Druid
Base Class: Druid

Manifest Illusory Projections of Wild Beasts

Circle of The Projection Druids are the very few who have been stripped of their Wild Shape powers, whether it be to or against their will. Yet, members of the Circle have mastered the ability of creating illusions to protect the wilds through means of deceit and make pretend. Their projections are so powerful that they can even be tangible and interact with the world physically despite the illusory properties. Even though a portion of their primality is lost, possibly for good, these Druids never relent in their efforts to bring balance to nature.

Note: There is an error where a homebrew Druid subclass cannot be published as long as its description and short description is filled in. Since the main page cannot be saved due to this, the subclass will remain named as such until it has fixed. Due to the moderators outright refusing to give a darn to this issue however, this feature exists solely to describe the subclass.

Level 3: Wild Shape Projection

As a Bonus Action, you can expend a use of your Wild Shape feature to project one of your known animal forms rather than shape-shifting. While the projection is active, the following rules apply.

Game Statistics. You retain all your game statistics, but you gain all skill and saving throw proficiencies of the projection.

Projection Statistics. The projection's Hit Points maximum is three-quarters of yours. When you take damage, the projection receives damage equal to your Wisdom modifier (unless both you and the projection take damage simultaneously). The projection dissipates when it drops to 0 Hit Points.
The projection can use its Actions as normal but shares your Bonus Action and Reaction usage. Any attack roll or saving throw DC from the projection will use your Wisdom modifier instead of its own ability scores.

Spellcasting. You are able to cast spells even while projecting. If the spell has a range of Touch, you can use the projection to deliver the touch instead of yourself. If you would maintain Concentration on a spell, the projection takes Force damage at the start of your turn equal to twice the spell's level.

Temporary Hit Points. When expending a use of Wild Shape to project an animal form, you gain Temporary Hit Points equal to your Druid level plus your Wisdom modifier. 

Cover. If the projection is Medium or larger and is obstructing a creature or yourself, the creature gains the benefits of Half Cover or Three-Quarters Cover.

Creature Limit. You can only have one active projection at a time. If a use of Wild Shape is expended to create another projection, the previous projection will dissipate.

Level 3: Circle of the Projection Spells

When you reach a Druid level specified in the Circle of the Projection Spells table, you thereafter always have the listed spells prepared.

Circle of the Projection Spells
Druid Level Prepared Spells
3 Mirror Image, Shield, Silent Image
5 Phantom Steed
7 Fire Shield
9 Wall of Force

Level 6: Projectional Displacement

While you are projecting a form, you can displace the position of your projection up to an unoccupied space within 10ft. of you as a Bonus Action. Until the start of your next turn or when you take damage, you are considered to be under the Invisible condition. If an attack roll hits you, you may expend one use of this feature to impose a 1d8 penalty to the attack (no action required) and displace it again. At the start of your next turn, the projection will return to you as its center.

You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses on a Long Rest.

Level 10: Empowered Projection

Improved Projection. Your ability to conjure animal projections now grows stronger than ever. You gain the following benefits.

  • Challenge Rating. The challenge rating of the forms you can project is equal to your Druid level divided by 3 (rounded down).
  • Increased Creature Limit. You can project two animal forms with one use of Wild Shape. Only one Large or Huge projection can be active at a time.
  • Better Statistics. You gain all passive senses and Resistances of the forms you project. In addition, you gain an extra 15ft. of Truesight.
  • Independent Projection. Your projections can now move within 30ft. of you, and they no longer share your Bonus Action.

Expanded Projection List. Choose one of the following creature types: Construct, Dragon, Elemental, Fey or Plant. You can now create projections from that creature type list.



Construct

You can now create projections from the Construct creature type list.

Dragon

You can now create projections from the Dragon creature type list.

Elemental

You can now create projections from the Elemental creature type list.

Fey

You can now create projections from the Fey creature type list.

Plant

You can now create projections from the Plant creature type list.

Level 14: Grandest Conjuration

Grand Projection. When you would normally use Wild Shape to project animal forms, you can instead expend two uses of Wild Shape to project a Grand Projection. The creature must be either a Beast or the creature type you have chosen. This projection only persists for 1 minute or when you project a normal creature, but you can maintain Concentration on it to extend the duration beyond it. For every turn that has passed after 1 minute, the minimum Concentration check DC increases by 2. 

Strengthened Form. Your body is empowered by the ability of your projections. When you have at least one projection active, you also gain the benefits based on the projection's creature type. 


Grand Projection (Beast). You can project a Beast of CR 8.

Herd and Hustle. You emit an Emanation of 15ft. centering from you. For each allied creature in the Emanation, they gain a +1 bonus to one of their damage rolls. This effect only triggers once per turn. Your projections also count as allied creatures for the purpose of this feature.

Construct

Grand Projection. You can project a Construct of CR 8.

Unrestricted Action. Your Speed is unaffected by Difficult Terrain. You are also immune to any magical effects that would impede your ability to move or take action that fall short of the Time Stop spell.

Dragon

Grand Projection. You can project a Dragon of CR 8.

Draconic Magic. You gain a Fly Speed equal to 60ft. and can hover. As a Magic action, you can make a number of Unarmed Strikes equal to your Dragon projection's Multiattack trait (or otherwise 1 attack), using Wisdom for the attack and damage rolls. The damage die of your Unarmed Strike is 1d12.

Elemental

Grand Projection. You can project an Elemental of CR 8.

Elemental Affinity. You gain Resistance to one damage type of your choice: Cold, Fire, Lightning or Thunder. When you (no action required) or an allied creature you see within 30ft. of you (requires a Reaction) deal damage of the damage type of your choice, you can cause that damage to ignore any Resistance towards it. You can change this damage type at the start of your turns.

Fey

Grand Projection. You can project a Fey of CR 8.

Magical Resilience.  You have Advantage on saving throws against magical effects and spells. When you or your projections would fail a saving throw against magical effects and spells, you can subject the failure effect to yourself or the projections.

Plant

Grand Projection. You can project a Plant of CR 8.

Oaken Vitality. Your base AC is equal to 19 plus your Dexterity modifier regardless if you are wearing armor or not. For every Plant projection you currently have active, you can restore a number of Hit Points equal to 1d10 plus your Wisdom modifier to yourself or one allied creature within 30ft. of you at the start of your turn. 

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