulled inspiration from some of the other subclasses that exist in other classes of the game, so if it seems off balance or like it's stepping on the special abilities of other classes and subclasses, let me know, and feel free to use the ideas for a monstrous druid in your own games with your DM's approval!
Circle of Monsters Druid
Circle of Monsters Druids study many forms of life, including the manmade monstrosities unleashed into nature. Some Druids study these unnatural creatures in an attempt to eradicate them, but others believe that they have a place in the natural order.
Circle Spells
Starting at 2nd level, when you cast a Druid spell that targets beasts, you can instead target and affect monstrosities with an Intelligence Score of 5 or lower.
Monstrous Forms
Starting at 2nd level, you can use your Wild Shape to transform into a beast or a monstrosity with a challenge rating as high as your Druid level divided by 5, rounded down. However, the monstrosity must have an Intelligence Score of 5 or lower. You ignore the Maximum Challenge Rating column of the Beast Shapes table, but must abide by the other limitations there.
Monstrous Presence
Starting at 6th level, your Wildshapes strike fear into your enemies. Once during each of your turns, when you hit a creature with an attack while Wildshaped, you can force it to make a Wisdom saving throw against your spell save DC, and if the saving throw fails, the target is frightened of you until the end of your next turn. When a creature succeeds this save, it becomes immune to your Monstrous Presence ability for the next 24 hours.
In addition, you can't be frightened by beasts, monstrosities, elementals, or plants.
Student of Nature
At 10th level, your study and experience of the natural and near-natural world allows you to glean more information about a creature with only a glance. You gain Proficiency in one of the following Skills of your choice: Nature, Arcana, Insight, Perception, Medicine, or Survival.
Also, as a Bonus Action, choose a beast, monstrosity, elemental, or plant creature that you can see within 30ft of you, and roll a Nature Check. If you succeed a DC 10, the DM tells you if the creature is your equal, superior, or inferior in regard to one of the following characteristics of your choice: Strength Score, Dexterity Score, Constitution Score, or Armor Class.
Monstrous Modification
By 14th level, you have learned so much about monstrosities that you can practically become one yourself. You can cast the Alter Self spell at will.
I’ve been wanting to be able to play something like this for so long, thank you!