Druid
Base Class: Druid

Most druids focus on wild shaping into different animals, using their knowledge over nature to wield this. However, the Circle of the Human opts to focus on ones own self, and learn the ins and outs of the humanoids. They have abandoned their ability to transform into animals, and decide to transform into different humanoids, maintaining use of their armor and weapons in this wild shape form.

Their power is looked down upon by many Druids, being viewed as a lowly Circle, and a false worship. They are outcasts among Druids, and typically run with thieves guilds and criminal groups, as their ability to turn into other races is invaluable for reconnaissance and spying. For this reason, their druid groves are more typically in cities, rather than out in nature. They still maintain a level of their respect for nature, as they love to take in city animals, such as stray cats, or a pigeon that's struggling to find food.

Human Shape

You are able to transform into any humanoid playable race from the books, as well as any race from the chart below. When you are transformed into a playable race, you maintain access to your armor and weapons and any magic items you have, as if you were playing as that race. You gain the playable humanoid races race features though.

When a form from the chart doesn't have a natural weapon, such as claws or fangs, you maintain access to your weapon, for example, if you are transformed into a goblin, you could still use your weapons as the goblin.

The level you get access to these transformations depends on your druid level. At level 3, they get access to CR 1/8. At level 5, they get access to CR 1/4. At level 7 they get access to CR 1/2. At level 9 they get access to CR 1. At level 11 they get access to CR 2. And at level 15 they get access to CR 3.

CR Humanoid Forms Available
CR 1/8 Kobold, Goblin
CR 1/4 Kensu, Quasit, Sprite
CR 1/2 Bugbear, Hobgoblin, Orc, Gnoll
CR 1 Lizardfolk
CR 2 Mummy, Ogre,
CR 3 Minotaur, Banshee, Merrow, Yeti

Level 3: Circle of the Human Spells

Your link with yourself and other humanoids has granted you a list of spells that fit for someone who focuses on their own human form.

At 2nd, 3rd, 5th, 7th, 9th, and 11th level you gain access to prepare the spells listed below.

Druid Level Spells
2nd Disguise Self, Charm Person
3rd Enhance Ability, Mirror Image, Unseen Servant
5th Hypnotic Pattern, Spirit Guardians
7th Polymorph, Compulsion, Nondetection
9th Dream
11th Fabricate

Level 3: Form Sculpting

At 3nd level, you gain the ability to subtly alter the form of humanoids you Wild Shape into at the cost of a spell slot upon transformation. As part of your transformation, you can make slight modifications to the humanoid form, such as adding a new limb, an additional eye, or other minor anatomical adjustments. These modifications have no mechanical benefits beyond aesthetics and roleplay, but they give you a distinct edge in certain situations. You can alter a creature’s appearance as follows:

  • Additional Limb: Grow an extra arm or leg, allowing you to carry additional items, wield an extra weapon, or perform more physical tasks.
  • Extra Eye: Gain the ability to see in an additional direction, granting advantage on Perception checks that rely on sight (but not on attacks).
  • Enhanced Features: Minor alterations like longer claws, sharper teeth, or unusual markings. These features don't grant combat advantages but could help in social situations or disguise attempts.
    This ability allows you to choose one alteration per Wild Shape, and these changes persist until the Wild Shape ends.

Level 6: Humanoid Adaptation

By 6th level, you have learned to better understand the capabilities of humanoids and can more seamlessly adapt to different environments. When you Wild Shape into a humanoid form, you gain proficiency in two skills or tools of your choice. The options include any skills or tools appropriate to the humanoid race you assume. You can choose these new proficiencies for each humanoid form you take, adapting to the needs of the moment.

  • For example, if you assume the form of a Dwarf, you might choose proficiency in Smith’s tools and Athletics. If you turn into a Rogue-like humanoid, you might choose Sleight of Hand and Stealth.
  • If you are already proficient in the chosen skills or tools, you instead gain expertise with them.

Level 10: Shape of the City

At 10th level, you have learned to blend with your urban surroundings. When you Wild Shape into a humanoid form, you can tap into the latent magic of the city, gaining temporary knowledge of the environment. For 1 hour, you gain the following benefits:

  • Urban Knowledge: You can recall the layout of local streets, shops, or districts, gaining advantage on Intelligence (History) or Wisdom (Survival) checks to navigate or find a location within a city.
  • Blend In: You have advantage on Charisma (Deception) and Charisma (Persuasion) checks made to interact with humanoids in an urban environment. You can blend seamlessly into city life, whether you're pretending to be a commoner or playing a role.
  • Urban Defense: You can call upon the ambient energy of the city, granting you +2 to AC and saving throws against spells while within a city or densely populated area.

Level 14: Master of Form

By 14th level, your control over humanoid forms reaches its peak. When you Wild Shape into a humanoid, you can alter your physical form in more dramatic ways. Choose one of the following enhancements to gain while in humanoid form:

  • Heightened Reflexes: You gain an additional reaction per round.
  • Extra Endurance: You gain temporary hit points equal to your druid level at the start of each of your turns while in humanoid form.
  • Heightened Senses: You gain blindsight up to 30 feet in humanoid form, allowing you to sense creatures without relying on sight.
    You can change your chosen enhancement each time you use your Wild Shape feature, allowing for flexibility depending on the situation.

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