Base Class: Druid
In places where powers foreign to the fabric of reality bleed into the mortal plane nature is often corrupted or twisted into something dark and new. Druids who attempt to heal, destroy, or otherwise stop the corruption affecting nature's flora and fauna discover powerful secrets that may grant them the otherworldly strength needed to maintain the balance of nature everywhere; should their shapeshifting bodies and minds be able to withstand it. Indeed, many Druids of the Circle of Limbs turn their twisted magics against the very forces encroaching on the mortal plane from which they originally derived their strange power.
Circle of Limbs Druids harness natural magics that have been corrupted by alien or aberrant forces to augment their bodies and enforce the balance of nature. Circle of Limbs Druids can use their Wild Shape to sprout additional limbs to serve combat and other purposes.
Hunter of Things Beyond
2nd-level Circle of Limbs feature
Your connection to nature corrupted by forces from beyond grants you access to certain spells. At 2nd level, you learn the eldritch blast cantrip.
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Limbs Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Circle of Limbs Spells
| Druid Level | Spells |
|---|---|
| 2nd | eldritch blast |
| 3rd | enlarge/reduce, web |
| 5th | life transference, tongues |
| 7th | black tentacles, summon aberration |
| 9th | contact other plane |
In addition, when a hostile Aberration, Monstrosity, or Undead forces you to make a saving throw, you do so with Advantage.
Sprouting Appendage
3rd-level Circle of Limbs feature
When using wild shape, in lieu of shifting into a beast, you may chose either arms or legs and sprout an extra pair of of them from a point on your body of your choosing. You may determine the appearance of the Sprouted limbs. They can appears as any other average limb on your body or as something more exotic. The extra limbs remain for 1 hour, until you are knocked unconscious, or you chose to end your Wild Shape. Sprouted limbs can perform all functions that your standard limbs can preform.
You gain different benefits when you sprout an extra pair of arms or legs.
Arms:
- You may wield two weapons with the Two Handed property.
- Reduces the time it takes to Don or Doff armor by half. You can Don or Doff shields as a Bonus Action instead of an Action.
- You may drink or administer a potion as a Bonus Action instead of an Action.
- You have advantage on melee attacks meant to Grapple a creature.
- You have advantage on strength checks when using your arms to move, lift, or break objects.
Legs:
- Your movement speed increases by 10.
- You have advantage on saves for Actions or Spells meant to move, shove, or otherwise physically displace you.
- You may add 1 d6 to your jump height.
- You ignore penalties inflicted on you by Difficult Terrain.
Abomination Limb
6th-level Circle of Limbs feature
Tapping into the corrupt aspects of your magic, you undergo a ritual to sprout a permanent, specialized limb that most would consider unnatural. You always have access to this limb, even outside of Wild Shape. If this limb is destroyed or otherwise rendered inoperable, you may undergo the same ritual during a long rest to regrow it or to grow a different Abomination Limb.
You may select one from the following options:
Otherworldly Tongue:
Through magical means your tongue grows abnormally long and dexterous, granting you the following benefits.
- You may use your tongue to grasp, catch, and hold small objects within 6 feet of you such as keys, marbles, small knives, etc. In situations where the rest of your limbs or body cannot fit through a small space, your tongue can retrieve and object in the small space as long as it is within 6 feet of you.
- You gain proficiency in Deception when telling lies or otherwise deceiving through speech and your charisma score increases by 2.
Prehensile Tail
You sprout a prehensile tail with the ability to hold and manipulate objects. You may determine the appearance of the tail. If your race already has a tail, you may modify an existing tail or add a new one. You gain the following benefits:
- You may use your tail to grasp, catch, and hold small objects within 4 feet of you such as cups, small bags, torches, etc. In situations where the rest of your limbs or body cannot fit through a small space, your tail can retrieve and object in the small space as long as it is within 4 feet of you.
- You gain proficiency in Acrobatics and your Dexterity Increases by 2.
Third Eye
You sprout a third eye on your body that is attuned to the magical world around you. You may determine the appearance and location of this eye, and whether it is always visible or only when in use. You gain the following benefit:
- You have Truesight out to 3 Feet.
Amputate
10th-level Circle of Limbs feature
You can chose to sacrifice your pair of sprouted limbs as a Bonus Action to escape certain situations and gain other benefits. Once sacrificing your Sprouted Limbs, your Wild Shape ends.
You can chose one of the following benefits when sacrificing a par of Sprouted Limbs:
- Remove 1 level of Exhaustion from yourself.
- End the effects of a Poison, Disease, or Charm on yourself.
- Regain 20 Hit-points.
- Gain 30 Temporary Hit Points
Ever Evolving Form
14th-level Circle of Limbs feature
Your body brims with unnatural magics just waiting to take physical form. In combat, this expresses itself as a chaotic binding of wounds and un-wanted growths.
- For the duration of your Wild Shape, you regain 1d20 + your WIS modifier in Hit Points at the beginning of each turn where you are below your maximum HP. If you begin your turn at maximum HP, you instead take 1d12 necrotic damage.
- Once per long rest, when you roll for initiative without any uses of your Wild Shape feature remaining, you immediately regain 1 use of Wild Shape.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/31/2022 7:11:31 PM
|
8
|
0
|
1
|
Coming Soon
|
|
|
6/1/2022 6:02:55 PM
|
10
|
0
|
1.5
|
Coming Soon
|
|
|
6/1/2022 6:05:30 PM
|
9
|
0
|
1.51
|
Coming Soon
|
|
|
6/1/2022 6:06:01 PM
|
9
|
0
|
--
|
Coming Soon
|
|
|
6/1/2022 6:12:22 PM
|
9
|
0
|
1.52
|
Coming Soon
|
|
|
6/13/2022 4:25:35 PM
|
15
|
0
|
1.53
|
Coming Soon
|
|
|
6/23/2022 4:10:01 PM
|
14
|
0
|
1.54
|
Coming Soon
|
|
|
1/30/2023 2:49:03 PM
|
20
|
4
|
2.0
|
Coming Soon
|
-
View User Profile
-
Send Message
Posted Nov 13, 2023Sprouting Appendage It should be noted whether you can use this feature while this feature is active or not. Also I would think adding extra legs would impose greater penalties in difficult terrain. More opportunities to slip, get stuck, etc.
Abomination Limb Adding the attribute increases to Tongue and Tail to what is practically a permanent to the character is overpowering. I think Tail should have a sleight of hand increase. Also while two of the three have two bonuses Third Eye only has one and should probably get something else.
Amputate That is a lot of temp hp. Other than that it looks fine and balanced.
Ever Evolving Form That is a lot of free healing. This is a melee subclass so more than likely you'll be up front to be attacked by at least one target so realistically the necrotic damage is negligible. It also should, whether or not you change it, be worded to make sure its obvious that its each of your turns, not each turn from each person in combat this round.
I do enjoy the concept. ^ ^