Base Class: Druid
Druids of the Scary Monsters Circle harness the power of ancient dinosaurs, transforming themselves into terrifying predators. They believe in the primal strength and resilience of these prehistoric creatures, using their formidable abilities to protect nature and maintain the balance of life. These druids see the power of dinosaurs as a means to embody the raw, untamed force of nature that once roamed the planet.
Paleontology
Starting at 2nd level, you've invested time into studying the life before your time. You become proficient in two of the the following skills: Athletics, Intimidation, and Perception.
Athletics
You gain proficiency in the Athletics skill.
Intimidation
You gain proficiency in the Intimidation skill.
Perception
You gain proficiency in the Perception skill.
Partial Transformation
When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.
Starting at 2nd level, you become able to harness the power of a dinosaur. As a bonus action, you can expend a use of your Wild Shape feature to transform parts of your body into that of a dinosaur. While you have no temporary hit points from this feature if you end your turn and you haven’t attacked a hostile creature since your last turn or taken damage since then you lose the transformation. You gain the following benefits for 10 minutes.
- Increase your movement speed by 10 feet
- Gain a number of temporary hit points equal to druid level*4
- Advantage on Wisdom(Perception) checks that rely on hearing or smelling
- While using this form you can still cast cantrips and speak.
- Weapon attacks choose one, you can change with a bonus action: (Use Wisdom for attack and damage die)
- Bite: 1d8 piercing. Once per turn, regain hit points equal to half the damage dealt with the bite.
- Claw: 1d6 slashing. Once per turn, Can make an additional claw attack as a part of the same action.
- Tail: 1d8 bludgeoning. Force the creature hit to make Strength saving throw against your spell save DC or get pushed back 10 ft.
Beast Strike
Starting at 6th level, attacks in your transformed form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Additionally you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Full Transformation
At 10th level, you can use two instances of wild shape to fully transform. While you have no temporary hit points from this feature if you end your turn and you haven’t attacked a hostile creature since your last turn or taken damage since then you lose the transformation. You gain the following benefits for 10 minutes.
- Movement speed increased by 25ft. Gain a climb and swim speed of equal to your movement speed.
- You become a large sized creature
- Your creature type becomes monstrosity
- Advantage on strength checks and saving throws
- Advantage on Wisdom(Perception) checks that rely on hearing or smelling
- Resistance to nonmagical bludgeoning, slashing, and piercing damage.
- Gain a number of temporary hit points equal to druid level*6
- AC becomes 10+Wisdom modifier + Dexterity modifier
- You can not cast leveled spells while transformed
- You gain the following weapon attacks: (Use Wisdom for attack and damage die)
- Bite: 2d8 piercing. Once per turn, regain hit points equal to half the damage dealt with the bite.
- Claw: 2d6 slashing. Once per turn, can make an additional claw attack as apart of the same action.
- Tail: 2d8 bludgeoning. Force the creature hit to make Strength saving throw against your spell save DC or get pushed back 10 ft and knocked prone.
Retaliation
At 14th level, you have learned to so strike back after being hit. When you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
Frightful Presence
At 14th level, whenever you enter either partial or full transformation, each creature of your choice that is within 60 feet of yourself and that you are aware of must make a Wisdom saving throw against your spell DC 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.
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Thing here
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