Base Class: Druid
Druids that are part of the circle of the outsiders find their place with groups beyond basic nature, as most druids would. They are at home with less "natural" forces, such as dragons or celestials, and as such gain some abilities relating to them.
One with the Others
You focus and fascination, unlike other druids, is on more than just beasts or your world, is also applied to the creatures of other worlds. When you first choose this circle at 2nd level and again at 14th level you may choose another creature type that you can transform into. You may choose from the following list:
Plant, Elemental, Dragon, Aberration, Monstrosity, Fey, Celestial, Fiend, Ooze.
Normal restrictions on wild shape still apply, such as no swimming or flying speeds, however, you can turn into creatures from the additional list with these speeds, you are just incapable of using these speeds until you meet the usual level requirements. It costs two charges of your wild shape to wild shape into a creature that is not a beast.
Aberration
You can wild shape into an Aberration.
Celestial
You can wild shape into a celestial.
Dragon
You can wild shape into a Dragon.
Elemental
You can wild shape into an Elemental.
Fey
You can wild shape into a Fey.
Fiend
You can wild shape into a Fiend.
Monstrosity
You can wild shape into a Monstrosity.
Ooze
You can wild shape into an Ooze.
Plant
You can wild shape into a Plant.
Otherworldly Affinity
Starting at 6th level, your attacks in your wild shape count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, the creatures you transform into with wild shape can have a CR less than or equal to 1/4th your level, rounded down.
Learning from your Peers
Your love and care for other creatures of these planes and beyond has had an effect on you. At 10th level, you gain passive abilities from the following list that you meet the requirements for, while not using wild shape.
- Aberration: You gain a flying speed of 30 ft if you do not have one already, and you gain a hover with it.
- Celestial: You have resistance to radiant and necrotic damage.
- Dragon: You gain a Tremor Sense out to 30 ft.
- Elemental: You are immune to being Grappled or Restrained.
- Fey: Immunity to the Charmed and Frightened conditions.
- Fiend: You gain a darkvision that extends 120 ft and can see into magical darkness as well as non-magical.
- Monstrosity: You have resistance to acid and psychic damage.
- Ooze: You have resistance to non-magical bludgeoning, piercing, and slashing damage.
- Plant: When you take lightning damage from any source, you instead take no damage, and heal for half the damage dealt.
In Touch with Nature
At 14th level, you wildshape is done as a bonus action instead of an action. In addition, choose one spell of first level, and one spell of second level from your druid spell list. These spells can each be cast without expending a spell, once per short or long rest.
Rules
This feature does nothing, but dndbeyond requires it to be published.
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