Druid
Base Class: Druid

A myth within a legend

You came to us for naked brutality,
All too tired from foolish humanity,
Abandon now, your useless reality,
Celebrate on, our lack of morality,
Forget your past of daily banality,
No guilt in pleasure - your new normality.

 

Darkness beyond


Old legends tell a story about lands beyond the horizon, a place where wild creatures reign supreme and men are driven mad by fear and dread. Lands dressed in eternal night, fashioned with structures of metal and magic, with only light within this land coming from dead stars, but where could a realm like this exist? Is it an actual location or does it only exists in the nightmares?...
There exists a place, a lonely realm, which cannot be reached by normal means. An empire built by a civilization long before the first god was born. It was build back when the universe was nothing but a dense cloud of chaos and potential, and back then the first beings emerged into existence to create a world for themselves. They worshipped a primal elemental lord of raw magic, a formless presence binding all first creatures within the early universe. But, upon the dawn of gods, this empire was thrown into oblivion - banished from all existence together with the first beings and their lord.
However, no matter how much first god tried to remake the universe in their own image, some things could never be erased, and the remnants of the first civilization still drifted somewhere on the edge of the oblivion. These remnants still held great power and attracted various cosmic forces, not only to maintain its own existence, but also to gather strength and spread its influence… These dark lands, however fading they may be, are still thriving in their own way, filled with various strange creatures and holding long forgotten secrets, and the more influence it gets – the closer it is drawn back to into existence.
These dark lands and a city of metal within it are beyond the reach and understanding of mortals, and this place should not have a name for itself, but if it did have a name, then it would be called as the Voidlands. A dark and cruel place, filled with nothing but the undesirable monsters and eldritch horrors, but however brutal it might be, there is a certain beauty and wonder within it. It is a dangerous and fading place, and its residents struggle every moment to maintain their own existence, but is that not the nature of existence in every place? Existence brings suffering, and suffering can blossom into hope. The Voidlands sustains itself on hope and dreams, on desire to live and thrive, just like one would live in a jungle on any world within the material plane: weak perish, strong survive, and that is just the law of nature.

 

Druids of change

The heart of the Voidlands is city of metal, however, the ground around the city is filled with dense jungle. Various strange and deformed creatures live within these jungles. Like any realm with wild life and jungle, spirits of natural still reside here and therefore druidic powers could be found within the Voidlands.
Druids of the Voidlands are blessed with strange powers. They can transform into strange creatures and even turn their allies into monsters. Wild power of the Voidlands changes people, and druids of the Voidlands are a perfect example of these changes. Not only they can change into strange creatures, but they can also invoke minor changes within themselves to grow temporal new limbs to assist them in battle, and battle they do. Surviving within jungles of the Voidlands always requires fighting…

 

Circle of the Voidlands

Beginning from 2nd level, you can use your Wild Shape feature to also transform into aberrations and monstrosities whose base Intelligence is 6 or lower. All other rules of the Wild Shape feature apply as normal.

Moreover, you can now use your Wild Shape feature as a reaction when you are about to take any damage (before damage is taken).

Extra Limbs

On 2nd level you gain ability to temporary mutate your own body. As a bonus action you can sprout a tentacle on your body or dismiss it. Tentacles sprouted through this feature have reach of 10 feet, you can use this tentacle to make unarmed strikes with and they deal (1d6 + your Strength modifier) bludgeoning damage on hit.

From 6th level you can sprout two tentacles. When you use Attack action to attack with one of the tentacles, then immediately after you hit or miss you can attack with the other one.

From 12th level you can sprout three tentacles and attack with all three of them using the same Attack action.

Empty1

Empty feature just because DnDBeyond needs to have level 3 feature.

Gift of the False Form

From 6th level you gain an alternative way to use your Wild Shape feature. When you touch a willing humanoid creature as an action, you can expand one use of your Wild Shape feature to transform that creature into any form available to you. All rules of your Wild Shape apply to your target as normal.

Any ally you transform via this feature gains Pack Tactics feature while transformed.
(Pack Tactics: you have advantage on your attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated)

Mutation Variety

On 10th level you gain the ability to change the size of the form you take via your Wild Shape feature. When you transform via your Wild Shape feature, you can choose be become one size bigger or smaller than indicated on the creature's stat block.

Shepherd of the Black Flock

With 14th level you become empowered by twisted wild spirits who roam the Voidlands. Any creature you see or hear gains disadvantage on their attack rolls if their creature type is the same as yours.

Circle Of The Voidlands (By Baskerevil) Image

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