Base Class: Druid
The druids of the circle of entropy are the incarnation of different sorts of life that the normal druids call "death", "nothing" and "impossible". They hunt them, when you take a cup of thea with the nonsence and play check with chaos.
Entropic form
You can show them your version of life. You can use Wild Shape as a Bonus Action. When you use your Wild Shape feature, you can istead, of turning into an animal, become the incarnation of your ideal life for 10 minutes and all you're wearing (including you and your clothes) become black and white. You'll maybe have a deer head or a black flaming skull instead of your head, or you'll have hands coming out of your hands. This can't be a beneficial transformation, like to more pairs of hands or anything like this.
For the duration, you gain the folowing benefits:
- You have Blindsight at 30 fts.
- As a Bonus Action, one per turn, you can cast a spell from the Illusion school that is prepared.
- You can move through solid objects and creature as though they were difficult terrain. When you move through a hostil creature, it have to do a Wisdom Savingg Throw DC 8 + Your Mastery Bonus + Your Wisdom Modifier, or take as many d4 as your mastery bonus necrotic damage. If you end your turn within an object or a creature, you take 1d10 force damage and are shunted to the nearest unoccupated space.
Entropic Spells
Your vision of life influence your magic skills. At 3rd, 5th, 7th, and 9th level you gain access to circle spells.
Once you gain access to an entropic spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
| Druid Level | Spells |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Entropic steps
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 anything that is magically created or manipulated to impede movement, such those created by the entangle spell, whereas you become vulnerable to the magic missile spell's damage.
The end of civilisation
You are immune to poison and disease and you can't be frightened. You can use an action to terrify all the creatures which live in "organised" society within 30 feet with visions of destruction. They have to do a Wisdom saving throw DC your spell's DC, or be frightened or paralyzed (the choice is yours) for one minute. If you touch or do anything to a frightened/paralyzed creature, it can redo the saving throw.
Entropic control
You have permanently changed your form to approche your ideals. You receive one of the following transformation :
- Your head change. It can become that of an animal or a skull. You gain a resistance to psychic damage and you can't be charmed or paralyzed. You have blindsight in 20 fts (you add the distences of blindsight if you have multiple capacities with it).
- Your body become more unreal and it manifests itself in a strange way. Your body is maybe surrounded by shadow outlines or shining with a strange glow. You have resistence to radiant damage and you can, as a Bonus Action or a Reaction once per round, you can teleport yourself at a maximum distence of 30 fts.
- You have more hands. Maybe they are floating hands in the air or you have multiple hands from one arm, never mind. You have two more hands and you can use them like normal hands, so you can use multiple weapons or other.
Multiple hands
You have more hands. Maybe they are floating hands in the air or you have multiple hands from one arm, never mind. You have two more hands and you can use them like normal hands, so you can use multiple weapons or other.
Overworldly body
Your body become more unreal and it manifests itself in a strange way. Your body is maybe surrounded by shadow outlines or shining with a strange glow. You have resistence to radiant damage and you can, as a Bonus Action or a Reaction one per round, you can teleport yourself at a maximum distence of 30 fts.
Strange minded
Your head change. It can become that of an animal or a skull. You gain a resistance to psychic damage and you can't be charmed or paralyzed. You have blindsight in 20 fts (you add the distences of blindsight if you have multiple capacities with it).
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