Base Class: Druid
The Circle of the Unearthly Realms believes that all creatures with souls are a part of the natural order. To these druids, it doesn't matter whether a creature is a natural animal, a monster from another plane, or an experiment created by a mad wizard. As long as it lives and breathes, it is as important to druids of this circle as any other creature.
Combat Wild Shape
When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
Unnatural Forms
When you choose this circle at 3rd level, you can transform into creatures outside of the natural order. You can use your Wild Shape to transform into an aberration, celestial, dragon, fey, fiend, giant, monstrosity, ooze, or plant with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.
Starting at 6th level, you can transform into any aberration, celestial, dragon, fey, fiend, giant, monstrosity, ooze, plant, or undead with a challenge rating as high as your druid level divided by 3, rounded down.
Foreign Magic
Starting at 6th level, your familiarity with both the natural and unnatural order allows you to merge the magic of your normal form into your Unnatural Forms. Choose one 1st level druid spell. You must always have that spell prepared, and it counts toward the amount of druid spells you can prepare each day. You can cast this spell in your Wild Shape form at its lowest level.
Freak of Nature
At 10th level, your Unnatural Forms become more bizzare as they increase in strength. When you use Wild Shape to transform into a creature that isn't a beast, all creatures within 60 feet of you that can see you must succeed on a Wisdom saving throw or be frightened by you for one minute. Creatures of the same type as your chosen form automatically succeed the saving throw. Targets affected by this feature can reroll the saving throw at the beginning of each of its turns, ending the effects on a success. A creature that succeeds the saving throw is immune to this feature for the next 24 hours.
Otherworldly Nomad
Your knowledge of unnatural creatures allows you to employ similar methods of travel as them. Starting at 14th level, you can use your action to step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for one minute or until you use your action to reenter the plane you came from.
During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away.
While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so.
You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plan you originated from. When the duration ends, you immediately return to the plane you originiated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
This feature has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.
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