Base Class: Druid
"As he trudges through the mud ridden path the bandits have made, he finds their hideout, filled with anger at their disregard for life as they had left a rabbit to die as "target practice". He changes growing near three times his size and rushes at the unaware bandits, it did not take long for them to flee when their leader was decapitated in a second, after all, what bandit would stay to fight an owlbear?"
-The lonely woodkin, Ch3, Pg. 12
The Circle of Monsters revolves around the ability to shape into non-beastlike forms gaining an advantage against your foes. The stronger you become, the more terrifying monsters who can shape into and cause havoc on the battlefield.
Despised Circles.
Due to the circles delving into an unnatural way of life, most of those that are of the circle of monsters, do not get along well with the other circles to the point of fighting breaking out between them. The druids of the circle view the monsters of the world as if they are apart of the natural order, even if they weren't intended to be, they believe that all life serves a role in the ecosystem.
Monstrous Claws
When you choose this circle at 2nd level, you gain claws where your nails once were, You can make an unarmed claw attack as an action to deal 1d6 plus your Wisdom modifier slashing damage.
Monstrous Wildshape.
Starting at 2nd level, you can morph into a creature of an unnatural origin. As an action, you can expend a wildshape use to transform for one minute into a Monstrosity type creature with a max CR 1.
Starting at 6th level, you can transform into a Monstrosity of a CR equal to your Prof. Bonus.
Circle Spells
Your connection to the monsters of the multiverse infuse you with the ability to be able to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the monstrous origin where you became a druid.
Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
| Druid level | Spells |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Monstrous Form
Starting at 6th level, Your monstrous nature makes you able to change yourself into a monster equal to your Prof. bonus.
In addition, you have advantage on saving throws against spells that change your form, such those created by the polymorph spell.
Malform Nature.
When you reach 10th level, you can change the nature of conjuring spells to instead summon monsters. When you cast a spell that summons a creature(s), you can instead choose monstrosity types for any spell that summons a creature type, like the conjure woodland beings spell.
Path of Monsters
When you reach 14th level, you mutate and become more like a specific monster. You can choose one of five abilities:
Displacement:
Like the displacer beast, you project a magical illusion that makes it appear to be standing near your actual location, causing attack rolls against it to have disadvantage. If you are hit by an attack, this trait is disrupted until you use an action to use it again. This trait is also disrupted while you are incapacitated or have a speed of 0. Creatures with true sight are immune to the effect.
Mimicry:
Like the mimic, you can use your action to polymorph into an object no bigger than large size, or back into your true form. your statistics are the same in each form. Any equipment you are wearing or carrying isn't transformed. you revert to your true form if you die.
Ethereal Jaunt:
Like the blink dogs and phase spiders, as a bonus action, you can magically shift from the Material Plane to the Ethereal Plane, or vice versa for one minute. You can use this your prof. bonus number of times, these uses recharge after a long rest.
Frightful Presence:
Like the all fearing Tarrasque, each creature of your choice within 15 feet of you must succeed on your spell save DC Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours.
Adaptation.
Like almost all of the monsters throughout the multiverse, you can breathe in any environment, as well as you have a climbing, burrowing, and flying speed equal to your walking speed.
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