Druid
Base Class: Druid

You have spent your isolation from the world experimenting on those things people would call Monstrosities. You have managed to collect extract from, these creatures and have learned how to adopt their features into your own.

Monstrous Transformation

Starting at 2nd level, after you finish a long rest, you can create 2 vials of monstrous essence, these vials keep until you perform another long rest at which point you must create new vials. As an action you can consume or inject one of the vials and by expending both of your Wildshape uses to take on the attributes of the create used in making the essence. A note, you do not become the creature, more like you adopt features of the chosen monster. Due to the strenuous nature of these transformations, you can only perform one of the transformations per short rest and the form can only be held for a minute. The forms with a Swim or Fly Speed must follow the Druids normal restriction to the movements. A list of possible aspects you can assume is listed below:

  • Winter Wolf: 
    • The Form of the Winter Wolf increases your Strength Score by 2
    • You gain the Keen Hearing and Smell feature which gives you advantage on Wisdom(perception) checks using sound or smell
    • You gain the Cold Breath feature (Recharge 5–6) As an action, you can exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC {{spelldc:wis}} Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.
  • Doppelganger
    • The Shape of the Doppelganger increases your Dexterity Score by 2
    • You gain the Shapechanger feature which lets you use your action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
  • Rust Monster
    • Rust Metal. Any nonmagical weapon made of metal that hits the druid corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the druid is destroyed after dealing damage.
    • Antennae. As an action, the druid corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC {{spelldc:wis}} Dexterity saving throw to avoid the druid's touch. If the object touched is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.

  • Harpy
    • You gain a Fly speed of 30 ft per round
    • Luring Song. As an action, the Druid sings a magical melody. Every humanoid and giant within 300 feet of the druid that can hear the song must succeed on a DC {{spelldc:wis}} Wisdom saving throw or be charmed until the song ends. The druid must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the druid is incapacitated. While charmed by the druid, a target is incapacitated. If the charmed target is more than 5 feet away from the druid, the target must move on its turn toward the druid by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this harpy's song for the next 24 hours.

  • Hippogriff
    • The Form of the Hippogriff increases your Strength Score by 2
    • You gain a Claw Melee weapon that deals 2d6 slashing damage, uses Strength to determine To hit and Damage bonus
    • 30 ft Fly Speed
  • Girallon
    • The form of the Girallon extends your arms, increasing your base reach to 10 ft
  • Bulette
    • The carapace of a Bulette increases your AC by 2
    • You gain a 20 ft burrow speed
  • Sea Lion
    • You gain a 30 ft Swim speed,
    • You gain Multiattack, able to make 2 melee attacks as part of your attack action
    • You are able to breath underwater
  • Mimic
    • False Appearance. While the Druid remains motionless, it is indistinguishable from an ordinary object.
    • Adhesive. The druid adheres to anything that touches it. A Huge or smaller creature adhered to the druid is also grappled by it (escape DC {{spelldc:wis}}). Ability checks made to escape this grapple have disadvantage.
  • Gorgon
    • The Form of the Gorgon increases your Constitution Score by 2
    • Petrifying Breath (Recharge 5–6). As an action, the Druid exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC {{savedc:wis}} Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.

Circle Spells

Once you gain access to a circle spell, 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.

Druid Level Spells

3rd

darkness, acid arrow

5th

revivify, haste

7th

blight, polymorph

9th

awaken, contagion 

Monstrous Endurance

Starting at 6th level. When you assume one of your Monstrous forms, you gain temporary hit points equal to your Class level plus five times your wisdom modifier.

Improved Formula

Starting at 10th level, You have refined your formula to be more potent and less taxing on your system. Now wherever you choose to take on a Monsters form, it only takes one use of your Wildshape and you do do so multiple times per rest. As well as your forms become even stronger. The following changes are made to each form:

  • Winter Wolf: 
    • The Form of the Winter Wolf increases your Strength Score by 4
    • You gain the Cold Breath feature (Recharge 5–6) As an action, you can exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC {{spelldc:wis}} Dexterity saving throw, taking 36 (8d8) cold damage on a failed save, or half as much damage on a successful one.
  • Doppelganger
    • The Shape of the Doppelganger increases your Dexterity Score by 4
    • You gain the Shapechanger feature which lets you use your action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed.
  • Rust Monster
    • Rust Metal. Any nonmagical weapon made of metal that hits the druid corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the druid is destroyed after dealing damage.
    • Antennae. As an action, the druid corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC {{spelldc:wis}} Dexterity saving throw to avoid the druid's touch. If the object touched is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.

  • Harpy
    • You gain a Fly speed of 30 ft per round
    • Luring Song. As an action, the Druid sings a magical melody. Every humanoid and giant within 300 feet of the druid that can hear the song must succeed on a DC {{spelldc:wis}} Wisdom saving throw or be charmed until the song ends. The druid must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the druid is incapacitated. While charmed by the druid, a target is incapacitated. If the charmed target is more than 5 feet away from the druid, the target must move on its turn toward the druid by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this harpy's song for the next 24 hours.

  • Hippogriff
    • The Form of the Hippogriff increases your Strength Score by 4
    • You gain a Claw Melee weapon that deals 3d6 slashing damage, uses Strength to determine To hit and Damage bonus
  • Girallon
    • The form of the Girallon extends your arms, increasing your base reach to 15 ft
  • Bulette
    • The carapace of a Bulette increases your AC by 4
  • Sea Lion
    • You gain Multiattack, able to make 3 melee attacks as part of your attack action
  • Mimic
    • False Appearance. While the Druid remains motionless, it is indistinguishable from an ordinary object.
    • Adhesive. The druid adheres to anything that touches it. A Huge or smaller creature adhered to the druid is also grappled by it (escape DC {{spelldc:wis}}). Ability checks made to escape this grapple have disadvantage.
  • Gorgon
    • The Form of the Gorgon increases your Constitution Score by 4
    • Petrifying Breath (Recharge 5–6). As an action, the Druid exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC {{savedc:wis}} Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.

Perfected Form

When you reach 14th level, you have created a formula that perfectly interacts with each other. As an action, you can take 2 of the vials and mix the, creating a hybrid of the two creatures. Any stat bonus or movement speed this gives does not stack with the same bonus (2 flying speeds don't add together or 2 bonuses to strength don't add up)

Comments

Posts Quoted:
Reply
Clear All Quotes