Base Class: Druid
This circle of druids harness the old ways and nature of the universe. The very first beings to come into existence before the very reign of the gods themselves, many consider druids of this circle repugnant and repulsive connecting with beings that drive many to the edge of there sanity, and the creatures of the slimy depths of this world, such as Mindflayers and Aboleths. Circle of the occult druids study the power and magic of the very first creatures that took shape, protecting
These druids harnessing this ancient and forbidden knowledge slowly, willingly or not, start to resemble the very creatures they protect. Many druids of this clan lose there minds in study, and only the most powerful occult druids can keep their minds stable as they slowly uncover knowledge man is not intended to know, with even the most held together minds crumbling under the weight of eldritch knowledge.
Circle Spells
2nd-level Circle of the Occult feature
Your dark connection to the old ones and your ability to tap into there dark knowledge grants you access to certain spells. At 2nd level, you learn the mage hand cantrip.
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Occult 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 the Occult Spells
| DRUID LEVEL | SPELLS |
|---|---|
| 2nd | mage hand (appears as tentacle) |
| 3rd | hold person, detect thoughts |
| 5th | fear, hunger of hadar |
| 7th | summon aberration, phantasmal killer |
| 9th | dominate person, far step |
Murky Origins
When you reach 3rd level you gain the ability to breathe underwater, you gain 30ft of swimming speed, and you can speak, Deep Speech.
In addition while you are transformed by Wild Shape, you have advantage against saving throws to charm or frighten you.
Cosmic Transformation
Starting at 6th level, you may sacrifice your own life to transform into the beasts that you study. You may use your wildshape to transform into creatures with the aberration creature type, sacrificing your own life in a dark ritual to transform into these cosmic entitles. When you wild shape you may deal 2d6 necrotic damage to yourself transform into aberrations of CR 2 or lower. This damage cannot be lowered in anyway.
While wildshaped in this way you can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication gives the creature the ability to respond to you telepathically.
For every 2 levels you gain in this class you may deal and additional 2d6 necrotic damage to yourself to increase the CR of your transformation by 1.
Growing Madness
At 10th level you gain resistance to psychic damage.
In addition when you make a attack against a creature and the attack hits you may have the target make a Intelligence saving throw against your spell save DC. On a failed save, it takes 2d10 psychic damage, and the creature goes mad becoming charmed by you. While charmed by you, the creature must use its action to make a melee attack against the creature nearest to itself, the creature while charmed will try to the best of its ability to attack the nearest creature. This condition lasts until the start of the creatures next turn. On a success, the ability has no effect.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Subduing Insanity
When you reach 14th level in this class and use your Growing Madness feature on a creature as an action while the creature is still under the charmed condition you can turn the creature into a thrall under your control. The creature must be of CR 2 or lower. The creature remains your thrall for until the start of your next long rest. When the condition ends the creature dies.
Once you use this feature, you can't do so again until you finish a long rest.
Previous Versions
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