Druid
Base Class: Druid

You are a Maligned- a cursed being. A god bore a grudge against a member of your bloodline hundreds of years ago and cursed you with the ability to transform into more than mere beasts. You can control these creatures, but only just. 

Level 2: Combat Wild Shape

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.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended

Level 2: Tawdry Forms

The rites of your circle grant you the ability to transform into more than mere beasts. Starting at 2nd level, you can use your Wild Shape to transform into a highly curated number of Monstrosities, Aberrations, Fiends, Fey, or Undead. The specifications of these transformations are elaborated in the section below titled Table Rules. 

Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. This is also described within the table.

Table Rules:

You can transform into any CR 0 Beast, but beyond that you are only able to select from the monsters present within the table you create.

Starting at 2nd level, you can select three monstrosities/fiends/aberrations/fey without the humanoid or shapechanger properties and two beasts with a CR no greater than 1 to add to your transformation table. You must abide by the rules laid out in the Beast Shapes table when concerning flight and swim speeds. 

At each level past 2nd, you may select 2 more creatures to add to your table. 

Upon reaching 8th level and losing all restrictions on fly and swim speeds, you may choose 3 additional creatures of CR 1/4th or lower to add to your table. 

Level 3: Monstrosity's Toughness (Variant Rule)

Starting at 3rd level, you gain the Blade Ward cantrip. It does not count against your number of cantrips known. When you wild shape into anything other than a beast, you gain the effects of this cantrip for one turn. 

Level 6: Primal Strike

Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to non magical attacks and damage.

Monstrous Body

Starting at 10th level, your connection with the more monstrous aspects of nature has given you the ability to alter your physique. At the beginning of the day, you can choose one of the following physical alterations:

Owlbear’s Senses: Advantage on Wisdom (Perception) checks that rely on sight or smell.

Hook Horror’s ears: Advantage on Wisdom (Perception) checks that rely on hearing and Blindsight of 15’

Bulette’s Skin: Gives a natural armor of 17 (your Dexterity modifier doesn't affect this number)

Remorhaz’s toughness: Resistance to fire and cold damage

Worg’s Agility: Advantage on Strength (Athletics) checks and +10 walking speed

These can only be used while not wildshaped, wildshaping ends the effect temporarily until the wild shape ends. This effect lasts until your next long rest when another or the same alteration can be chosen.

Level 14: Maligned Forms

Upon reaching 14th level, your wild shapes have begun to evolve to the point where their activation is a danger to those around you and a boon for yourself. Upon activating wild shape, enemies within 10ft will take on the following effects based upon the type of creature you transform into.

Fiend: All targets within range must make a wisdom saving throw, DC equal to your spell save, or become frightened as if the fear spell was cast at 3rd level.

Monstrosity: All targets within range must make a dexterity saving throw, DC equal to your spells save, or take 2d6 slashing damage, half as much on a successful save. 

Fey: You teleport to a creature of your choice within range and deal 2d4 damage.

Aberration: All targets within range must make a wisdom saving throw, DC equal to your spell save, or take 2d6 psychic damage, half as much on a successful save. 

Each enemy targeted by your Maligned From grants you an additional 1d6+3 temporary HP.

If your form is not one of the creature types listed above, you still gain additional HP for each creature within 10 ft. 

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