Base Class: Druid
You are a druid who deleved too deep into wildshape, and subsequently lost your mind. Each morning you must roll 1 d20, your roll determines your alignment and subsequently your available wildshapes. WILDSHAPES:
ROLL= 20: Celestial, Elemental. ALIGNMENT: LAWFULL GOOD
ROLL= 19-15: Fey, Monstrosity. ALIGNMENT: Roll 1d4, 1= lawful good, 2-3= neutral good, 4= chaotic good.
ROLL= 14-7: Monstrosity, Beast. ALIGNMENT: Roll 1d4, 1= lawful neutral, 2-3= neutral, 4=chaotic neutral
ROLL= 6-2: Undead, Abberation. ALIGNMENT: Roll 1d4, 1= chaotic evil, 2-3= neutral evil, 4= lawful evil
ROLL= 1: Fiend, Undead. ALIGNMENT: chaotic evil
Moral Guidance
Your turbulent nature has begun to affect your latent magical abilities. Based your current alignment you gain access to different spell pools. If your alignment is good you gain access to the cleric spellpool. If your alignment is neutral you retain access to your druid spellpool. If your alignment is evil, you gain access to the warlock spell pool. All spells use your standard druid spellslots.
Combat Wild Shape
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.
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
Circle Forms
Your insane delvings into the forms beyond have borne fruit, but at a heavy cost. Starting at 2nd level, you can use your Wild Shape to transform into a creature with a challenge rating as high as 1 (You must conduct your alignment rolls every morning, these will determine the creature pool available to you).
You are a druid who deleved too deep into wildshape, and subsequently lost your mind. Each morning you must roll 1 d20, your roll determines your alignment and subsequently your available wildshapes. WILDSHAPES:
ROLL= 20: Celestial, Elemental. ALIGNMENT: LAWFULL GOOD
ROLL= 19-15: Fey, Monstrosity. ALIGNMENT: Roll 1d4, 1= lawful good, 2-3= neutral good, 4= chaotic good.
ROLL= 14-7: Monstrosity, Beast. ALIGNMENT: Roll 1d4, 1= lawful neutral, 2-3= neutral, 4=chaotic neutral
ROLL= 6-2: Undead, Abberation. ALIGNMENT: Roll 1d4, 1= chaotic evil, 2-3= neutral evil, 4= lawful evil
ROLL= 1: Fiend, Undead. ALIGNMENT: chaotic evil
Starting at 6th level, you can transform into a creature with a challenge rating as high as your druid level divided by 3, rounded down.
Primal Strike
Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Circle Forms
The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.
Ferocious Wild Shape
Once per day, you can roll a d20, if above 10, you turn into a Celestial, if below 10, you turn into a fiend. The celestial/fiend you turn into can be of one cr higher than your current limit, however if the creature is above your cr limit, you gain one level of exhaustion when your ferocious wildshape ends. The wildshape will automatically end upon exiting your current or next combat, depending on if you are in combat already
Thousand Forms
By 14th level, you have learned to use arcane energies to fuel further wildshapes, you can sacrifice two spell slots of your choice to gain an additional use of wildshape.
Previous Versions
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10/6/2023 5:05:59 AM
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