Base Class: Druid
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.
The rites of your circle grant you the ability to transform into an specified beast category for an unlimited amount of time. (Categories or characteristics such as an avian beast, reptile, invertebrate, primate, even venomous or shelled. Ask your about your category beast choice.) You feel just as comfortable your beast form as you do in your normal form. Starting at 3rd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1/4. Keep in mind, beats with a CR of 0 do not cost a wild shape form. Also you lose the ability to concentrate on spells that do direct damage while transformed.
Starting at 4th level, you can transform into a beast with a challenge rating 1/2. 8th level you can choose a beast with a challenge rating of 1 and finally at level 14, you can choose a beast with a challenge rating of 2.
This subclass is allows your character to physically gain strength as the level up and learn more about beasts. Overtime your unchanged form will be as wild and strong as your beat forms.
Wild Attunement
You are able to change into CR 0 animals indefinitely, however you must choose animals that have similar attributes or from the same species. (Reptilian, Avian, aquatic, shelled beasts, Feline, etc. ) You are unable to turn into animals that strongly differ from your attunement. Also because of this attunement to your animals forms, you also are not able to concentrate on offensive spells while transformed. Blood moon druids can only concentrate on defensive or utility spells that can not deal direct damage while transformed. (They can still not cast these spells while in animal form.)
Animal Senses
During a long or short rest, you beast senses are heightened to be ready of danger. You will wake up should any loud noise is within 120 feet of you. It could be a snapping twig, rustling in the bushes or metal boots on the ground. You keep your passive perception even while you sleep.
Survival of the Fittest
You feel different than other druids, more wild maybe. Now that you attuned to an animal type, (at your dm's deaccession;) You are stronger and mightier. You learn from each battle and can adapt with new dangers. You are strong in and out of animal forms.
Aspect of Raptor
You move 10ft faster while not transformed. You also gain +1 Acrobatics and Athletic checks in all forms.
Aspect of the Basilisk
In all forms, you gain petrifying gaze. It can be used at will. Your eyes glow and resemble a basilisk.
Although less affective and without the affect of turning your foe to stone, you can still incapacitate creatures. When you meet the targets eyes, they must make a DC 12 Constitution saving throw. On a failed save they are unable to move. They can not preform reactions or actions. The target can only be immobilized for 1 round or 15 seconds.
Afterwards, on their next turn, their movement speed is halved. They also can not make a reaction when status is slowly wearing off.
They gain advantage on further Con saving throws involving this ability for the rest of the day.
Aspect of the Chimera
As you evolve as a wild druid, so does your natural body. You are robust and strong from the extended wild forms. Your normal body is stronger. Gain abilities based on your greatest needs for survival and satisfaction.
Bonus - Passive Perception
Bonus - Choose Strength, Constitution, or Wisdom
Bonus - Choose Dexterity, Constitution, or Charisma
Aspect of the Displacer Beast
You learned to adapt into stealthy and evasive maneuvers. It is easier for you to hide and survive otherwise deadly attacks. You also feel more powerful outside of wild shape forms. In combat, if you are alone or cornered, you fight back even harder to survive and kill even in wild shape.
Also if you are in combat and you are at least 30ft from any ally, You gain an additional +1 AC and +1 Strength
Aspect of the Dragon Turtle
You are far more resilient Still. This being one of the strongest hybrid beasts of all. You gain immense Strength and Constitution. You are hardier and more resistant to some forms of damage.
Resistance - Cold
Bonus - Armor Class
Bonus - Intelligence, Wisdom, or Charisma
Bonus - Choose Strength, Constitution, or Charisma
Aspect of the Hydra
You are closer to a stronger form still. Your attacks are quicker and fierce. All attuned forms can have a multi hit as long as they do not already have one. Meaning you an extra attack versus your foes.
Bonus - Choose Strength or Constitution.
Aspect of the Manticore
You yearn for kills and learn to speak even in a wild form. You even gain a cantrip that is otherwise locked off from your class. In battle, you and your allies fight as one.
In all wild forms, you gain the ability to speak.
After killing a target that is capable of a harming you or worthy prey, regain 1d4 health for every 3 levels you have in your druidic class.
You gain the ability to use Vicious Mockery.
Aspect of the Owl Bear
You have grown Strong and fierce. Gain stats outside of your beast forms to best suit your resiliency.
Gain Strength or Constitution. You also gain more constitution for all saving throws.
Aspect of the Roc
You feel immensely powerful and light on your feet. You can jump twice your normal distance, and you gain a few aspects of a Roc.
You can jump twice your normal distance in any form, And a fall from 20 feet will not harm you. After 20 feet, falling damage starts again. (1d6 bludgeoning damage per 10 feet afterwards.)
If you do not know the cantrip Primal Savagery , you gain this cantrip. Also while preforming this skill, you transform your body to resemble a Roc wing or talon. Your strength is maxed out at 18 for 4 rounds (2 minutes,) after casting this ability.
Finally while jumping or falling from at least 5 feet (initially), above your target, your next attack gains 1d8+2 damage. It also gains 1d8+2 damage for every 10ft fallen on a successful attack.
Aspect of the Unicorn
Although not quite a beast, you gain the ability to do some spells even in your wild forms.
The following spells can be cast in wild shape as long as they are known beforehand. They also still will take a spell slot if applicable.
Druidcraft, Vicious Mockery, Speak with Animals, Enhance abilities, Gust of Wind, Bark Skin, Mold Earth, Jump, Daylight, Speak with Plants,
Aspect of the Worg
In all forms, this give the user advantage on all Wisdom (perception) checks when using their sense of smell or hearing. This also doubles the range of their hearing and sense of smell based on their race.
Feral Evolution
You choose a form that draws more animalistic energy. You are more defensive, more aggressive, or ready to ambush.
Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Finally, you can adapt your wild forms to the dangers around you. Choose two of the following traits when transformed. (You can only choose one resistance. If your wild form already has that resistance, it can not be chosen.)
- Resistance to Fire Damage
- Resistance to Cold Damage
- Resistance to Lightning Damage
- When your wild form is unseen or in stealth, your next attack against your target is taken at an advantage.
- Gain the ability to use Reckless Attack (lvl 2 Barbarian Standard Skill.) Next attack is at an advantage, but attacks against you next turn is also taken at an advantage.
- Can not be charmed,
- Gain +1 on all attempted attack rolls in an animal form.
Unchained, Untamed.
You are capable of transforming into something entirely new. It seems to be a beast not seen in nature, or a mixture of a few beasts. It does have similarities to your beastly affinity and attributes you are used to turning into.
Create a CR 6 Beast. (discuss this with your DM.) This new form takes 1 action and bonus action while in combat. No movement must be made before casting this spell. Outside of combat, this transformation takes about 10 seconds. After the initial transformation, you have 3 turns as this new beast before you revert back to your normal form. It is wild and dangerous. You will go into a mad frenzy attacking foes and allies alike. It is recommended to stay far away from loved ones in this form until you are strong enough to control it fully.
This will Cost 2 wild shape charges as well.
While in this form, you gain immunities to bring frightened, immunities to diseases and finally being charmed.
Final Druidic Form
You have experienced a lot of combat, a lot of travels and or a lot of studies that allowed you to fully take control of your otherworldly forms.
Create a CR 6 Beast. (discuss this with your DM.) This new form takes 1 action and bonus action while in combat. No movement must be made before casting this spell. Outside of combat, this transformation takes about 10 seconds. It is however completely under your control now. You gain the stat block of the and can even cast Somatic spells while in this form.
This form still does take 2 wild shape charges to cast.
At lvl 20, These forms have become so natural that they are treated like any other transformation. They only need 1 wild form charge, The change is mostly instantaneous, and movement can commence before or after transforming.
Previous Versions
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