Druid
Base Class: Druid

While most druids choose to harmonize themselves with the lighter parts of nature, some seek answers found only in the horrible dark. Most druidic circles consider this Circle of Monsters taboo and dangerous and thus, its members are few and far between. These druids choose to bend the line of what is "nature" and seek to bring balance in the most mortifying abominations. This circle sees monsters as a place where other druids have failed. They aim to tame and pry whatever spark of life is left within these creatures and provide them with a new purpose.

This circle consists of daring monster-tamers able to contend with the most gruesome creatures. They understand that some of these horrors must be slain for good but their relationship with these beasts provides them no pleasure in doing so. These druids must walk among these aberrations to understand and heal. There are those that lose themselves along this harrowing path to repair the deepest, darkest scars of mother earth, one must walk in this darkness and absorb it. This circle's hardest challenge is ensuring they don't become the very monsters they seek to tame. 

Mark of the Monster

At 2nd level, you bind your soul to a Beast, aberration or monstrosity you have drawn from the dark. Choose a creature from one of these three monster types that is no larger than Medium and that has a challenge rating of 1/2 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or five times your druid level, whichever is higher. 

The monster obeys your commands as best as it can. In combat, it takes its turn directly after yours. On your turn, you can verbally command the monster to use its movement (no action required by you). The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. 

If you are incapacitated or absent, the monster acts on its own, focusing on protecting you and itself. The monster never requires your command to use its reaction, such as when making an opportunity attack.

If the beast drops to 0 HP it will disappear into a pocket dimension controlled by you and can be resummoned after a long rest or by expending a use of wildshape. 

Circle spells

Your studies of monsters and their behavior has granted you an additional list of spells.

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Monsters Spells table. 

DRUID LEVEL SPELLS

3rd

darkness, snare

5th

fear, beacon of hope

7th

Shadow of moil, summon aberration

9th

CloudKill, telepathic bond 

 

Hidden Monstrosities

At 2nd level, you are a harborer of all things dark and gruesome. Your talent with these dastardly creatures gives you access to additional monster categories for your wildshape including Monstrosities, Aberrations, and Plants. 

Additionally, 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. 

Master Tamer

At 6th level you become adept at subduing monsters of the dark. As an action, you can use a wildshape charge to attempt to forcefully tame an Aberration or Monstrosity with a CR up or equal to your half your druid level rounded down. Roll 2d6 + 10 and if the total is equal to or higher than the creature's current HP the creature is charmed and will become passive towards you and obey your command.

Until this next dawn this creature will act as an ally. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If no command is given it will attempt to protect and preserve itself to the best of its ability. This creature retains autonomy according to DM rule (Creature may attempt to sneak away, be offended, etc) 

If this creature is damaged by you, or creatures friendly to you, the charm fails. If the creature's HP drops below 1/4th of its max HP you must succeed on a contesting Wisdom saving throw or the creature will flee and the charm fails. If the charm fails under either of these circumstances it cannot be attempted again. 

This charm lasts until the next dawn and can be extended by 1 day by succeeding on a contesting Wisdom saving throw. The creature can choose to fail this competition at DM Rule. If this charm is upheld for 5 days after the initial charm it becomes indefinite and the creature will no longer attempt to flee if its HP drops below 1/4 of its max HP. You may only bond this way with one Aberration or monstrosity at a time.

Aberrant Adaptations

The time you have spent around monsters has influenced you immensely and you have learned to graft and replicate their abilities through your own body. As an action, you can choose to twist your physical body to replace your Strength, Dexterity, or constitution with a creature you can see within 60ft or replicate one resistance. This effect lasts for one hour and cannot be used again until a long rest. 

Additionally, your time spent in the dark has granted you darkvision of 80 ft if you do not already have it and immunity to the frightened condition. 

King of Monsters

At 14th level, you gain a deep connection to the forbidden nature that lies in the Underdark and the creatures that reside there. Once per long rest as an action, you can perform a ritual to merge with and possess a creature you have bonded with or summoned. This ritual replaces your game statistics with the creatures with these additional benefits

- Your current remaining hitpoints are added to the creatures, surpassing the creature's maximum hitpoints if applicable

- Your size becomes large, or huge if the creature is already large

- When you transform you emit a powerful tranquil aura. This aura extends 30 ft centered on you and lasts for 1 minute. While this aura is active all creatures within its range must make a Wisdom saving throw against your druid spell save DC or become charmed by you.

A creature charmed in this way will become friendly toward you revering you as a leader and will not attack unless attacked by you or those allied with you. While charmed you have advantage on Charisma (Persuasion) checks against the creature and you can also telepathically communicate to any creature(s) charmed this way. 

This transformation lasts 10 minutes and cannot be used again until a long rest. 

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