Druid
Base Class: Druid

Druids of the Circle of the Unknown have come into contact with beings of an origin that is completely alien in their attempt to commune deeper with nature. They have let their spirit wander too far, drawing the attention the dangerous entities of the Far Realm. Either by design or by accident, they have been followed back to their material form by these entities, who make themselves apparent through the druid's magic and Wild Shape.

The beasts that these druids transform into are twisted and infected by the influence of the Far Realm, their bodies growing extraneous limbs and appendages.

Aberrant Wild Shape

While you are transformed by Wild Shape, you can use a bonus action to expend one Wild Shape use to add an Aberrant Feature from the table below.

When you first take damage in Wild Shape and are not currently using an Aberrant Feature, you must make a Concentration check. On a success your Wild Shape continues as normal. On a failure you must roll on the Aberrant Feature table and add the feature, consuming the Wild Shape use. If you have no more uses of Wild Shape available you take a level of Exhaustion upon leaving Wild Shape.

d10 Aberrant Feature
1 Two-headed: Your beast form grows a second head. You have advantage on Perception checks and are immune to the Surprised condition. If your form allows you to attack with its head or horns, you can use a bonus action on your turn to make a second attack of the same type. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
2 Multi-armed: Your beast form grows an additional pair of arms. You have advantage on Strength checks. If your form allows you to attack with its hands or claws, you can use a bonus action on your turn to make an extra attack of the same type. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
3 Multi-legged: Your beast form grows an additional pair of legs. You have advantage on saves against being knocked Prone. Your walking speed is increased by 1/2 of your form's normal speed.
4 Armored: Your beast form grows thick chitinous armor. Your Armor Class increases by 2 and your movement speed is halved.
5 Aquatic: Your beast form gains a swimming speed equal to its walking speed. If your beast form already had a swimming speed, it increases by 1/2 of its normal speed. While in this form you can breathe underwater, but are unable to breathe air.
6 Slime-coating: Your beast form exudes a thick layer of acidic slime. You have advantage against being Grappled. Once per turn you can fling acid at a target within 30 feet of you. The target must make a Dexterity saving throw against your spell save or take 1d6 damage.
7 Stinger: Your beast form grows a barbed stinger. The stinger uses your form's strength score with no bonuses. On a hit it deals 1d6 piercing damage and the target must make a DC 9 Constitution saving throw, taking 1d6 poison damage on a failed save, or half as much damage on a successful one.
8 Winged: Your beast form gains a flying speed equal to its walking speed. If your beast form already had a flying speed, it increases by 1/2 of its normal speed.
9 Spider legs: Your beast form grows eight spider legs from its sides. You gain a climbing speed equal to your walking speed and can move freely along vertical surfaces and ceilings.
10 Tentacles: Your beast form grows multiple wriggling tentacles. Your tentacles have a reach of 5 feet further than your form's average attack and use your strength score with no bonuses. On a hit the target takes 1d6 damage and is Grappled.

Circle Spells

Your connection to the maddening influence of the Far Realm grants you access to certain spells. At 2nd level, you learn the vicious mockery cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Unknown Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of the Unknown Spells
Druid Level Spells
3rd alter self, spider climb
5th blink, vampiric touch
7th black tentacles, dimension door
9th contagion, telepathic bond

Tainted Flesh

When you use your Wild Shape feature, you have two creature types: Beast and Aberration. You can be affected by a game effect if it works on either of your creature types.

Disconcerting Diction

As the influence of the Far Realm overtakes you, you find a voice in the endless chattering that you can comprehend. You become proficient in Deep Speech.

Eldritch 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.

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.

Conduit to Chaos

At 10th level, your connection to the Far Realm spreads beyond your own body. When you use a form from the Aberrant Features table, the ground at your feet in a 10 foot radius becomes difficult terrain, growing clawing fingers, pulsing pustules, and undulating cilia. Only you are capable of moving freely within this space.

Forms Beyond Comprehension

By 14th level, you have adapted to the changes your exposure to the Far Realm have wrought. You can choose a second manifestation from the Aberrant Features table without consuming a Wild Shape Use or dismissing the previous feature. Additionally, you gain proficiency in the attacks gained through your Aberrant Features.

Previous Versions

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