Druid
Base Class: Druid

Ancient curses are feared by nearly all peoples and cultures, passed through blood and seeding a host with the savage strength and hunger for violence. These druids use the magic of their blood to harness the power of the monster they harbor, without losing themselves to it. Using intense will and secret blood magic rituals, members of the Circle of the Cursed learn to control and unleash their cursed forms for short periods of time. Rather than transforming into a variety of beasts using their wild shape, these druids transform into one type of beast that grows stronger as they gain Druid levels. Enhanced physical prowess and unnatural resilience make these warriors a terrible foe to anyone that crosses their path. 

Circle Spells

You have been cursed by a mythical beast, granting you access to some spells when you reach certain levels in this class, as shown on the Circle of the Cursed 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 Cursed Spells

Curse Mark

The mythical beast who cursed you left it's mark. Choose a creature from the list below as the one who set you on this path and the suggested trait(s) that correspond with it. In addition, you gain advantage on any intimidation checks that utilize these traits. 

Curse Marks
Creature Curse Traits
Aberration Extreme headaches, bleeding from the nose and eyes
Fiend A literal, permanent mark corresponding to the fiend who cursed you
Genie Colorfully tinted skin pigment, irremovable gold cuffs on your wrists
Monstrosity Wound from a particular were-beast, unnatural amounts of hair
Ooze A symbiote that hides itself and crawls underneath your skin
Undead Bite mark (from a zombie, vampire, etc.), ice-cold and pale skin

Curse Transformation

As a bonus action, you can expend one use of your Wild Shape to transform into a special hybrid form according to your curse for up to 1 hour. You can speak, use equipment, and wear armor while in this form, and can revert to your normal form as a bonus action. If you have no uses of Wild Shape left, you can enter this form by expending a spell slot instead. You stay in that form for a number of hours equal to half your Druid level, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.

While you are transformed, you gain the following benefits:

Feral Might. You have advantage on Strength checks and Strength saving throws.

Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. 

Monstrous Fortitude. Your AC equals 13 plus your Wisdom modifier and you gain a number of Temporary Hit Points equal to three times your Druid level until you leave the form.

Additionally, when you use the Attack action to make an unarmed strike on your turn, you can make one additional unarmed strike as a bonus action. 

Cursed Hunter

At 6th level, your speed increases by 10 feet, and you add 10 feet to your long jump distance and 3 feet to your high jump distance. Additionally, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Monstrous Regeneration

At the start of each of your turns when you have at least 1 hit point (but fewer hit points than half your hit point maximum), you gain hit points equal to 1 + your Constitution modifier (minimum of 1).

Progressive Curse

Your curse alters you further: you can’t be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you’re incapacitated.

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