Base Class: Druid
Druids from the Circle of the Shapeless believe in survival of the fittest and life as imperfect but reaching for perfection. They dont look down on other druids but vowed to not change their shape into another. Instead they search for ways to learn from nature and improve the shape they are born with to fulfill what they believe to be the meaning of life.
Shapeless
When you choose this circle at 2nd level, you change the nature of your shifting, to not temporary change shape, but improve the one you are born with.
- Shapeless: You lose the ability to temporary shift into animals.
- You can change the shape of your body permanently, gaining new traits at level 2, 4, 8, 18 and 20.
- Of Different Nature: Your ability to shape, includes not only animals, but also plant life.
- You have advantage discerning if a creature is a shape-shifter.
Aquatic Affinity
You gain gills, and they seem to sometimes glister in the sun.
- Aquatic: Gain the ability to breathe underwater
- Gain a swimming speed equal to your walking speed.
- Fish can understand what you say, but you do not understand them.
- You can swim up to a depth of 500ft. without experiencing any problems with pressure and cold temperature.
Barklike Skin
Your skin turns coarse, gaining the texture of bark.
- Barklike Skin: Gain a natural armor class of 13+constitution modifier.
- You can use the natural armor with a shield.
- Turn to Wood: As an action, you can touch wood and turn yourself into the same type.
- Your equipment becomes part of you, unless it is made out of metal, metal gets dropped.
- The shape of your wooden form is only limited by size, it can not be of bigger or smaller size.
- As wood, you can not move your limbs, but you have a rolling speed of 15ft.
- Between wood, you don't hide, creatures need to investigate if something is off.
- DC is dependent on how well you integrate with your surroundings.
- This ability has a maximum charge of 2.
- Resets on short and long rest.
Bears Might
You grow more hair and it is thicker.
- Bear's Might: Increase your strength score by 1.
- You add twice your proficiency bonus for a shove.
- Gain an innate climbing speed of 30ft.
- Your unarmed strikes deal 1d4+strength modifier bludgeoning damage.
- Bear Pounce: After forcing a creature prone, you can attack it with a bonus action.
Chromatic Feathers
You grow a mantle of chromatic feathers.
- Increase charisma score by 1.
- Chromatic Plume: Using your action, you can let your feathers shimmer.
- Target a creature that looks at you, it needs to make a wisdom saving throw.
- The DC is 8+proficiency bonus+charisma modifier.
- On fail, it is charmed for 1 minute or until eye contact is broken.
- Creatures that are fighting you and your allies, have advantage on the saving throw.
- Maximum charges are 2.
- Resets on long rest.
Elephants Vitality
Your ears grow a bit more.
- Elephants Vitality: Increase hit points per level by 2.
- You have advantage using your hearing.
- You roll an extra 1d4 on insight checks.
- Improved Memory: You can remember things for twice as long, with more precision.
- You roll an extra 2d4 against the spell modify memory.
Encroaching Roots
Your veins become more visible, and appear similar to roots.
- Encroaching Roots: During a short or long rests on fertile soil, recover wisdom modifier+druid level hit points
- While on fertile soil, you can go for 3 times as long without food.
- You can not dehydrate, on wet earth.
- Decrease walking speed by 5ft.
- Improved Root Strike: The target creature needs to repeat the saving throw at the start of their turn.
- On fail, the duration extends towards a total of 2 rounds.
- On success, they free themselves.
Feline Grace
You walk with feline grace.
- Feline Grace: When falling, you can use your reaction to land on your feet.
- Increase initiative by 1d4.
- After getting surprised, your initiative increases by 2d4 instead, and you can disengage as a free action.
- Feline Sneak: You can hide using a bonus action, if you don't move more than half your speed on the same turn.
Frog's Agility
You can jump with explosive power.
- Frog Jump: Increase jump height by 10ft.
- You only receive falling damage after 20ft.
- You can jump out of the water.
- If your speed is greater than 0, you roll an extra 1d4 on dexterity saving throws.
- Jumpby: You don't provoke opportunity attacks, while jumping.
Mules Endurace
You grow a mules tail.
- Mule Endurance: Increase constitution score by 1.
- You count as Large for your carry capacity.
- You can travel for 2 more hours before rolling for exhaustion.
- Encumbrance starts, after carrying more than 8 times your strength score.
Owl's Eyes
Your pupils expand further at night, and they gain a strange glint.
- Eyes of the Night: Increase perception by 1d4.
- Gain superior darkvision of 120ft.
- Within 10ft., you can see in darkness, as if it were bright light.
- You can turn your head further by 15 degrees, in both directions.
Poisonous Blood
Your blood has a shade of green.
- Gain resistance against poison damage.
- You have advantage against becoming poisoned.
- Poisonous Blood: Your very blood, is poison for others.
- While bloodied, if you receive a melee attack, the attacker needs to make a constitution saving throw.
- The DC is 8+proficiency bonus+constitution modifier.
- On fail, it takes 1d6+1 poison damage.
- On success, it takes only 1 poison damage.
Thorns
You grow thorns on your knuckles.
- Thorn Strike: You can make a melee attack using your thorns.
- On hit, the enemy takes 1d4+dexterity modifier piercing damage.
- It is considered a natural weapon.
- You can cast shillelagh on it.
- Shooting Thorns: You can shoot the thorns for a ranged attack.
- On hit, the enemy takes 1d6+dexterity modifier piercing damage.
- If the enemy is within 15ft. the dice becomes 1d8 instead.
Tough Hide
You grow the hide of an animal of your choice.
- Gain an innate armor class of 15 + dexterity modifier (max 2).
- This works together with a shield.
- Protective Hide: Using your reaction, you can reinforce your hide.
- You roll 1d10 and subtract it from the damage taken.
- This can not reduce psychic damage.
- Should the total damage of the attack be lower than your armor class, you roll 2d10 instead.
- Thrice per long rest.
Vine Growth
You grow a vine out of your body, controlling it feels as easy as any other limb.
- Vine: The maximum length of the vine is 10ft.
- It has as much strength as you, because it is part of you.
- Your control over it is the same as your other limbs.(for example, the vine can grapple)
- It can attack for 1d6 slashing damage and has finesse.
- The vine is considered a natural attack.
- The place the vine grows out of is decided by you.
Wings
You grow 2 retractable wings.
- Gain an innate flying speed of 30ft.
- Choose which animal the wings are from.
- It requires a bonus action to retract/expand your wings.
Root Strike
Starting at 2nd level, you can use the power of nature, to restrain an enemy.
- Root Strike: Using a bonus action, you can force the target of your next attack, to make a strength saving throw.
- On fail, target is restrained for 1 round.
- On success, it is free.
- Maximum charges are equal to your proficiency bonus.
- Recharges on long rest.
Circle Spells
At 3rd level, You gain access to circle spells. A circle spell counts as a druid spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
Shapeless
| Druid Level | Spells |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Survival of the Fittest
Starting at 6th level, with every enemy slain, you grow stronger.
- Survival of the Fittest: If a creature drops to 0 hit points within 15ft. of you, you gain temporary hit points.
- The amount of temporary hit points you gain, is equal to thrice your proficiency bonus.
- The maximum duration is 10 minutes.
- If you slayed the creature yourself, it does not need to be within 15ft.
- The Law of the Jungle: If a creature drops to 0 hit points while under the effect of root strike, you regain the charge.
Honor to the Slain
When you reach 10th level, you learn of a ritual to respect the creatures you have slain on your path. Without them, there would be no struggle and with no struggle, life would not grow. Without grow, life is meaningless. It is called the Ritual of Gratitude.
- Ritual of Gratitude: It has a casting time of 10 minutes.
- All dead creatures within 60ft. of you, decompose fully and turn into dirt.
- You and your allies regain 3 hit dice.
- You and your allies become saturated, they don't need any food or water for this day.
- It requires at least 1 creature where the caster, and its allies, struggled to slay it.
- This ability resets on long rest.
Greater Shape
When you reach 14th level, you achieved evolution of your shape.
- Evolved Shape: You can improve one of your Shapeless Traits.
- You are immune against abilities that change your shape.
- Gain immunity against disease.
Dazzling Chromatic Feathers
- Increase your charisma score, and its maximum by 1.
- You roll an extra 1d4 for persuasion checks.
- Dazzling Chromatic Plume: You charm all creatures looking at you.
- Maximum charges become 3.
- Using a charge of Chromatic Plume, you can lift the charmed condition from yourself, with a reaction.
Four Wings
Gain a second pair of wings.
- Increase your flying speed further by 30ft.
- Choose which animal these wings are from.
- Flyby: You don't provoke opportunity attacks, when you fly out of an enemy's reach.
Frog's Sporadic Agility
- Sporadic Agility: Increase your dexterity score by 1.
- You only receive falling damage after 30ft.
- You ignore difficult terrain underwater.
- Your standing jump is enhanced by 5ft.
- If you dash your jump distance is increased by 10ft.
Greater Aquatic Affinity
- Greater Aquatic Affinity: You can speak, read and write Aquan.
- Gain immunity to fire when fully submerged.
- All aquatic lifeforms can understand you, and vice versa.
- You gain resistance to cold damage.
- You can swim up to a depth of 1000ft. without experiencing any problems from water pressure.
Greater Barklike Skin
- Barklike Skin: Gain a natural armor class of 15+constitution modifier armor class.
- You can use the natural armor with a shield.
- Greater Turn to Wood: You don't require touching wood, and can turn into one you have already seen.
- You can move your body, while turned to wood, but your speed is halved.
- Using your bonus action, you can change the shape of wood.
Greater Encroaching Roots
- Encroaching Roots: During a short or long rest on fertile soil, recover (WISmodi+druidlevel)*2 hit points.
- While on fertile soil, you don't need food or water.
- Your speed is not decreased by this trait anymore.
- Greater Root Strike: It requires no action to activate.
- While a creature is rooted, you can steal 1d8 hit points with a bonus action.
Liminal Vine
- Liminal Vine: The maximum length of the vine is 15ft.
- After being cut off, you regrow the vine within 1 minute.
- The attack deals 2d6 slashing damage.
- If your body is fatally wounded, the vine can knit the wound.
- If you lost a limb, it can shape itself into it, and replace it.
- The Liminal Vine is inactive, while it is treating you, and only returns after recovering, or after 1 day.
Mules Perennial Endurance
- Perennial Endurance: Increase your constitution score and maximum by 1.
- You are considered Huge for your carry capacity.
- You can travel for 4 more hours, before rolling for exhaustion.
- If you travel at a slow pace for 4 hours or more, you regain 2 hit dice, and can choose to heal yourself with your remaining ones.
- You can then roll a d20+constitution modifier, if it is higher than 15, you remove a level of exhaustion.
Noxious Blood
- You are immune to being poisoned.
- If you succeed on a saving throw against poison, you ignore all effects, and take half damage on a fail.
- Noxious Blood: You don't need to be bloodied for Poisonous Blood to be active.
- You can use your reaction when taking damage.
- All creatures within a 20ft. 180°cone, creatures need to make a constitution saving throw, the DC is the same as Poisonous Blood.
- On fail, they take 3d6 poison damage and are poisoned for 1d4 rounds.
- On success, they take half the damage.
- Maximum charges are 3.
- Resets on long rest.
Piercing Thorns
- Thorn Strike: The damage die becomes a 1d6.
- It is considered magical.
- It ignores piercing resistance when under the effect of shillelagh.
- Shooting Thorns: The damage die becomes a 1d8.
- At 15ft. range, the die becomes a 1d10.
- Thorn Bush: Using your action, you can target a 5x5ft. unoccupied area, and shoot your thorns at it.
- It grows a magical thorn bush, and turns the area into difficult terrain.
- If a creature enters the bush, it needs to make a dexterity saving throw.
- On fail, it takes 1d10 piercing damage, and loses 10ft. speed for the current round.
- On success, it takes half damage.
- The maximum duration is 10 minutes.
Reactive Tough Hide
- Gain a natural armor class of 17+dexterity modifier (max 2).
- Reactive Tough Hide: If a creature attacks you a second time on the same turn, Protective Hide activates without a charge.
- You can use the active Protective Hide together with the automatic one.
Salubrious Elephants Vitality
- Salubrious Elephants Vitality: Increase maximum [Tooltip Not Found] by 2.
- The insight bonus becomes 2d4.
- Improved Memory: You can remember things for four times as long, with incredible precision.
- The bonus against modify memory becomes 2d6.
Superior Bear's Might
- Superior Bear's Might: Increase your strength score and maximum by 1.
- Gain proficiency at strength saving throws.
- Your unarmed strikes damage die becomes 1d8.
- Bear Pounce: You can shove, using your bonus action.
- You can push a creature for 10ft. instead.
- If they are 2 sizes bigger than you, you push only for 5ft.
Superior Feline Grace
- Feline Grace: You gain resistance against falling damage.
- Increase initiative by 1d8 instead.
- After getting surprised, your initiative increases by 2d8 instead, and you can dash and disengage as a free action.
- Feline Sneak: You can hide or disengage using a bonus action.
Superior Owl Eyes
- Eyes of the Night: Increase perception by 1d8.
- Gain further 60ft. darkvision.
- Within 20ft., you can see in darkness, as if it were bright light.
- You can turn your head completely around.
- You add your wisdom modifier to your passive perception.
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