Base Class: Druid
Druids of the Circle of the Adrift are highly skilled wildshapers, if you can call it that. Their order consists mainly of druids not accepted into, or forcibly removed from, their natural Circle. They stick to themselves, lacking in a strong connection to nature, and have harnassed the power of transformation in every application available to them.
Focusing heavily on transformative skills, this Circle has learned more from mimics than from the teachings of other Druids and the Old Faith. Nearly indistinguisable from any inanimate object these Druids are able to shape into, they are true masters of disguise.
Object Wildshape
When you choose this circle at 2nd level, you begin to transform into inanimate objects. These objects may be up to small in size. As with wildshape, you will revert when your HP as the object is reduced to zero, suffering any carry over damage. You are sentient as an object and may see and hear normally, but may not speak or move unless acted upon by an outside force, as an inanimate object would function. At level 6 you may wildshape into up to medium-sized objects, and at level 10 you may wildshape into up to large-sized objects. You gain False Appearance in any inanimate form.
Transformation Mastery
When you take no damage in an inanimate form this transformation will not count against your two wildshape uses per short rest. Upon reassuming your natural form if no damage was dealt to your wildshape form the wildshape does not expend a wildshape use.
Recognition
Starting at 4th level, you are able to recognize disguises and alterations that have been made to appearances more easily.
Telepathic
When you reach 10th level, you may communicate telepathically while in an inanimate form. This will not cause a creature to be aware of your position in inanimate form.
Bull in a China Shop
When you reach 14th level, creatures are less able to ascertain your true nature when in an inanimate form. When the creature attacks you in inanimate form, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its attack against you.
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