Druid
Base Class: Druid

The Wilds exist untamed, with turbulent magical forces that twist and warp. Druids of the Circle of the Wilds work to promote harmony, not by taming the Wilds but by embracing it. As their knowledge of the Wild increases, so to does their connection, allowing them to take up the form of such creatures that are born from the chaotic magics. Only by diligent study can the Wild and Civil be unified. 

Flexible Wild Shape

When you use Wild Shape, you retain the ability to speak any languages that you know. Additionally, you gain the ability to use Wild Shape on your turn as a bonus action. 

Circle Forms

Due to your interaction with the Wilds, you begin to manifest monstrous aspects when you Wild Shape. Starting at 2nd level, you can use your Wild Shape to transform into a monstrosity with a challenge rating as high as 1 (refer to the table below). You can no longer Wild Shape into Beasts. If you Wild Shape into a monstrosity with a movement speed that is restricted, you may not move using that method of moving until you reach the appropriate level.

Starting at 6th level, you can transform into a monstrosity with a challenge rating as high as your druid level divided by 3, rounded down.

Circle of the Wild Monstrous Shapes
Level Max. CR Limitations
2nd 1
No flying or swimming speed, maximum size Large
4th 1
No flying speed, maximum size Large
6th 2
No flying speed, maximum size Large
8th 2
Maximum size Large
9th 3
Maximum size Huge
12th 4 Maximum size Huge
15th 5 Maximum size Huge
18th 6 No maximum size

Wild Magic

Outside of supermassive cities lie the Wilds, regions of harsh magics that intertwine with the Planes. By aligning yourself with the Wilds, you become subject to its whims. As you tap into the power of the Wilds, it distorts and mutates you in kind. 

Wild Magic Mutation

Starting at level 3, the act of Wild Shaping transforms you even more. Immediately after you use Wild Shape, roll on the Wild Surge tablet to create a random mutation. Only 1 mutation can happen per Wild Shape, and the mutation lasts until Wild Shape ends, unless otherwise specified.

Wild Magic Mutation
D20 Effect
01 Armored scales, skin, or plates cover your body, granting you +1 AC.
02 Your color palette inverts, with bright fur turning dark and vice versa.
03 You become fixated in rage. You deal an additional 1d8 damage when you successfully attack the creature who last damaged you. You have disadvantage when targeting all other creatures until the end of your next turn.
04 Long sharp spines litter your form. When a creature within 5 feet of you hits you with a melee attack, the attack takes 1d6 piercing damage.
05 Pale flames dance along your body. Your melee attacks deal an additional 1d4 fire damage, and you emit a glow of dim light in a 5-foot radius.
06 Painful claws and teeth jut from your body. You are vulnerable to bludgeoning, piercing, and slashing damage, but your melee attacks deal twice as much damage.
07 A foul odor wafts from your body. All creatures that enter within 10 feet of you, including yourself, must make a Constitution saving throw or take a d4 penalty to their attack rolls and saving throws until the start of their next turn.
08 Your muscles strengthen, increasing your movement speed by 10 feet.
09 Your padding thickens, muffling your sound. You have advantage on stealth checks but cannot speak above a whisper.
10 Roll a d4. You and all creatures within 10 feet of you act as though you are affected by the haste on an even number or the slow if the number was odd.
11 You become timid. Whenever you are damaged by a creature, make a DC 15 Wisdom saving throw. You become frightened for 1 minute or until you leave line of sight of that creature, at which you no longer are frightened.
12 Each of your senses heightens, granting you advantage on perception and insight checks.
13 You become immune to all magical spells and effects, beneficial or otherwise.
14 You gain an additional 30 feet of Darkvision but have disadvantage on attack rolls and perception checks while in bright light as your eyes become more sensitive.
15 Your bones become deformed, reducing your movement speed by half.
16 Your fangs, claws, and other natural weapons ooze a potent venom, dealing an additional 2d6 acid damage whenever you hit with a melee attack.
17 Roll a d6. If the number rolled is 3 or less, you are reduced as if you have been targeted by the enlarge/reduce spell. If the number is 4 or more, you are enlarged.
18 Lightning pops and crackles around your body. Creatures within 5 feet of you take 1d6 lightning damage at the start of your turn. If a creature makes a perception check to determine your location, they have advantage.
19 Your visage blurs erratically. Once, when you would be hit by an attack, roll a 1d8 and assign a direction to each die face. You teleport 20 feet in that direction. The attack misses, and the effect ends. 
20 Your bones become denser, increasing damage dealt by 1d6 and granting you advantage on Grapple and Shove (Strength) checks; however, you lose 5 feet of movement.

 

Tuned Form

Starting at 6th level, whenever you make an attack while in Wild Shape, you use your spell attack modifier instead. 

Embrace of the Wilds

Starting at 10th level, when you roll on the Wild Shape Mutation table, you may choose to roll on the Embrace of the Wilds table below. These effects last for the duration of the Wild Shape unless otherwise specified.

Embrace of the Wilds
D4 Effect
01 Resist. Roll on the Wild Magic Mutation table again and choose the new result.
02 Unify. Roll on the Wild Magic Mutation table again and use both results. If you get the same result, you may reroll one time, but you may not use the same result twice.
03 Embrace. Your AC increases by 1, your movement speed increases by 10 feet, and your attacks deal an additional 1d4 damage, but your maximum hit points reduce by a number equal to your level.
04 Favor. You may choose between Resist, Unify, or Embrace.

 

Call of the Wilds

When you reach 14th level, you can use your Wild Shape to transform into truly monstrous creatures. Delving into the Call of the Wild has drawbacks for those who lack the strength to resist, as listed in the following table. These drawbacks occur after the transformation comes to an end.

Call of the Wilds
Wild Shape Uses Creature Duration Penalty
1 Chimera 6 hours Your movement speed is reduced by 10 feet until the end of your next long rest.
2 Hydra 1 hour Your maximum hit point total is reduced by half until the end of your next long rest.
2 Purple Worm 10 minutes You are unable to cast spells or use Wild Shape for until the end of your next long rest.

 

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