Base Class: Druid
The Circle of the Hybrid teaches that no creature has one true form, and that all living creatures exist on a great spectrum of adaptations. As a result, its druids have mastered the ability to transform into a creature that exists between the conventional boundaries of nature: a humanoid-beast hybrid creature resembling the hybrid form of a lycanthrope.
Though most druids of this circle merely revere all forms of synthesis and fusion, some are advocates of the mighty power of evolution, working to combine animals of all kinds to create new forms of life. Others are cursed with lycanthropy, controlling their dark curse using druidic magic and bending it to the will of nature instead of succumbing to the beast within.
Circle Spells
This subclass provides no additional spells.
Hybrid Form
At 2nd level, you gain the ability to transform halfway between a beast and a humanoid, combining the bestial power of nature with skill and magic. As an action, you can expend a use of your Wild Shape feature to assume this hybrid form, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you count as a beast in addition to your normal type or types, and you gain the following benefits:
- Choose either Strength, Dexterity, or Wisdom when you transform. You have advantage on ability checks made using that ability score.
- Your melee weapon attacks deal 1d6 bonus damage. The bonus increases to 2d6 at 6th level, 3d6 at 10th level, and 4d6 at 14th level.
- You have natural weapons, such as claws, fangs, or tusks, that you can use to make unarmed strikes. You can use your Dexterity or Wisdom modifier, instead of your Strength modifier, for the attack and damage rolls. When you hit, you deal piercing damage equal to 1d8 + your modifier, instead of the bludgeoning damage normal for an unarmed strike.
You also choose one of the following adaptations each time you transform, gaining its benefits for the duration.
Clinging Claws. Your form's natural weapons deal slashing damage instead of piercing damage, and when you hit with an attack using the weapon, you can use a bonus action to attempt to grapple the target. You also have a climbing speed equal to your walking speed, and while you aren't wearing heavy armor, you can climb vertical surfaces and upside down on ceilings without needing to make an ability check.
Durable Hide. While you aren't wearing heavy armor, you gain a +1 bonus to AC and Constitution saving throws.
Feral Agility. Your speed increases by 10 feet and opportunity attacks against you have disadvantage. At 10th level this speed bonus increases to 20 feet.
Ponderous Tail. Your form's natural weapons deal bludgeoning damage instead of piercing damage, and when you hit with an attack using the weapon, you can use a bonus action to knock the target prone, unless it succeeds on a Strength saving throw against your spell save DC.
Primal Senses. You have darkvision that extends out to 120 feet, blindsight that extends out to 30 feet, and advantage on Wisdom (Perception) checks.
Ravenous Jaws. When you hit a creature with an attack using your form's natural weapons, if the attack's damage reduces the target to 0 hit points, you can use a bonus action on that turn to make one additional attack using the same natural weapon.
Wild Camouflage. While you aren't wearing heavy armor, you have advantage on Dexterity (Stealth) checks while you are in natural environments, and you can use a bonus action on your turn to take the Hide action.
Aquatic Nature. You can breathe underwater and you have a swimming speed equal to your walking speed. This option can only be chosen once you have reached your 6th level as a druid.
Aerial Nature. You have a flying speed equal to your walking speed while you aren't wearing heavy armor. This option can only be chosen once you have reached your 10th level as a druid.
These benefits last for 10 minutes, until you lose all these temporary hit points, until you end the effect as an action, or until you use your Wild Shape again. You can choose your form's appearance whenever you transform; your choice has no effect on your game statistics.
Were-Beast Instincts
Starting at 6th level, your connection to the hybrids of lycanthropy grants you a portion of their lunar resolve. While you are in your Hybrid Form, you have advantage on saving throws against being charmed or frightened, and your form's natural weapons count as magical for the purpose of overcoming resistances and immunities.
Primal Transformation
At 10th level, you deepen your primal bond as a hybrid. When you choose Strength, Dexterity, or Wisdom while entering your Hybrid Form, you also gain advantage on saving throws using that ability score while in that form.
Chimaera Form
Starting at 14th level, when you enter your Hybrid Form, you can choose two adaptations from the list instead of only one. You gain both adaptations while in that form.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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12/2/2019 6:56:27 AM
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565
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30
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1.3
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8/30/2023 2:24:21 AM
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1979
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220
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1.5
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Coming Soon
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