Druid
Base Class: Druid

Druids of the Circle of the Eclipse walk the line between predator and monstrosity, embracing the untamed aspects of nature that most fear to understand. Where others shape themselves into the forms of beasts, these druids push their transformations further, merging the traits of creatures both majestic and terrifying. Their Wild Shape is a constant state of flux, allowing them to mutate mid-battle, adapting their forms to fit the needs of the hunt.

Just as the eclipse marks a moment of transformation between light and darkness, these druids embody a balance between power and sacrifice. They can harden their skin into thick armor at the cost of speed, sharpen their claws for deadly attacks while weakening their defenses, or even shrink themselves for greater agility at the expense of vitality. As their mastery grows, they transcend the forms of mundane animals, taking on the shapes of legendary monstrosities—hulking Bulettes, winged Manticores, multi armed Girallons, and the Sea Lions of the deep. Those who witness an Eclipse Druid in battle rarely forget it. They are an ever-shifting force of nature, neither fully beastnor fully monster, but something far more primal—something meant to survive

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.

Circle Forms

The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

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.

Twisted Forms

When you Wild Shape, you may imbue your chosen form with traits of another beast, changing its appearance or characteristics. You may choose one mutation from the mutations chart.

Required Level Name Description Bonus Cost
3 Armoured Hide Your skin thickens into a dense, plated hide like that of a rhinoceros or an armadillo, granting extra protection. However, your newfound weight and rigidity slow you down. +2 AC Heavy Bulk: -10 ft Speed
3 Spines Sharp quills sprout from your back and limbs, punishing those who strike you in close combat. However, your heightened sensitivity to movement makes you less agile in avoiding area attacks. Melee attackers take 1d4 piercing damage on hit. Sensitive Reflexes: Disadvantage on Dexterity saving throws.
3 Raptor Talons Your hands and feet shift into razor-sharp talons, increasing your attack power. However, your bones become lighter and more fragile, making you easier to wound. Melee attack damage +1d6 slashing Hollow Bones: -2 AC
Venomous 3 Your fangs elongate, secreting a potent venom, but fangs are optimized for venom delivery rather than raw force.Once per turn, your bite deals 1d8 poison damage.
  • You gain a 1d4 bite attack if you do not already have one
  • Once per turn, your bite deals 1d8 poison damage
Hollow Fangs: If you have an existing bite attack, it now deals one damage die lower (e.g., 1d8 → 1d6)
3 Sepentine Body Your legs fuse into a powerful serpent-like tail, making you impossible to restrain. However, losing your limbs limits fine motor control.
  • Gain the Constrict action: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: (2d8 + 4) bludgeoning damage. The target is grappled (escape dc 16) Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
  • Immune to grapples.
Elongated body: You have vulnerability to slashing damage while in this form.
3 Swift Hunter Your muscles surge with speed, allowing you to dart through the battlefield, but this heightened metabolism leaves youmore vulnerable to exhaustion and physical strain. +20 ft movement speed Fragile Endurance: Disadvantage on Constitution saves
3 Echo-Sight Your eyes shrink as your ears grow large, granting echo location in darkness. However, bright light overwhelmsyour senses, making it dificult to see in daylight Blindsight 30 ft. Sunlight Sensitivity: Disadvantage on attack rolls an perception in bright light.
4 Gills You develop gills and webbed limbs, allowing fluid movement through water. However, your body now craves moisture,sufering gradual dehydration when on land. You gain Water breathing and a swim speed equal to walking speed. Water Dependency: Lose 1d4 HP each round outside of water.
6 Shrunken Predator Your body shrinks to a more compact form, reducing yourreach and durability, but enhancing your cooperative hunting instincts.
  • You gain the Pack Tactics trait, granting you advantage on attack rolls when an ally is within 5 feet of your target.
  • Smaller Stature: Your size is reduced by one category(e.g., Medium → Small, Small → Tiny)
  • Reduced Vitality: Your Wild Shape hit points are reducedby 5 × the CR of your current Wild Shape form (minimum5 HP).
  • Weakened Strikes: Your natural weapons (claws, bite, etc.) deal one damage die lower than normal (e.g., 1d8 → 1d6).
6 Behemoth Form Your body surges in size, muscles swelling and bonesthickening, making you a terrifying force in battle.
  • Advantage on Strength checks and Strength saving throws.
  • Your natural weapons deal one damage die higher (e.g., 1d8 → 2d8).
  • Increase your size by one category (e.g., Medium → Large,Large → Huge).
Lumbering Bulk: Attackers have advantage on attack rolls against you unless you have cover.
8 Wings Your arms morph into powerful wings, granting you flight.However, your chest and muscles lighten, making lifting and carrying dificult You gain flight speed equal to walking speed. Hollow Chest: -3 Strength, can’t carry heavy objects

Primal Strike

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

Monstrous Wild Shape

Starting at 10th level, you can expend two uses of Wild Shape at the same time to transform into one of the following monstrosities.

  • [monstrosity]Manticore[/monstrosity]
  • [monstrosity]Bulette[/monstrosity]
  • [monstrosity]Girallon[/monstrosity]
  • [monstrosity]Sea Lion[/monstrosity]

Circle Forms

The rites of your circle grant you the ability to transform into more dangerous animal forms. 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

As a bonus action you may exchange your currently active mutation with another one.

Ever shifting Form

Starting at 14th level, you can use a bonus action while inWild Shape to apply additional mutations. The total numberof mutations you can have active is 1/5 your Druid level. Youcannot have multiple instances of the same mutation active atonce.Furthermore, you now have a greater understanding ofhow your body changes with the various mutations you canapply. You can now apply a mutation to your base form whennot in Wild shape.

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