Base Class: Druid
Hidden within the shelter of the woods, deep beneath the earth, or even high in the mountains, certain creatures subvert the natural order of things in the world's eyes, no longer capable of simply being called a "beast". When a species transcends in this way, whether naturally or artificially, people call them monstrosities. However, those of within the Circle of Monsters don't see them this way. To be in this circle, one has to recognize the beauty in life itself within these often misunderstood creatures and learn to channel druidic energy to the tune of these monstrosities.
Because of this, the Circle of Monsters and its beliefs are mutually disliked amongst the more common and accepted druidic circles. Especially with the fact that as druids in this Circle grow stronger, they eventually gain the ability to infuse their monstrosities with the power of Dragons, Elementals and Aberrations.
Combat Wild 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 a bonus action to expend one spell slot to cast a spell with a range of self.
Monstrous Shapes
Starting at 2nd level, you gain the ability to Wild Shape as a bonus action on your turn instead of an action.
Starting at this level, you can spend a use of Wild Shape to turn into a monstrosity whose CR is equal to or less than your current Druid level. You ignore the max CR column of the Beast Shapes table but you must abide by the other limitations there.
Circle Spells
Your connection to druidic magics have become slightly altered and you gain the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to monstrosities.
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.
| Druid Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Monstrous Advantage
Starting at 6th level, you can’t be charmed, frightened, or exhaustion and you are immune to poison and disease while both Wild Shaped and not Wild Shaped.
In addition, your attacks in monstrosity form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Ultimate Transformations
When you reach 10th level, you can raise the CR of monstrosities you Wild Shape into by a number equal to double your Wisdom Modifier.
You also gain access to any Legendary Actions and innate spellcasting the forms might possess, though you cannot access mythic or lair actions.
Monstrous Splicing
When you reach 14th level, you gain the ability to fuse up to six beasts together to create a monstrosity of your own. You take the ability scores of one, the size of one, the proficiencies of one, the speed of one, the traits and senses of one and the actions of one.
At 16th Level. You gain the ability to merge the ability scores, traits and senses, and actions of up to three dragons with a monstrosity whose form you can take. However, the resulting creature still remains a monstrosity.
At 18th Level. You gain the ability to merge the traits and actions of up to two elementals with a monstrosity whose form you can take. The resulting monstrosity is still considered a monstrosity instead of an elemental.
At 20th Level. You gain the ability to merge the actions of a single aberration with a monstrosity whose form you can take. However, the resulting creature still remains a monstrosity.
(As far as the actions go, the actions include Legendary Actions but not Mythic Actions)
Comments