Base Class: Druid
The reasons to choose Circle of the Unnatural are many, but foremost is if your character intends to bend nature to their will. These druids may be controlling plants to destroy their enemies, or forcing animals to submit to their will. Druids of this circle are typically evil, but if you intend to play it with a good aligned character, it instead becomes flavored as compelling nature to aid you, rather than forcing the power out of it.
Level 2: Unnatural Familiar
You can cast find familiar without using a spell slot by expending wild shape if you could not already. This familiar can have a CR of up to 1/2, and may be a plant as well as a beast. This familiar shares your Initiative, and may attack after your turn. At 6th level, you can have a second familiar.
Additional Familiar
You can have a second familiar from this subclass. This familiar behaves identical to the one gained at second level of this subclass.
Empowered Familiars
Once per long rest, you can use a bonus action to unnaturally empower your familiars, causing them to grow one size larger and gain 1d10 extra damage on each of their attacks. (1d8 if they have multiattack). Doing this requires concentration, and can last for up to 1 minute.
Nature's army
You can summon a third familiar, identical to the first two. As an action, you can merge all three of your familiars into a beast or plant of your choice up to CR 5. Your familiars stay merged for 10 minutes. You can use this feature once per long rest.
This has to be here for Homebrew purposes.
Ignore
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