Base Class: Druid
There are some druids who delve a little too far into their ability to change forms into that of animals. Their fanatical drive to shapechange becomes unnatural, melding their normal humanoid form with that of the animals they seek to emulate and protect. Druids of other circles see these shapechangers as abominations, using their primal gifts to become lycanthropes in opposition of nature instead of protecting it. They could not be further from the truth however, as these druids of the night strive to protect the world around them by using their powerful forms to weed out the true evils of nature.
Circle Spells
You have access to the druid spell list. (This section made only for functionality of allowing it to be published with D&D Beyond.)
Hybrid Transformation
When you choose this circle at 2nd level, your ability to shape into beasts morphs into what other circles deem unnatural. When using your action to use wild shape, instead of turning into a beast, you can instead change into a hybrid form that resembles a monstrous lycanthrope. Your hybrid form combines your normal humanoid form with the ferocity of a beast of your choice; such as a wolf, a bear, a tiger, a boar, or an elk. While in this form, you gain the following benefits:
- Your game statistics remain the same as in your normal form, but you are able to substitute your wisdom ability score for your strength ability score when making any ability check or attack roll that would use strength. Your unarmed strikes deal 1d4 bludgeoning, piercing, or slashing damage while in your hybrid form. This damage increases to 1d6 at 6th level, 1d8 at 9th level, 1d10 at 12th level, and 1d12 at 15th level.
- When you transform, you gain temporary hit points equal to twice your druid level plus your wisdom modifier, darkvision up to 60 feet and, you have resistance to bludgeoning, piercing, and slashing damage. Your hit points and hit dice remain the same with both forms. If you are brought to 0 hit points, you revert back to your normal form, remain at 0 hit points, and are unconscious.
- You can’t cast spells, but your ability to speak or take any action that requires hands remains the same. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
- You retain the benefit of any features from your class, race, or other source and can use them as part of your hybrid form. Your equipment is worn by your hybrid form, adjusts to fit, and functions as normal.
Extra Attack
Beginning at 6th level, while in your hybrid form you can attack twice, instead of once, whenever you take the Attack action on your turn.
Primal Strike
Starting at 6th level, your attacks in your hybrid form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Monstrous Strikes
At 10th level, you are able to enhance the power behind your forms. When you hit a creature with an attack while wild shaped into a beast or your hybrid form, you can expend a spell slot to add 1d8 damage per level of the spell slot expended and gain temporary hit points equal to your wisdom modifier.
Unnatural Abilities
After reaching 14th level, your hybrid form has left a permanent mark on you. After completing a short or long rest, you gain the benefits of the spell Enhance Ability as if you had cast it targeting yourself. The benefits do not require concentration and lasts until it is dispelled or until you finish a short or long rest.
Previous Versions
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3/24/2019 11:31:24 PM
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Posted Mar 24, 2019Hello! This is an updated version of the Circle of the Night, with changes to make it more user friendly in the new character sheet and updates to the following features:
Monstrous Form was renamed to Monstrous Strikes, to more mimic the Divine Smite feature that Paladins receive.