Druid
Base Class: Druid

Druids of the Circle of the Phantasma are infatuated with the weird and strange many would label ...well disgusting.

As a Druid of the Circle of the Phantasma you are obsessed with forbidden knowledge and the bending, twisting and shaping of the natural. 
Your love for nature and the natural still persists, but instead of protection you can only think of what is possible, what gifts you can bestow, how far you can bend your form, how close can you get to recreating the mezmerising imagery you had seen in the Far Realm. 

You believe that the Eder Beings you witnessed are the original masters and their and only their visions are true. Either by serving the Outer Gods or dreaming of remaking the Material World in the image of the twisted strangeness of the far realms, you belive common druids are misguided and do not see the full picture and you will show the world how insignificant we truly are. 

Forbidden Fleshshape

The connection to the Far Realm and your obsession with the shaping of living bodies grants you the ability to change parts of your body into maddening amalgamations of flesh teeth and tentacles by expending one of your Wildshape uses.

You may choose 2 of the following abilities to replace your Wildshape feature, in addition your unarmed strikes deal 1D4 +CON damage and your melee reach is extended to 10ft.

Gnashing Leap:

Living Flail:

Whelm:

Grinding Embrace:

TBA

 

 

Gnashing Leap

As your bonus action you leap 15ft forward and crush your target with terrible jaws, dealing 2D4 Bludgeoning Damage.

You travel the distance regardless of a hit or miss.

the damage increases as you take levels in Druid.

Living Flail

3d4

Whelm

Your flesh stretches and expands while you take the space of a small or medium creature and attempt to grapple and restrain them within you. While a creature is inside you your speed is halved.
to break free the creature must succeed a contested STR check.

Corruption of Mind and Body

In a dream… or a nightmare, the entities of the far realm grant you access to the Spells: Arms of Hadar, Hunger of Hadar, Black Tentacles, Bestow Curse and Evard’s Black Tentacles.

Additionally you may expend any number of your hit dice to gain an equal amount of temporary hit points.

You may not perform this action in combat.

Eldrich Adaptability

At 3rd Level you gain access to the spells Alter Self, you may change and shape your appearance to your liking and even adapt to dangerous environments.

Desensitised

The horrors of the Far Realm have had their effect on you, starting at 9th Level, you can no longer be frightened or charmed.

Charm Immunity

As a being so far from common reality it is hard to care about the frail mortal affairs. To such an extent that you are immune to charm effects.

Fear Immunity

Either a blessing or a curse, the Far realm’s imagery has desensitized you to a point where fear isn’t an option anymore.

Ancient Regeneration

At 14th level you gain the ability to regenerate 2D8 + CON hit points per turn as an action, as long as you have not taken damage this turn. This consumes 2 of your hit dice every time it is used.

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