Base Class: Druid
Druids of the circle of horrors are often considered a rather controversial and unorthodox kind of druid. Their members believe that sometimes to defend, protect, and enforce the will of the natural world that they must harness the powers in otherwise unnatural combinations, similar to how some monstrosities have been known to be made, these druids firmly believe that the ends justify the means, being one of the circles even willing to consider and use metal based shields and armor, but tend to not do so unless it is absolutely nessissary.
Bonus Cantrip
2nd-level Circle of the Horrors feature
When you choose this circle a swirling amalgam of primal and natural energies swirl up inside you, allowing you to harness it in questionable combinations. At 2nd level you learn the primal savagery cantrip.
Monstrous Forms
2nd-level Circle of the Horrors feature
As a bonus action, you can expend a use of your Wild Shape feature to take on a monstrous form, rather than transforming into a beast.
While in your monstrous form, you retain your game statistics, but your body transforms to resemble and replicate the abilities of natural creatures and alters your biology to also replicate the effects of unnatural creatures, you determine the form's appearance so long as it makes sense for the form. This form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.
When you assume your monstrous form, you also gain temporary hit points equal to 1d8 + your Wisdom modifier.
Whenever you assume your monstrous form, choose which of the following monstrous combinations parts of your body; your choice gives you certain benefits while in the form:
Deadly Maw. Your mouth transforms into a bestial muzzle, beak, or great mandibles (your choice) full of sharp teeth, fangs, or teeth like spikes. It deals 1d8 piercing damage on a hit.
Razor Claws. Each of your hands transform into a sharp set of claws, hook like claw, or similar sharp appendage, or grow retractable claws from the tips of your fingers. These claw are natural weapons, which you can use to make unarmed strikes. These claws deal 2d6 slashing damage on a hit. You also gain a climbing speed or burrowing speed equal to your walking speed.
Spiked Hide. You can grow, spines, quills, cause small barbs that protrude all over your body. At the start of each of your turns while this trait is active, you deal 1d6 piercing damage to any creature grappling you, grappled by you, or otherwise comes into direct contact with your skin. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged weapon attack, hurling a pointy spine like quills that targets one creature within 60 feet of you. On a hit, the attack deals piercing damage equal to 2d6 + your Wisdom modifier.
Apex Predator
6th-level Circle of the Horrors feature
Starting at 6th level, your attacks in monstrous form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
In addition, you can now have one trait from your monstrous forms carry over into your normal form, allowing you to make use of it without having to expend a use of your wild shape by having the trait take up an attunement slot instead.
Monstrous Forms
The rites of your circle grant you the ability to transform into more dangerous monstrous forms. Starting at 6th level, you can better alter your form to help you adapt to your surroundings. When you use assume your monstrous form you now also gain the below traits in addition to those normally associate with your monstrous forms feature:
- Horrific Hide - Your skin in places is covered by a thick shell, hardened scales, thick fur, or exoskeleton. While you are not wearing heavy armor, you can add your proficiency bonus to your Armor Class.
- Breath Weapon- As an action, you can exhale a 30-foot cone of damaging breath from glands in your mouth. Choose acid, cold, fire, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 2d10 damage on a failed save, or half as much damage on a successful one. You can use this trait a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
- Adaptive Breathing. you can breathe underwater and normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).
Hybrid Horror
10th-level Circle of the Horrors feature
At 10th level, your monstrous form improves, having become slightly more use to the unusual transformations. Your Deadly Maw now is infused with some of the swirling amalgam of primal and natural energies within you, allowing it to gain either of these effects (you choose each time you manifest your Deadly Maw trait). :
- Deals additional acid damage equal to your proficiency bonus (PB), if the creature is a Large or smaller creature, it is grappled (escape DC equals your spell save DC), until this grapple ends, you can bite only the grappled creature and have advantage on attack rolls to do so.
- A creature hit by this attack must succeed on a Constitution saving throw equal to your spell save DC against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.
- Deals an additional poison damage equal to your proficiency bonus (PB), a creature hit by this attack must succeed on a Constitution saving throw equal to your spell save DC or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Moreover, your monstrous forms now also gain the following options:
Catoblepas Clobberer. You grow a long and lashing with a large mace like growth of hardened skin, bone, or scales, it has the reach property and on a hit it deals 3d6 bludgeoning damage, and the target must succeed on a Constitution saving throw, DC is equal to your spell save DC, or be stunned until the start of your next turn.
Bulette Meteor. Your AC when not wearing armor can't be lower than 17 and becomes 17 if it is not already higher. Your long jump becomes up to 30 feet and your high jump is up to 15 feet, with or without a running start. As an action, if you jump at least 15 feet as part of your movement, it can then use this action to land on your feet in a space that contains one or more other creatures. Each of those creatures must succeed on a Strength or Dexterity saving throw (target's choice), the DC is equal to your spell save DC, or be knocked prone and take 3d6 bludgeoning damage, plus 3d6 slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of your space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in your space.
Deep Diver. You gain a swimming speed equal to your walking speed, and you can breathe underwater.
Flying Horror. You gain a flying speed equal to your walking speed.
Finally you can have a number of additional attunement slot equal to have of your proficiency bonus rounded down, these additional slots can only be used for traits from your Apex Predator feature.
The Monsters Within
14th-level Circle of the Horrors feature
By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You gain resistance to bludgeoning, piercing, and slashing damage.. In addition, At 17th level, you can cast true polymorph, self only, no material components required, once per long rest without consuming a spell slot. Once you cast this spell using this feature, you can’t use it again until you finish a long rest, except by expending 2 uses of wild shape, if you do so, you gain 1 level of exhaustion when you revert to your normal form.
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