Base Class: Druid
A druid of the Circle of Scales is one beholden not only to nature, but to the reptilian and draconic aspects of nature in particular. Druids of the Circle of Scales commune deeply with these creatures, learning their ways and acquiring their traits. In this way, they steel themselves to defend the wild lands from those who seek to destroy it.
Scaled Druids, as druids of this circle are called, possess the power to transform into fearsome reptilian creatures. The most powerful of them can even Wild Shape into draconic creatures in defense of the wilderness they call home.
Dummy Feature
This is a dummy feature to publish this druid subclass. Druid subclasses require a 3rd level ability to match the circle of land subclass. Ignore this.
Primal Shape
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.
Additionally, while you are transformed by Wild Shape, you can use an action to cast any druid cantrip you know that requires a melee spell attack.
Scaley Form
The traditions of your circle allow you to transform into one of three scaled beasts. Starting at 2nd level, you can use your Wild Shape to transform into a druidic turtle, a druidic serpent, or a druidic lizard, as detailed below. You also learn to speak, read, and write in Draconic.
Starting at 6th level, your scaled forms become more powerful, as detailed below.
Druidic Lizard
Your Wild Shape form turns you into a druidic lizard.
While transformed into the druidic lizard form you can use a bonus action to expend a spell slot to let out a blood-curdling roar, frightening targets within 30 feet of you. The target must succeed on a DC 14 Wisdom saving throw or become frightened of you for an hour. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The number of targets you can frighten in this way is equal to the level of the spell slot expended.
Starting at 6th level, you can transform into an elder druidic lizard. While in this form, you can use a bonus action to expend a spell slot to let out a blood-curdling roar, frightening targets within 30 feet of you. The target must succeed on a DC 16 Wisdom saving throw or become frightened of you for an hour. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The number of targets you can frighten in this way is equal to the level of the spell slot expended.
Druidic Serpent
Your Wild Shape form turns you into a druidic serpent.
While transformed into the druidic serpent form you can use a bonus action to expend a spell slot to Teleport to an unoccupied space you can see, becoming hidden if the space is at least in dim light or lightly obscured. The distance you can Teleport is 5 feet, and increases by an additional 5 feet per level of spell slot expended.
Starting at 6th level, you can transform into an elder druidic serpent. While in this form, you can use a bonus action to expend a spell slot to Teleport to an unoccupied space you can see, becoming hidden if the space is at least in dim light or lightly obscured. The distance you can Teleport is 10 feet, and increases by an additional 5 feet per level of spell slot expended.
Druidic Turtle
Your Wild Shape form allows you to transform into a druidic turtle
Additionally, while transformed into the druidic turtle form, you can use a bonus action to expend one spell slot to increase the AC of friendly creatures within 30 feet of you by +1 until the start of your next turn. The number of creatures you can target in this way is equal to the level of the spell slot expended.
Starting at 6th level, you can transform into an elder druidic turtle. While in this form, you can use a bonus action to expend one spell slot to increase the AC of friendly creatures within 30 feet of you by +2 until the start of your next turn. The number of creatures you can target in this way is equal to the level of the spell slot expended.
Primal Strike
Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Serpentine Skin
As you become more in tune with the scaled creatures of the world, you find yourself acquiring traits similar to them. Your skin begins forming protective scales and you find yourself more resistant to certain types of damage.
Choose a color (and associated resistance) for your scales.
Black Scales (Acid)
Your scales are colored with a black sheen. You have a natural resistance to acid damage.
Blue Scales (Lightning)
Your scales are anywhere in the range of blue to purple in color. You have a natural resistance to lightning damage.
Green Scales (Poison)
Your scales are anywhere in the range of green to black in color. You have a natural resistance to poison damage.
Red Scales (Fire)
Your scales are anywhere in the range of red to gold in color. You have a natural resistance to fire damage.
White Scales (Cold)
Your scales are anywhere in the range of white to silver in color. You have a natural resistance to cold damage.
Draconic Wild Shape
At 10th level, you can expend two uses of Wild Shape at the same time to transform into a draconic turtle, a draconic serpent, or a draconic lizard.
Draconic Lizard
You take the form of a draconic lizard.
While transformed into the draconic lizard form you can use a bonus action to expend a spell slot to let out a blood-curdling roar, frightening targets within 30 feet of you. The target must succeed on a DC 18 Wisdom saving throw or become frightened of you for an hour. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The number of targets you can frighten in this way is equal to the level of the spell slot expended.
Draconic Serpent
You take the form of a draconic serpent.
While transformed into the draconic serpent form you can use a bonus action to expend a spell slot to Teleport to an unoccupied space you can see, becoming hidden if the space is at least in dim light or lightly obscured. The distance you can Teleport is 10 feet, and increases by an additional 10 feet per level of spell slot expended.
Draconic Turtle
You take the form of a draconic turtle.
Additionally, while transformed into the draconic turtle form, you can use a bonus action to expend one spell slot to increase the AC of friendly creatures within 30 feet of you by +3 until the beginning of your next turn. The number of creatures you can target in this way is equal to the level of the spell slot expended.
Draconic Scales
By 14th level, your scales have hardened into those of a powerful dragon's. While not wearing armor, your AC increases by +1.
In addition, you may choose another color from the Serpentine Scales class feature, gaining the damage resistance from the option you choose. Choosing the same option as before will grant you immunity to the associated damage type.
Amethyst Scales (Lightning)
Your scales are a deep crystalline purple. You have a natural immunity to lightning damage.
Black Scales (Acid)
Your scales are colored with a black sheen. You have a natural resistance to acid damage.
Blue Scales (Lightning)
Your scales are anywhere in the range of blue to purple in color. You have a natural resistance to lightning damage.
Emerald Scales (Poison)
Your scales are a vibrant green color. You have a natural immunity to poison damage.
Gold Scales (Fire)
Your scales are a brilliant gold in color. You have a natural immunity to fire damage.
Green Scales (Poison)
Your scales are anywhere in the range of green to black in color. You have a natural resistance to poison damage.
Obsidian Scales (Acid)
Your scales are a shimmering black in color. You have a natural immunity to acid damage.
Red Scales (Fire)
Your scales are anywhere in the range of red to gold in color. You have a natural resistance to fire damage.
Silver Scales (Cold)
Your scales are a brilliant silver in color. You have a natural immunity to cold damage.
White Scales (Cold)
Your scales are anywhere in the range of white to silver in color. You have a natural resistance to cold damage.
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Posted Apr 10, 2019This is the first version of a reptile/dragon focused druid circle. It is based pretty closely on the circle of the moon subclass, but with three archetypal wild shape forms taking the place of an overall expanded CR list (such as is the case with circle of the moon). I wanted the three archetypal wild shape forms to be mechanically distinct: one fills the role of a defensive tank, one the role of a stealthy sort of glass cannon, and the last one a more traditional dpr role.
For these archetypal roles I have homebrewed nine creatures (or rather three "generations" of the three same creature) to use as templates for wild shaping. Links to these homebrewed creatures are within the features of this subclass.
I have purposefully over-tuned this subclass, so any advice to bring the features (or the homebrewed creatures) more into line with standard play, without altering the mechanics too much, would be grreatly appreciated.
Also, if anyone knows how to hide a feature from the class features page, I would appreciate some help. Whenever I checked the hide from page box for the dummy feature it would keep appearing?