At 10th level, you may add Montrosity to your list of known forms. You must expend two uses of Wild Shape at the same time to transform into a Monstrosity.
At 14th level, replace Shared Moonlight with:
Improved Monstrosity Wild Shape. Transforming into a Monstrocity now only requires the use of one Wild Shape.
I've often thought about a class - maybe some druid variant - that could involve different creature types, but would be very wary of just allowing them to wildshape into such a creature.
The problem is that monsters are not balanced in the same way as players characters.
Beasts are relatively "safe" because you know that, by definition, they are not going to have any magical powers that could prove unbalancing. But anything could happen with other creature types. Even if you wait until level 10 before allowing it - where they could only turn into CR 3 monsters - it could end up being very unbalanced. Not just because of being too powerful, but also because monstrosities could have various powers that boost their CR to, say, 3, but be relatively weak in other aspects (i.e. they are CR 3 only because of these other magical powers which make them a hazard to level 3 characters, but these powers probably have relatively low DCs, and are therefore ineffective against the opponents the level 10 character is likely to be facing).
I think if I were to try and create a druid with some kind of connection to monstrosities (or aberrations or whatever) I would probably just extract some 'aspects' of certain specific creatures and then give them subclass features that allow them to choose an aspect to manifest with a use of wildshape.
To try and explain what I mean: Waaaaaaaay back there was a splatbook for 3rd edition called Magic of Incarnum, which I thought was a very cool idea (though I don't think it caught on much). It introduced 3 classes capable of manifesting 'Incarnum' - soul essence basically - that generally worked by forming temporary translucent 'magic items' such as helms or boots around the characters body that granted various powers. Anyway, one of these classes was a kind of 'druid' whose Incarnum took the form of items representative of monstrosities. E.g A "Remorhaz helmet" that allowed the character to fire cold rays etc etc. I keep trying to think of way of porting something like this into 5th edition but haven't worked it out yet!
Replace Level 10: Moonlight Step with:
Level 10: Monstrosity Wild Shape
At 10th level, you may add Montrosity to your list of known forms. You must expend two uses of Wild Shape at the same time to transform into a Monstrosity.
At 14th level, replace Shared Moonlight with:
Improved Monstrosity Wild Shape. Transforming into a Monstrocity now only requires the use of one Wild Shape.
I've often thought about a class - maybe some druid variant - that could involve different creature types, but would be very wary of just allowing them to wildshape into such a creature.
The problem is that monsters are not balanced in the same way as players characters.
Beasts are relatively "safe" because you know that, by definition, they are not going to have any magical powers that could prove unbalancing. But anything could happen with other creature types. Even if you wait until level 10 before allowing it - where they could only turn into CR 3 monsters - it could end up being very unbalanced. Not just because of being too powerful, but also because monstrosities could have various powers that boost their CR to, say, 3, but be relatively weak in other aspects (i.e. they are CR 3 only because of these other magical powers which make them a hazard to level 3 characters, but these powers probably have relatively low DCs, and are therefore ineffective against the opponents the level 10 character is likely to be facing).
I think if I were to try and create a druid with some kind of connection to monstrosities (or aberrations or whatever) I would probably just extract some 'aspects' of certain specific creatures and then give them subclass features that allow them to choose an aspect to manifest with a use of wildshape.
To try and explain what I mean: Waaaaaaaay back there was a splatbook for 3rd edition called Magic of Incarnum, which I thought was a very cool idea (though I don't think it caught on much). It introduced 3 classes capable of manifesting 'Incarnum' - soul essence basically - that generally worked by forming temporary translucent 'magic items' such as helms or boots around the characters body that granted various powers. Anyway, one of these classes was a kind of 'druid' whose Incarnum took the form of items representative of monstrosities. E.g A "Remorhaz helmet" that allowed the character to fire cold rays etc etc. I keep trying to think of way of porting something like this into 5th edition but haven't worked it out yet!