Base Class: Druid
Druids of the Circle of Monstrosities are followers of the most ancient form of druidic magic. These druids risk their own sanity for unimaginable power by shapeshifting into some of the most monstrous beasts imaginable. Their order is small, as few dare tread the hair's breadth between glory and insanity, and many of those that have, are never seen or heard from again.
Their power is enormous but fickle, cutting down their enemies one moment and wading through the blood of their friends the next.
Monstrous Wild Shape
When you choose this circle at 2nd level, in addition to the normal abilities of Wild Shape, you gain the ability to transform into any Monstrous creature of a CR up to your druid level + 4.
While transformed in this way, you may transform into and use the abilities of that creature for a number of turns according to the following table:
| Druid Level + | Turns Transformed |
| 0 | 5 |
| 1 | 4 |
| 2 | 3 |
| 3 | 2 |
| 4 | 1 |
At the end of the last turn transformed, you must make a DC (10 + Wisdom Score of the creature) Wisdom Saving Throw at Disadvantage. On a success, you transform back to your original form as normal. However, on a failure, your mind twists and goes feral, attacking friend and foe alike. While feral, you have advantage against charm effects and are unable to understand any language besides those understood by the monstrosity. Once feral, the only way to return to your original form is through the consumption of an Elixer of Lucidity, brewed by an elder Circle of Monstrosities Druid, or a Wish spell.
When Wild Shaped into a monstrosity, you may not willingly drop the transformation, nor does it dissipate if you are reduced to 0 hit points, and you automatically fail any Wisdom Saves made while unconscious.
Primal Strike
Starting at 3rd level, your attacks while Wild Shaped as a monstrosity count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
At 6th level, you gain the same while transformed as a beast.
Monstrous Forms
The rites of your circle grant you the ability to shake off the strain of transforming into lesser creatures. Starting at 6th level, whenever you transform into a monstrosity of a CR lower than your Druid Level, you no longer have disadvantage on the Wisdom Save to end the transformation.
Starting at 10th level, when you transform into a monstrosity of a CR lower than your Druid Level, you may end the transformation at will, without needing to make a Wisdom Save.
Aberration Wild Shape
At 10th level, you can expend two uses of Wild Shape at the same time to transform into an aberration. Your attacks while Wild Shaped as an aberration have the advantage of your Primal Strike ability.
Extended Transformation
You have steeled your mind and resolve, allowing you to fuel your transformation with your very essence.
By 14th level, when transformed into a monstrous creature or aberration, you may extend your time in that creature's form by one turn. When doing so, gain one level of exhaustion for every extra turn you remain transformed.
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