Druid
Base Class: Druid

The Circle of the Strange recognises that what is unnatural to our world may yet be natural to others. By seeking to understand these eldritch outsiders rather than abjure them, the Druids of this circle learn to tap alien powers from the farthest reaches of the multiverse.

Level 3: Aberrant Shape

Your connection to bizarre beings beyond the normal limitations of your own world gifts you the ability to assume strange and powerful new forms. When you use your Wild Shape, you can transform into a Beast as normal, or you can assume one of the Aberrant Shape forms detailed below. You determine the eldritch, uncanny appearance of the form — some suggestions are listed with each form to help you. When you take an Aberrant Shape, you assume all of the properties listed for the form. Otherwise, all other restraints and conditions applying to your Wild Shape feature also apply to you in Aberrant Shape form.  

 

Aberrant Shape: Bloated Hulk

Large Aberration (May resemble a bear-sized tardigrade, a writhing mass of clawed tentacles, a chitinous reptilian, or other imposing alien form) 

Armor Class 10 + your Wisdom modifier

Hit Points You continue to use your Hit Points and Hit Dice, and gain Temporary Hit Points equal to three times your Druid level upon assuming this form. 

Speed 30 ft

 

STR equal to your Wisdom score

DEX 10 (+0)

CON equal to your Wisdom score

INT, WIS, CHA use your scores

 

Senses Darkvision 60ft. Blindsight 10ft. 

Proficiency Bonus equals your Proficiency Bonus

Actions

Psi-Rend. Melee Attack Roll: your Strength Modifier + PB to hit, reach 5ft., one target. Hit: 1d8 + your Strength modifier Psychic damage. 

 

Suffuse. A creature of your choice that you can see within 60 feet regains Hit Points equal to 1d4 + your Wisdom modifier.

 

Multiattack (Requires 5th+ level): You make two Psi-Rend attacks. You can replace one of these attacks with the Suffuse action. 

 

Mass Suffusion (Requires 11th+ level). Choose a number of creatures you can see up to half your Druid level (rounded down). Each creature regains 2d4 + your Wisdom modifier Hit Points and has resistance to Psychic damage until the end of its next turn.   

 

Aberrant Shape: Crystal Shrike

Medium Aberration (May resemble a human-sized virus cell, lean predator made of shimmering glass, a fractal whorl of razor-sharp spikes, or some other swift and dangerous alien form) 

Armor Class 15 + your Wisdom modifier

Hit Points You continue to use your Hit Points and Hit Dice, and gain Temporary Hit Points equal to your Druid level upon assuming this form. 

Speed 60 ft, Fly 60ft (requires 8th+ level) 

 

STR 10 (+0)

DEX equal to your Wisdom score

CON, INT, WIS, CHA use your scores

 

Senses Darkvision 120ft. 

Proficiency Bonus equals your Proficiency Bonus

Actions

Multiattack. You make two Psionic Lance attacks. You can replace one of these attacks with the Jittering Step action (requires 5th+ level.) 

 

Psionic Lance. Melee or Ranged Weapon Attack Roll: Your Dexterity modifier + PB to hit, reach 5ft. or range 80ft., one target. Hit: 1d8 + your Dexterity modifier Piercing damage, + 1d4 Psychic damage.

 

Jittering Step (Requires 5th+ level). You teleport to an unoccupied space that you can see within 30ft. You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you assume Crystal Shrike form again, or finish a long or short rest. 

 

Enhanced Multiattack (Requires 11th+ level). You make three Psionic Lance attacks. You can replace one of these attacks with the Jittering Step action (requires 5th+ level.) 

 

Level 3: Circle of the Strange Spells

When you reach a Druid level specified in the Circle of the Strange Spells table, you thereafter always have the listed spells prepared.

In addition, you can cast the spells from this feature while you’re in a Wild Shape or Aberrant Shape form.

 

Druid Level

Prepared Spells

3

Dissonant Whispers, Detect Thoughts, Message

5

Hunger of Hadar

7

Confusion

9

Synaptic Static

Level 6: Evolved Aberrant Shape

When you assume an Aberrant Shape form, you can choose to expend an additional use of your Wild Shape as part of the same Bonus Action to activate one of the following effects:
Aura of Weird. An aura of reality-bending illusion extends from you in a 10ft Emanation for ten minutes. This area is difficult terrain for all creatures other than you. Whenever a creature enters the Emanation’s area or ends its turn there, you can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the creature is frightened of you for one minute. A Frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. 

Marked Witness. Select one creature that can see you within 90ft. Your Aberrant Shape attacks deal an additional 1d8 Psychic damage to that creature for one minute.  

Warped Form. While you remain in Aberrant Shape form, you gain the ability to cast Alter Self at will. This effect lasts for one hour, until you end Bloated Hulk or Crystal Shrike form, expend a use of Wild Shape, or take a Long or Short Rest. 

Level 10: Prophet of the Strange

Accretion of Terror. When you use your Evolved Aberrant Shape feature, you can choose to expend a second additional use of your Wild Shape to activate a second of the effects listed for that feature. 

Death Lies Dead. When you are reduced to 0 Hit Points, you can expend a use of Wild Shape to be reduced to 1 Hit Point instead (no action required). If you were reduced to 0 Hit Points by a creature you can see, you can use your reaction to force that creature to make a Wisdom saving throw against your Spell Save DC. On a failure, the creature becomes Frightened. A Frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once you use this feature, you can’t use it again until you finish a Long Rest.

Level 14: Ascended Aberrant Shape

You have achieved true understanding of the extraplanar landscapes that fuel your abilities. You gain the following benefits:

Veil of Mind-Shielding. You resist Psychic damage and have advantage on Wisdom and Intelligence saving throws. While you are in an Aberrant Shape form, all allies within 10 feet of you also gain these benefits temporarily. 

Unstable Form. While in Bloated Hulk or Crystal Shrike form, you can change between these two forms as a Bonus Action without expending a use of your Wild Shape. When you assume one of these forms in this way, you do not gain the Temporary Hit Points granted by that form. You can shift forms in this way a number of times equal to your Wisdom modifier, regaining all expended uses on a Long Rest.

Visionary Transformation. You also gain an additional Aberrant Shape form, which you can assume by expending two uses of your Wild Shape:

Aberrant Shape: Visionary

Medium Aberration (resembles a floating head with a single bulging eye in the centre. The Visionary also has six additional eyes mounted on stalks around its central form.)

 

Armor Class 13 + your Wisdom modifier

Hit Points You continue to use your Hit Points and Hit Dice, and gain Temporary Hit Points equal to three times your Druid level upon assuming this form. 

Speed 0 ft, Fly 30ft. (hover) 

 

STR 10 (+0)

DEX equal to your Wisdom score

CON, INT, WIS, CHA use your scores

 

Senses Darkvision 120ft. 

Proficiency Bonus equals your Proficiency Bonus

Actions

Psi-Touch. Melee Spell Attack: Your Spell Attack Bonus to hit, reach 5ft. One target. Hit: 4d8 + your Wisdom modifier Psychic damage. 

 

Eye Rays. You shoot a number of magical eye rays equal to one third of your Druid level (rounded down) at random (reroll duplicates), choosing one target you can see within 120 feet for each ray. The Saving Throw DC for all Eye Rays equals your Spell Save DC.

  • 1. Disarming Ray. The targeted creature must succeed on a Dexterity saving throw or have one of its weapons or an item it is holding be temporarily banished to another plane. The weapon or item reappears in exactly the place it disappeared from in 1d4 rounds. A creature that succeeds this saving throw cannot be targeted by Disarming Ray again for one minute.  
  • 2. Enervation Ray. The targeted creature must make a Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.
  • 3. Pushing Ray. The targeted creature must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you and have its speed halved until the start of your next turn.
  • 4. Fire Ray. The targeted creature must succeed on a Dexterity saving throw or take 22 (4d10) fire damage.
  • 5. Paralyzing Ray. The targeted creature must succeed on a Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 6. Sleep Ray. The targeted creature must succeed on a Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.

 

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