Base Class: Druid
When you select this subclass option at 2nd level, your character experiences the following changes:
- You can now use your Wildshape to take the form of Aberration creatures. You may no longer use your Wildshape to take the form of Beasts. See the Eldritch Wildshape feature section below for more details on this adjustment.
- If your alignment was Lawful or Good, it becomes Neutral, the bigger picture of life and its futility being completely warped in your mind. Chaotic, Neutral, and Evil aligned characters are unaffected.
- Your character has a high chance of descending into madness. Roll 1d8. If you roll an 8 then you are able to retain your sanity. If the roll is 1-7, then roll on the "Indefinite Madness" table to determine the nature and effect of your insanity (This table is located in chapter 15 of the Dungeon Master's Guide).
Eldritch Wildshape
At 2nd level, you lose the ability to transform into Beast type creatures by using Wildshape, and you instead choose your Wildshape forms from the Aberration creature type list. Most of the other basic rules for Wildshape still apply, with the following exceptions:
- Your Max CR limit for your Wildshape is equal to half of your druid level, rounded down (minimum 2).
- Holding these new forms are taxing. You can only use Wildshape once per short or long rest instead of twice.
Forbidden Sight
Starting at 3rd level, your mind and eyes have been opened further to the meaningless void that permeates existence. You gain the following benefits:
- Proficiency in Wisdom (Perception) checks if you didn’t already have it.
- Truesight within 10 feet (does not replace your current sight).
- You may use 1 action to forge a telepathic link with one humanoid that you can see within 80 feet. You can hear their thoughts and they can hear yours, and your identity is unknown to them unless they are already acquainted with you or make a Wisdom (Insight) check with a DC equal to your spell save DC. This connection lasts 10 minutes, and is broken if either you or the target humanoid leave this plane. This connection is not broken by distance or losing line of sight. You may use your action to end this effect early.
Terrifying Form
Starting at 6th level, changing your form by using Wildshape strikes fear into the hearts of nearby creatures. Each time you use Wildshape you may force any number of creatures you can see within 50 feet to make a Wisdom saving throw. The DC for this check is equal to your spell save DC. Creatures that fail are frightened of you for 1 minute, and can repeat the saving throw at the end of each of this turns. Creatures that succeed on the saving throw are unaffected.
Once a creature has succeeded on this Wisdom saving throw by this feature, they are immune to the effects of this feature for 24 hours.
Comfort With the Void
Starting at 10th level, your experience with the eldritch horrors that have wracked your mind for so long now grants you the following benefits:
- You gain resistance to Psychic damage.
- You can now use your Wildshape twice per short or long rest instead of once.
One With the Void
At 14th level, your transition into madness has become complete, and you gain the following benefits:
- Creatures you are attempting to forge a telepathic link with using the 2nd level feature Forbidden Sight have disadvantage on that saving throw.
- Whenever a creature fails the save against your Terrifying form, you may use a reaction to drive that creature mad, flooding its mind with visions of shapeless horrors from the void. Unless otherwise specified by the DM, the duration for this madness is 1d10 minutes, and the effect is determined by rolling on the "Short-Term Madness Table" found in Chapter 15 of the Dungeon Master's Guide.
- You gain advantage on Intelligence saving throws.
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Posted Dec 6, 2021No problem!! I had a ton of fun trying to work it out. Hope it works well for you (and inspires an adequate amount of fear too)!
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Posted Dec 4, 2021This looks like something useful for a villain or NPC. Thanks.