Druid
Base Class: Druid

The Circle of the Abhorrent is considered to be occult and profane by most other circles, but yet it exists. Magic can twist nature and whats natural to this plane may not be natural to another plane, the Circle of the Abhorrent is wise to that and adapts that mindset into their magic. 

Profane Wild Shape

When you choose this circle at 2nd level, you choose a creature type from Abberation, Fey, Fiend and Monstrosity and you gain the ability to Wild Shape into creatures of that type and you learn the language associated with that creature type.

Aberration

You gain the ability to Wild Shape into creatures of this type as well as features at additional levels.

Fey

You gain the ability to Wild Shape into creatures of this type as well as features at additional levels.

Fiend

You gain the ability to Wild Shape into creatures of this type as well as features at additional levels.

Monstrosity

You gain the ability to Wild Shape into creatures of this type as well as features at additional levels.

Empowered Forms

The dark rituals of your circle grant you the ability to transform into more extreme forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast or your specific creature type with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

Circle Spells

Your strange connection to your abnormal forms has given you the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells assoaciated with the creature type you have a connection with.

Once you gain access to a circle spell, 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.

Aberration

DRUID LEVEL SPELLS

3rd

mind spike, crown of madness

5th

fear, hunger of hadar

7th

evard's black tentacles, confusion

9th

contact other plane, synaptic static 

Fey

DRUID LEVEL SPELLS

3rd

invisibility, misty step

5th

hypnotic pattern, fly

7th

greater invisibility, hallucinatory terrain

9th

seeming, far step

Fiend

DRUID LEVEL SPELLS

3rd

flame blade, hold person

5th

bestow curse, fireball

7th

blight, shadow of moil

9th

immolation, infernal calling

Monstrosity

DRUID LEVEL SPELLS

3rd

barkskin, spider climb

5th

protection from energy, dispel magic

7th

stoneskin, freedom of movement

9th

hold monster, cloudkill

Retained Abhorrence

Starting at 6th level, you gain qualities based on the creature type chosen.

Your body has retained some of the qualities of the forms you shift into.

You have advantage on saving throws against being Charmed or Frightened, additionally you gain a bonus quality based on your chosen creature type.

Abberation

You gain resistance to Psychic damage and you can communicate telepathically to any creature within 60 feet of you.

Fey

Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier.

Fiend

You gain resistance to Fire and Poison damage.

Monstrosity

You have advantage on saving throws against being Paralyzed or Restrained.

Legendary Resistance

At 10th level you, your deeds start to make your own legend and as such you inherit a fraction of the legend abhorrent monsters have.

If you fail a saving throw, you can choose reroll the saving throw with Advantage. Once you use this feature, you can’t use it again until you finish a long rest.

One With The Abhorrent

Starting at 14th level, you are half monster even without Wild Shape.

You gain resistance to Bludgeoning, Piercing and Slashing damage from non-magical attacks and are immune to the Frightened and Charmed conditions.

Additionally the bonus qualities based on your chosen creature type are improved and you may choose to inherit physical features from the creature type.

Abberation

You are immune to Psychic damage and have Truesight out to 10 feet. Your eyes may be starry black voids.

Fey

Whenever you make a Charisma check, you can choose to grant yourself Advantage. You can do this a number of times equal to your Wisdom modifier, until you finish a long rest. Your footsteps can become silent and you are light to the touch.

Fiend

You are immune to Fire and Poison damage and the Poison status condition. You might grow horns from your skull.

Monstrosity

You are immune to the Paralyzed and Restrained conditions. Fur, claw or scale, somehow you may become more monstrous in appearance.

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