Base Class: Druid
Druids who make a strong connection with the ability to shift their form reside in this circle. The Circle of Transfiguration is open to all druids who want to take their shape change to a level beyond what normal druids can achieve. Morphing their body into blades, changing their skins material, or even altering their very mass, these druids become the experts on distorting their body into whatever shape they need.
Druids of this circle typically get tattoos that help bind their true form and make it so people can identify them. At your option, you can pick from or roll on the Transfiguration Tattoo table to pick one for your character.
Transfiguration Tattoo
| d6 | Tattoo |
|---|---|
| 1 | Stitch marks all over your torso and arms. |
| 2 | Two chains wrapping in an X shape over your back and chest. |
| 3 | Druidic for "ever-changing" on your forehead. |
| 4 | A twelve pronged wheel on your back. |
| 5 | A large rose on each shoulder. |
| 6 | A spiral covering both palms. |
Transfigure Self
2nd-level Circle of Transfiguration feature
Your body can easily be altered to a much more fine degree than even Wild Shape can achieve. As a bonus action, you can spend a use of your Wild Shape to transfigure yourself into a different form. When you take this bonus action and as a bonus action on subsequent turns, you can choose one of the following effects to be applied to you.
- Your attacks made with unarmed strikes or natural weapons deal an additional 1d6 necrotic damage. Starting at 10th level, this becomes 1d8 additional damage.
- You gain a bonus to your walk speed equal to your Proficiency bonus multiplied by 5.
- Your size changes by one stage. If you're made larger, your weight is multiplied by 8. If you're shrunk, it's divided by 8.
The effects last for a number of minutes equal to half your druid level (rounded down), Where you then revert to your normal form. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. If you attempt to Wild Shape while this form is active, this form ends.
Circle Spells
3rd-level Circle of Transfiguration feature
You have made a primal connection to the concept of distortion and change. Using this connection, you gain access to some spells when you reach certain levels in this class, as shown on the Circle of Transfiguration 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 Transfiguration Spells
| Druid Level | Spells |
|---|---|
| 2nd | disguise self, inflict wounds |
| 3rd | alter self, enlarge/reduce |
| 5th | fly, gaseous form |
| 7th | polymorph, stoneskin |
| 9th | greater restoration, seeming |
Transfigured Beasts
6th-level Circle of Transfiguration feature
You've become proficient at also transfiguring the form of your beasts during Wild Shape. Using Wild Shape no longer reverts you out of your Transfigure Self form. Additionally, when you use your bonus action to enter your Transfigure Self form, you can spend another use to also Wild Shape at the same time.
Heightened Transfiguration
10th-level Circle of Transfiguration feature
Your ability to warp your body becomes even easier as you become more adept at its workings. You gain the following possible effects when you use Transfigure Self. Additionally, you can choose two effects to be active while transfigured instead of just one.
- Your reach extends by a number of feet equal to half of your proficiency bonus multiplied by 5.
- You become resistant to a damage type of your choice.
Transfigure Others
14th-level Circle of Transfiguration feature
You have mastered the art of transfiguration, to the point of being able to apply it to others. As an action, you can touch a creature and expend a use of Wild Shape to twist their soul. The target must make a Constitution saving throw against your spell save DC, taking 8d8 necrotic damage, or half as much on a success.
If the target fails, they gain one effect of your choice from your Transfigure Self ability until they take a Long Rest. If a target is reduced to 0 hit points by this feature, they are reanimated as a zombie under your control.
Previous Versions
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10/3/2023 12:57:31 AM
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