Base Class: Druid
As a member of the Circle of Mysteries, Druids can alter their appearance not only into beasts, but other races of sentient beings as well.
Vivimorph
When you reach 2nd level, you can use a bonus action and expend a use of your Wild Shape feature to Vivimorph, rather than transforming into a beast.
You can choose to become small, medium or large, and assume a bestial appearance while still remaining humanoid in stature. You can choose two features to assume, one from each of the Natural Weapons and Forms lists below. When you use this feature, you gain temporary hit points equal to 5 × your proficiency bonus.
Natural Weapons
Bash: (Ex: Hooves, Trunk, Wing) You have a bulky appendage that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier + your Proficiency Bonus of bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be stunned. On the start of each of their turns, they can make another saving throw to end the stunned condition.
Pierce: (Ex: Antler, Beak, Horn) You have a piercing appendage that you can use to make unarmed strikes. When you hit with them, the strike deals 1d8 + your Strength modifier + your Proficiency Bonus of piercing damage, instead of the bludgeoning damage normal for an unarmed strike. The open wound will fester, and the target must make a DC 14 Constitution saving throw or be poisoned. On the start of each of their turns, they can make another saving throw to end the stunned condition.
Rush: (Ex: Charge, Ram, Tackle) You become burly in stature and can charge forward to knock opponents down. If you move at least 20 feet straight toward a target and then hit it with a Rush attack on the same turn, the target takes an extra 1d8 bludgeoning damage on top of your attack damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Slash: (Ex: Claw, Talon) You have a slashing appendage that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier + your Proficiency Bonus of slashing damage, instead of the bludgeoning damage normal for an unarmed strike. This attack also causes a wound on the target to start bleeding. On the start of each of their turns, they can make a DC 14 CON saving throw to stem the bleeding or take an additional 1d4 bleed damage.
Whip: (Ex: Tail, Tentacle ,Vine) You grow an extra long appendage with which you can attack and ensnare your target. Make a ranged weapon attack against the target within 15 feet. If the attack hits, the creature takes 1d6 bludgeoning damage, and if the creature is Large or smaller, you can choose to pull the creature up to 10 feet closer to you. The creature must make a DC 14 Strength saving throw or be grappled.
Natural Form
Amphibious: You can choose to form gills, fins and other amphibious traits that allow you to breathe underwater and you gain a swimming speed equal to your walking speed.
Fleet Foot: Whether you choose to run on all fours or just your two legs, your walking speed increases by 20 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn’t provoke opportunity attacks.
Rough Hide: Your skin can become rough or scaly, you gain +2 to your AC and have resistance to Bludgeoning, Piercing and Slashing damage.
Shell Cover: You form a shell somewhere on your body and can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell.
Take Wing: You grow a pair of wings in a style of your choosing, and you gain a fly speed equal to your walking speed.
The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.
At Higher Levels: At Level 4, 8, 12 and 16 you add an additional damage die to your Natural Weapon attacks. (Example: Bash, Level 4 - 2d6, Level 8 - 3d6, Level 12 - 4d6, Level 16 - 5d6.)
Nature's Enigma
At 3rd Level, you are attuned to your surroundings and are a Natural Explorer, able to unravel the mysteries of certain domains using clues from the land around you.
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make a Survival or Nature check related to your favored terrain, you have advantage on it.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional favored terrain types at 6th and 10th level.
Frenzy
Circle of Mysteries druids know how to confound and weaken their enemies with their innate magical ability.
At 6th Level, you learn the confusion spell, and when cast each creature in it's radius is affected with vulnerability to Bludgeoning, Piercing and Slashing damage for 1 minute regardless of their saving throw against the spell.
Elemental Nature
At 10th Level, your Vivimorph improves as you harmonize with the elements of nature.
When you are Vivimorphed, you may add an extra 1d6 of Acid, Cold, Fire, Lightning, Poison or Thunder damage to your Natural Weapon attacks.
Myth
Tales of your exploits and mysterious nature have spread far and wide, onlookers whisper as you walk by, and you radiate an air of grandeur.
As you ascend to 14th Level, you gain Expertise in Persuasion and Intimidation, asserting your charm or dread upon those you wish to reconsider their course of action.
You also gain proficiency in History, and can learn 3 languages as word of your infamy spreads across the various cultures of the realm, finding it's way back to you through many diverse sources.
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