Druid
Base Class: Druid

Druids in the Circle of a Thousand Shapes rely almost entirely on their wild shape. They are able to change into beasts, or fey, or even monstrosities with not limitation on how long they can embody that creature. This strength however does come at a cost, while normally metals are just a taboo for druids to use or come in contact with, druids of a thousand shapes physically feel the effects and can be harmed or unable to transform as a result.

Rigid Transformations

You are so invested in worlds other than your own that you have increased ability with your wild shape. When you choose this circle at 2nd level you gain a number of uses of wild shape equal to you Constitution modifier (minimum 2), additionally you no longer have a duration limit on your transformations. With longer transformations you become more like the creatures you portray and must use a charge of wild shape to revert to your normal form if you wish.

As an action on your turn, while you are wild shaped you may expend a spell slot to gain 1d12 per spell slot level plus druid level temporary hit points that can last up to 1 minute.

Your transformations are not trivial, rebuilding your entire body is extremely painful, as such transforming causes you to be stunned until the start of your next turn. As your form shifts you are resistant to all damage for the duration of the transformation. These changes are however very permanent, you will not revert to your humanoid form unless you expend a use of wild shape. This includes dropping to 0 hit points, falling unconcious, or death.

One Thousand Shapes

You focus and fascination, unlike other druids, is on more than just beasts or your world, is also applied to the creatures of other worlds. When you first choose this circle at 2nd level and again at 14th level you may choose another creature type that you can transform into. You may choose from the following list:
Plant, Elemental, Dragon, Aberration, Monstrosity, Fey

 

Metal Sensitivity

Beginning at 2nd level you embody the idea that druids can't touch metal, rather than it just being taboo and un pleasant it has real consequences. Metal objects that surround you such as a collar, handcuffs, or armor, prevent you entirely from using your wild shape, locking you in whatever form you are currently in. Additionally if your current form can use weapons you have -1 to attack and damage rolls if those are made of metal and cannot use shields.

Combat Form

Your focus on certain forms over others allows you to change into them faster and without being so heavily hindered. Beginning at level 6; at the end of a long rest you may choose up to your wisdom modifier number of creatures that you can turn into (minimum 1). Once per day you may use a bonus action to assume a chosen form without suffering other side effects, this increases to twice at 14th level. Furthermore, you may now transform into creatures with a challenge rating as high as 1/4 of your druid level.

Additionally you can focus energy on attacks made while in wild shape, you may use a bonus action to expend a spell slot to make your attacks magical for the purposes of overcoming resistances. This effect lasts for a number of minutes equal to the spell slot's level.

Practical Polymorph

Your understanding of creatures allows you to relinquish some control. Beginning at level 10, once per day you may expend a use of wild shape to take the form of a creature with challenge rating less than or equal to your druid level, you must still abide by other rules of wild shape.

You may remain in this form as long as like, however, for every hour after the first you must roll a wisdom save to maintain sanity. The save DC is 13 + (2 * Duration) where the duration is the number of hours you've spent wild shaped. Failing this save causes you to lose control and attack the nearest target. You may reattempt the saving throw at the start of each of your turns, you have advantage if attacking friends. The first success after failing the wisdom save will force you to revert to your previous shape (not necessarily your humanoid one).

Everlasting Defense

You've grown used to combining your magic and shapeshifting in interesting ways. At level 14 you are permanently under the effects of the Barkskin spell and gain +1 to all saving throws. Additionally you may not be forced to change form as by the polymorph or true polymorph spells, or any other affect unless you wish it. These bonuses persist while transformed and are only deactivated while under the affect of Metal Sensitivity

Rules

This feature does nothing, but is required by the system so I can submit the subclass

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