Druid
Base Class: Druid

Team Work Makes the Dream Work

 

The half-elf looks at his fellow adventurers as they continue to battle. They hadn't expected the goblins to be this shifty. That's when he takes his flask, downs it, and transforms. Suddenly, his form turns into a lime-green polar bear wearing sunglasses. His head grows, his shape is bumbling, but it inspires the troops. All of a sudden, they can focus on the task at hand and dispatch of the goblins with ease. 

 

Many adventurers need a little team spirit. The Circle of the Mascot accept their role as a fool who can help others win, joining an order that willingly sacrifices personal dignity in order to elevate their friends. While normal druids shape themselves into beasts, mascots shape themselves into cartoonish, technicolor creatures with magical auras. 

 

Suit Up

2nd Level Feature

At 2nd level, you gain the ability to morph your shape into a cartoonish, technicolor creature of your choice. In doing so, your AC is reduced by 1d4 the moment you take your larger and bumbling shape. This sacrifice in your own well-being and dignity allows your allies to embody the aura you give off. This shape lasts for one minute and can be used once per long rest. 

At level 4, mascots gain a second use of Suit Up, as well as a third use at level 8. 


At level 2, mascots can be any of the following: 

 

BEAST

You become a land-dwelling beast, with wacky colors. Allies within 10 feet of you gain advantage on melee attack rolls.

BIRD

You become a flying creature, wearing humanoid clothes. Allies within sight gain a d4 on all charisma and wisdom saving throws.

CARICATURE

You choose one of your allies and morph into a strange caricature of him or her. This ally gains 2 AC and 1d8 temporary hit points as long as he or she is within sight.

 

Team Player

3rd Level Feature

During a short rest, mascots can use their hit dice to heal an ally rather than themselves. 

 

 

 

Fight Song

6th Level Feature

At 6th level, you gain the ability to turn previous victories and conquests into catchy tunes. As a reaction, you may use 3 magical fight songs per long rest. 

Rally. A fight song may be used to remind an ally that they have what it takes. When you or an ally makes a saving throw, a confidence boost takes a roll of 9 or lower and makes it a 10. Additional modifiers are then added to the base score of 10.

Trash Talk. A fight song may be used to belittle an enemy. When an enemy connects on an attack, you may use a reaction to lessen the blow with trash talk, reducing damage by 1d8.

 

 

Extraplanar Inspiration

10th Level Feature

At 10th level, mascots can expend 2 uses of suit up to appear as creatures from different planes. While doing this, your AC is only reduced by 1d4, even though 2 uses are expended. 

At level 10, extraplanar mascots can be any of the following:

 

CELESTIAL

You shape yourself to look like an angelic creature making a silly face. You immediately radiate light in a 20-foot cube surrounding you. All allies in this cube receive 1d4+ your spell modifier in hit points at the start of their turn. In addition, their weapons glow and hum as they do an extra d6 of radiant damage on attacks.

DEMON

You shape yourself into a horrifying atrocity wearing a funny hat. Black sludge swirls in the air above you in a 20-foot cube. When a medium or smaller enemy begins their turn in this cube, they must make a strength saving throw against your wisdom score. A failed save pushes the creature directly away 30 feet and knocked prone. Creatures remain standing and travel half as far back on a save. Enemies take 1d6 force damage if they collide with a large object, such as a wall, rock, or other creature.

DEVIL

You shape yourself into a cartoonish looking devil. A 20-foot cube of fire radiates around you. You and 2 other allies in sight are immediately covered in the illusion of neon colored flames that make you invulnerable to these flames and immunity from being frightened. Any creature that begins a turn in the flames takes 1d6 fire damage plus your spell attack modifier, and the cube is considered rough terrain to creatures you have not imbued with neon flames.

 

Heart of a Champion

14th Level Feature

At level 14, mascots receive resistance to cold, fire, and lightning damage in addition to immunity from poison damage while suited up. You also gain advantage on saving throws against being frightened.

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