Base Class: Druid
Most Druidic sects are those of Circles, pure and beautiful, one with life and nature, for the Oval of Monstrosities this is not the case, druids of this sect have forsaken these ways and shunned the Circle of life instead embracing the Mysterious Oval, they are not necessarily bound to nature in the same way, perhaps they view it simply as a tool, perhaps they see the natural world as a stepping stone for more powerful more experimental lifeforms, perhaps they are and have simply adopted a more liberal view of nature and believe that all things even man made are at their core natural, shedding the circle and adopting the Oval as a more flexible circle as opposed to a warped one, or maybe this power was given to them against their will and they are simply making the most of it.
This Druid subclass, is at its core a druid that can transform into monstrosities using Wildshape.
This Druid subclass has several different versions, the only difference between these is the stat off of which their spellcasting scales.
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.
Monstrous Forms
The rites of your oval grant you the ability to transform into more forms that most druids would be appalled by. Starting at 2nd level, you can use your Wild Shape to transform into a Monstrosity or Beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there), with the additional stipulation that a Monstrosity cannot speak any languages able to be learned by a PC without homebrew (For Example this allows Yeti's/Hook Horrors) ("Understands but not speak" is not counted as being able to speak a language). Monstrosities and Beasts must still follow normal Wildshape rules, Fly speed and Swim speed still aren't available until level 8.
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.
Monstrous Familiar
Once per long rest you can take ten minutes to create a monstrous familiar, the creature is small or tiny, is and is a monstrosity it has either:
- An AC of 13 and HP of 1
- An AC of 11 and HP of 5
The Monstrosity's stats add to a collective 37, and no one stat can go above 15
The Familiar can have 3 passive abilities, 3 senses 3 immunities and 3 speeds however the flesh of a creature with the feature must be provided. for example, if one provides the flesh of an adult red dragon, the Familiar could gain a 80ft fly speed, or if one provided the Flesh of an Ancient turtle dragon the Familiar could gain truesight to 120ft. if one provides the legs of a spider one could gain the ability Spider Climb, any ability that is able to deal damage directly, or apply an effect to an enemy is unable to be used by the Familiar.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it goes dies, leaving behind its body, this body can be used to revive the familiar with another use of this ability.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
You can't have more than one familiar at a time. If you use this ability while you already have a familiar, you instead cause it to adopt a new form, or adjust its ability with provided flesh.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Unnatural Strikes and more Monstrous Forms
Starting at 6th level, the rites of your oval grant you the ability to transform into more dangerous animal or monstrous 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. Monstrosities still cannot speak any languages able to be learned by a PC without homebrew (For Example this allows Yeti's/Hook Horrors) ("Understands but not speak" is not counted as being able to speak a language). Monstrosities and Beasts must still follow normal Wildshape rules, Fly speed and Swim speed still aren't available until level 8.
Your attacks in wildshape count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Abberant Wild Shape
At 10th level, you can expend two uses of Wild Shape at the same time to transform into an otyugh, an Mindwitness, a red slaad, or a star spawn mangler.
Thousand Forms
By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.
Previous Versions
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