Druid in Ferra | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Druid

Information

Druids are people who harness the power of nature to do their bidding, it can either be for lawful reasons or chaotic. Some druids may care for plants and be one with nature while others only see nature as a tool for the world.

Sub-class Options

Circle of Storms
As a Circle of Storms druid, you are a force of nature unto yourself. You channel the primal power of the tempest, summoning lightning bolts and torrents of rain to do your bidding. Your connection to the elements is so strong that you can sense even the slightest fluctuations in the weather, and you can call upon the winds to carry you swiftly across the land.   When you call upon the fury of the storm, you become an avatar of nature's wrath. Your eyes blaze with lightning, and your hair crackles with energy as you summon the power of the thunderstorm. With a wave of your hand, you can send a bolt of lightning arcing through the sky, striking your foes with deadly force.   But the storms are not just a tool for destruction. As a Circle of Storms druid, you understand the delicate balance of nature, and you know that the tempests are necessary for the cycle of life and growth.   2nd Level Features
Storm's Hand
  • You gain the Shocking Grasp cantrip.
  • Your Shocking Grasp has a 30ft range.
  • Your Shocking Grasp deals 1d10 instead of 1d8.
  Shocking Form
For 1 minute, you can expend a wild shape to enter into your storm form. While in this form, once a turn any lightning damage you deal will always be the max hit die. e.g. 1d10 would just be 10 damage without a roll.

When you do an attack action on a target that deals lightning damage, roll a 1d6 and on a 5 or 6. Every creature within 10ft of the target takes 1d10 lightning damage as it conducts to other targets.

You are immune to lightning damage. When you are hit by lightning damage, you heal by lightning damage + WIS mod.   6th Level Feature
Call of the Storm
While within your shocking form, you gain the Lightning Bolt spell and can cast it without a spell slot. You can use this feature equal to your WIS mod.   When you cast a spell that deals with lightning or thunder damage, it gains the lightning lure effect onto the spell.   10th Level Feature
Riding the Storm
Once per long rest you can cast the Chain Lightning spell, instead of 3 bolts bouncing you instead create bolts equal to your prof mod.   Each creature hit by a lightning or thunder damaging spell, gives you temp hp equal to total damage dealt that turn.   14th Level Feature
Master of Storms
When in the effect of call lightning or a natural storm, you gain shocking form without the use of a wild shape. You can then use an action to control the storm and use the call lightning effect with the bolt firing equally to your prof mod instead of just a single-use.
Circle of Liquids
As a Circle of Liquids druid, you are attuned to the essence of all fluids. Whether it be water, oil, or even blood, you are able to manipulate and control liquids in a way that is unparalleled by any other druid. But the power of the Circle of Liquids is not just about destruction. You also understand that fluids are a vital force for growth and nourishment.   As a Circle of Liquids druid, you understand that fluids can be fickle and ever-changing. They can be thick and viscous one moment, and light and airy the next. You have learned to navigate the currents of all types of liquids, and you can find your way through even the most challenging of environments.   The Circle of Liquids is not for those who fear the unknown or uncertainty. It requires a deep understanding of the ever-shifting nature of liquids and a willingness to embrace their power, for good or ill. But for those who are willing to take the plunge, the rewards are great, and the power of all fluids is at their fingertips.   2nd Level Features
 

Liquid Circle Spells

You gain access to additional spells. These spells are added to your Druid spell list, but are always prepared for you and do not count against the number of spells you can prepare each day. The spells are:


  Liquid Form
As a bonus action, you can expend a use of your Wild Shape feature to take on a liquid form, rather than transforming into a beast. While in your liquid form, you retain your game statistics, but your body becomes malleable; your joints become wavy, and you become transparent. This form allows you to have advantage on dexterity checks (Stealth) and strength checks (Athletics) while in this form. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.   While in your liquid form, you gain the following benefits;   You become resistant to Bludgeoning, Piercing, and Slashing however If you take cold damage, you will partially freeze; your speed is reduced by 20 feet until the end of its next turn.   You gain a swim speed equal to your walk speed, and can breathe underwater.   You can use the shape water cantrip as an attack, it counts as a ranged spell attack and deals D10 piercing damage and the creature gains disadvantage on saving throws until the start of your next turn. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).   When you score a critical hit against a creature with a melee attack or spell attack, you can deal additional damage equal to your druid level as your liquid enters the creature's body.   6th Level Feature
Malleable Touch
Once per long rest, you can touch a creature and apply the Greater Restoration spell effect onto that creature, if the creature is afflicted with something then they throw up a black liquid that dissolves instantly.   10th Level Feature
Gift of the Great Wall
While in your liquid form you can enter a hostile creature's space and stop there, additionally you can move through a space as narrow as 1 inch wide without squeezing.   You can cast the Shape Water cantrip two times per turn instead of once.   14th Level Feature
BRING THE RUIN
While in your liquid form, you have Tsunami as a prepared spell. At the start of each of your turns roll a d20. On a 11 or higher, knowledge of the inner workings of hydromancy are known to you; You can cast Tsunami without requiring a spell slot and components once per use of a liquid form. After you use this feature, you do not need to roll the d20 until you go into liquid form again.
Circle of Toxins
As a Circle of Toxins druid, you are attuned to the deadly and transformative power of poisons and venoms. You understand that the natural world is filled with toxins, and you have learned to harness their power to devastating effect.   Your connection to toxins is so strong that you can summon poisonous plants to poison your foes, or create a potent venom to weaken their defenses. But the power of the Circle of Toxins is not just about destruction. You also understand that toxins are a vital force for change and adaptation.   As a Circle of Toxins druid, you understand that the power of toxins is often misunderstood and feared. You have learned to navigate the dangerous and unpredictable nature of poisons and venoms, and you can turn their deadly properties to your advantage. You also require a deep understanding of the complex and often unpredictable nature of toxins, and a willingness to embrace their power, for good or ill. But for those who are willing to take the risk, the rewards are great, and the power of toxins is at their fingertips.   2nd Level Features
 

Toxins Circle Spells

You gain access to additional spells. These spells are added to your Druid spell list, but are always prepared for you and do not count against the number of spells you can prepare each day. The spells are:


  Druidcraft Mastery
You gain the ability to use druidcraft to conjure toxic plants. You can choose the following plants to conjure with druidcraft, you may only have one conjured at a time;  
  • Belladonna: Also known as deadly nightshade, this plant produces 10 small, dark berries that are highly poisonous. When a creature is fed this plant, they must make a CON save against your spell-casting DC or become stunned. At the end of their turn, they choose to make another save to resist this effect. If a creature has been stunned by this plant for 1 minute, the creature will die. If the creature is unwilling to be fed the berries, you must make a contested athletics check against the creature.

  • Oleander: This beautiful flowering shrub produces flowers in shades of pink, red, white, and yellow. However, all parts of the plant are highly toxic. When a creature starts its turn within 5ft of the plant, they must make a CON save against your spell-casting DC or take 2d6 force damage as their heart begins to burst.

  • Angel's Trumpet: This plant produces large, trumpet-shaped flowers in shades of white, pink, yellow, and orange. When a creature is fed this plant, they must make a CON save against your spell-casting DC or undergo the effects of the confusion spell until the end of the creature's next turn.

  • Foxglove: This tall, showy plant produces spikes of bell-shaped flowers in shades of pink, purple, and white. When a creature starts its turn within 5ft of the plant, they must make a CON save against your spell-casting DC or become poisoned for 1 minute. They can repeat the save at the end of each of their turns. While the creature is poisoned by this effect, they can only make one attack a turn if they multiattack.

  • Hemlock: This plant produces clusters of small white flowers and is often found growing in wet, marshy areas. This plant produces petals within a 30ft radius, this area is treated as if under the sickening radiance spell for 1 minute or until a creature is reduced to 0 hit points.
  You can use this feature an amount of times equal to your WIS modifier, before restoring expended uses on a long rest. If you come across other poisonous plants, with a successful DC 10 survival check you can copy the plant's effects for your druidcraft to replicate.   You are also immune to the effects of your own toxins produced by this feature. Additionally, you gain proficiency with herbalism kits and your proficiency is doubled when you make checks with it.   6th Level Feature
Toxin Injection
You can imbue your spells and strikes with toxic energy. Once per turn, when you deal damage with a spell or weapon attack, you can add an additional D6 poison damage. When this poison damage is applied, the creature has to make a CON save against your spell-casting DC and on a fail the creature cannot regain hit points until the start of your next turn.   The poison damage die increases to 1d8 at 10th level, and 1d10 at 14th level.   10th Level Feature
Unnatural Restistance
You gain immunity to poison damage and the poisoned condition. When a creature makes a saving throw against your Druidcraft plants they have disadvantage on the first roll. This disadvantage persists for 13 hours after the initial save.   14th Level Feature
Touch of Death
Starting at 14th level, as an action you can place your hand upon a creature within 5ft. The creature must make a CON save against your spell-casting DC or gain the poisoned condition for 1 hour. While they have the poisoned condition, at the start of each of their turns they must roll a d6 to determine the effect they undergo that lasts until the start of their next turn. The following effects being;  

Touch of Death Table


RollEffect
1Disadvantage on Saving Throws
2Can only make a bonus action or action, cannot do both
3Cannot use reactions
4Take 3d10 poison damage
5Movement speed reduced to 0
6Reduced to 0 hit points
  Once you use this feature, you can't use it again until you finish a long rest.
Circle of Rodents
As a Circle of Rodents druid, you have a special connection with the small and nimble creatures that scurry and scamper throughout the natural world. You have learned to harness their unique abilities to great effect, using their agility, cunning, and ferocity to gain the upper hand in any situation.   With your deep understanding of the habits and behaviours of rodents, you are able to summon swarms of rats to overwhelm your enemies, or call upon the stealthy nature of mice to aid you in infiltration and reconnaissance. You can even transform your own body into that of a rodent, gaining their quick reflexes and heightened senses.   But the power of the Circle of Rodents is not just about physical prowess. You also understand the power of community and cooperation. With your connection to rodents, you can unite them in a common cause, creating a force to be reckoned with. And with your knowledge of the natural world, you can use rodents to help cultivate crops and build sustainable ecosystems.   As a Circle of Rodents druid, you understand that the smallest creatures can often have the greatest impact. You have learned to embrace the often-underestimated power of rodents, and use it to your advantage.   The Circle of Rodents requires a deep understanding of the unique abilities and behaviors of these small creatures, and a willingness to work in tandem with them. But for those who are willing to take on this challenge, the rewards are great, and the power of rodents is at their fingertips.   2nd Level Features
Rat Companion
As an action, you can expend a use of your Wild Shape feature to summon a swarm of rats that appears in an unoccupied space within 30 feet of you. The swarm remains for an amount of hours equal druid level or until it is reduced to 0 hit points. The swarm acts on your initiative and obeys your verbal commands.   Your rat companion has the statistics of a swarm of rats (see the Monster Manual), but it has the following additional features:  
  • It gains your proficiency bonus to its attack rolls and damage rolls.
  • It has a number of hit points equal 1 + your Wisdom modifier + your druid level (the rat has a number of Hit Dice [d4s] equal to your druid level).
  Plague Form
Also at 2nd level, you gain the ability to transform into a swarm of rats. As an action, you can expend a use of your Wild Shape feature to transform into a swarm of rats that has the same statistics as a swarm of rats (see the Monster Manual). You remain in this form for up to hours equal to druid level, or until you choose to revert back to your normal form (Free Action).   While in this form, you gain the following benefits:  
  • You can move through spaces as narrow as 1 inch wide without squeezing.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • You can move through the space of any creature that is of a size larger than yours.
  • While in this form, you can spread disease and sickness to creatures you come into contact with. Whenever you move through a creature's space or the creature moves through your space for the first time on a turn, the creature must make a Constitution saving throw. On a failed save, the creature becomes poisoned until the end of its next turn.
  6th Level Feature
Rat's Fury
Your attacks when you transform into a rat or rat swarm using your Wild Shape feature or when you use your Rat Companion feature. You gain the following benefits:  
  • Your attack rolls and damage rolls will use your Wisdom modifier (minimum of +1) instead of your Strength or Dexterity modifier.
  • Your bite attack has a reach of 10 feet.
  • Moreover, while you are in your rat form or rat swarm, you can make a bite attack against every creature within 5 feet of you or your Rat Companion.
  10th Level Feature
Poisonous Fangs
Your connection to the rats and other rodents has imbued your bite attacks with poisonous venom. When you use your Wild Shape feature to transform into a rat or rat swarm, or when you use your Rat Companion feature, the bite attacks will deal extra poison damage. You gain the following benefits:  
  • Your bite attacks deal an additional 1d6 poison damage on hit.
  • Once per turn, creatures hit by your bite attack must make a Constitution saving throw (DC equals 8 + your proficiency bonus + your Wisdom modifier) or take additional poison damage equal to your Wisdom modifier.
  • While you are in your rat form or rat swarm, you and your Rat Companion are immune to poison damage and the poisoned condition. You can also understand and communicate with other rodents, and they will not attack you or your companions unless provoked.
  14th Level Feature
Plague Bearer
Your connection to the rodents has granted you the ability to spread disease and pestilence. When you use your Wild Shape feature to transform into a rat or rat swarm or when you use your Rat Companion feature, you can choose to exhale a cloud of noxious gas in a 30-foot cone. Creatures caught in the cone must make a Constitution saving throw (DC equals 8 + your proficiency bonus + your Wisdom modifier) or take 3d10 poison damage and become diseased. You gain the following benefits:  
  • The poison damage dealt by your bite attacks is increased to 2d6.
  • Creatures who fail their saving throw against your noxious gas are not only poisoned but also diseased. While diseased, creatures suffer a penalty to attack rolls, ability checks, and saving throws equal to your Wisdom modifier.
Circle of Mysteries
2nd Level Features
Mystery of The World
You gain the ability to use your Druidic magic to cast spells from the Wizard spell list. You can choose a number of spells from the Wizard spell list equal to your Druid level + your Wisdom modifier, and you can cast these spells using your Druid spell slots. In addition, you can replace one of your druid cantrips with a wizard cantrip.   Looking for Clues
As a bonus action, you can expend a wild shape to attain an amount of mental resources equal to your prof modifier called Clues. You can expend the clues to do the following features:  
  • As an action, you can choose an ally within 30ft of you. The ally gains temp hp equal to your WIS + Druid level and they gain advantage on their next ability checks for the next hour.

  • As an action, you can expend a clue to empower yourself with unknown knowledge. For an amount of hours equal to your druid level, you can touch a creature, object, or structure and gain knowledge related to that thing you touch. The information is related to the least known thing about it.

  • As a bonus action, you can touch a weapon and expend an amount of clues of your choice. Each clue expended on this weapon will give it a random ancient enchantment of the DMs choice. The effect lasts for an amount of hours equal to your druid level, and you can rechoose the last effect on the weapon next time you use this feature.
  6th Level Feature
Explorer of Mysterious Lands
You can expend a clue to cast Locate Object. You cast it in its usual way or you can choose to specify a rare object.   Once you have casted a spell this way, you cannot do so until a long rest or until you expend another wild shape.   10th Level Feature
Finding your Place
As an action, you can place a clue to a spot within 30ft of you, while the clue is there it gains a physical form in the shape of a question mark ?. The clue lasts for 1 minute, and as a bonus action you can move it 30ft in a direction of your choice. When a hostile creature starts its turn within 10ft of the clue, they must make an INT save or become stunned until the start of their next turn and the clue disappears.   You can only have one clue out at a time.   14th Level Feature
Mysterious Madness
You have unlocked the secrets of mysteries, allowing you to have a slight glimpse of madness. You gain proficiency in a saving throw of your choice, and you are immune to madness.   You can expend a clue to touch another creature's head, the creature gains any knowledge of your choice. If the knowledge is too much, the creature must make a Wisdom saving throw or take 10d10 psychic damage and undergo the Feeblemind spell for 1 minute.
Circle of Kineticism
2nd Level Features
 

Kineticism Circle Spells

You gain access to additional spells. These spells are added to your Druid spell list, but are always prepared for you and do not count against the number of spells you can prepare each day. The spells are:


  Psionic Clone
As a bonus action, you can expend a wildshape to create a magical translucent psionic clone of yourself that lasts until it is destroyed, until you dismiss it as a bonus action, until you conjure another clone, or until you're incapacitated.   Your clone has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the clone to move up to 30 feet in any direction as a bonus action. If your clone is ever more than 30 feet from you at the end of your turn, it is destroyed.   You can use the clone in the following ways:  
  • Once per turn, When you cast a spell or make an attack roll, your clone can make a melee attack roll with a weapon you are wielding or in their wildshape. The weapon damage will deal psychic damage instead of the usual weapons damage.
  • As a bonus action, you can make your clone use the Wild Shape class feature.
  • When your clone is destroyed, you can use your reaction to gain temporary hit points equal to your druid level.
  Psionic Shifting
As an action, you change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of an individual you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment also change with this feature.   You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.   6th Level Feature
Kinetic Burn
While your clone is within 30ft of you, you can use your bonus action to make the clone push you with psionic energy. You gain the effects of the dash action, and any creature you walk passed during this turn will take psychic damage equal to your Wisdom modifier plus proficiency bonus. A creature can only be affected by this once per turn.   Once you use this feature, you can't use it again until you finish a long rest.   10th Level Feature
Phantasmal Surge
You know the Phantasmal Killer spell, and it doesn't count towards your spells known. You can cast this spell once per long rest without a spell slot and concentration.   In addition, creatures within 5ft of your clone have disadvantage on saving throws against spells that deal psychic damage.   14th Level Feature
Psionic Pierce
Once per round, when you deal psychic damage to a creature from a spell or your clone, you can reduce the creatures intelligence by 1d4 (To a minimum of 0). The creature dies if this reduces its intelligence to 0. Otherwise, the reduction lasts until the creature finishes a short or long rest.
Circle of Owls
2nd Level Features
Owlbear's Blessing
The rites of your circle grant you the ability to transform into a dangerous monstrosity known as an Owlbear. Starting at 2nd level, you can use your Wild Shape to transform into an Owlbear with a challenge rating as high as 3 (you ignore the Max. CR column of the Beast Shapes table).   Feathers of Protection
While you are wildshaped as an Owlbear, you gain the following features;  
  • You gain additional Max hit points equal to twice your druid level.
  • Once per turn, your first melee attack is at advantage.
  • You gain additional AC equal to your proficiency modifer.
  6th Level Feature
Blessed Claws
Your attacks as an Owlbear count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.   Owlbear's Blessing Improvement
Also at 6th level, your Owlbear form becomes empowered as owl-like wings sprout from your beastly back. When you wildshape into an Owlbear, you gain a fly speed equal to your walk speed (you ignore the flight limitations of the Beast Shapes table).   10th Level Feature
Hunter of the Night
Your senses have improved while not just wildshaped, you gain the Owlbears Keen Sight and Smell Feature. In addition, while within dim light or darkness you can use your bonus action to take the Hide or Dash action.   14th Level Feature
Howl of Terror
As an action, you can release a terrifying Owlbear roar. All hostile creatures within 30ft of you must make a Wisdom save or become frightened or Stunned (Your choice) for 1 minute. A creature that took damage during the round or is 60ft away from you can repeat their saving throw at the end of their turn to end this effect.   You can use this feature equal to your proficiency modifer, and you regain all expended uses on a short or long rest.
Circle of Spores (Revised)
2nd Level Features
Circle Spells
Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the Chill Touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores 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.     Halo of Spores
Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature starts its turn within 10ft of you, you can choose to deal d4 necrotic damage to the creature, and they cannot regain any hit points until the start of your turn. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.   Symbiotic Entity
Also at 2nd level, you gain the ability to channel magic into your spores. As a bonus action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 5 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:  
  • Spore Intensity: When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total. Your radius of spores also changes to 15ft. The radius increases to 20ft at 6th level, 25ft at 10th level, and 30ft at 14th level.

  • Increased Might: Your weapon & spell attacks deal an extra 1d6 necrotic damage to any target they hit.

  • Explosive Spore: You have learned to channel the volatile nature of your spores into a powerful explosion. As a reaction when you take damage, you can unleash explosive spores in a 10-foot radius centered on yourself. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d6 fire damage on a failed save, or half as much damage on a successful one.

  • Laughing Spores: Your spores take on a mischievous quality, causing those affected to succumb to fits of uncontrollable laughter. As an action, you can release laughing spores in a 15-foot cone in front of you. Creatures in that area must make a Wisdom saving throw against your spell save DC or fall prone, incapacitated, and unable to stand up until the end of their next turn or until they take damage.

  • Haste Spores: Your spores exude an aura of accelerated growth, granting swiftness to yourself and your allies. As a bonus action, you can release haste-inducing spores on a creature within 10ft. That creature gain the benefits of the Haste spell until the start of your next turn (no concentration required) become lethargic.
  These benefits last for 15 minutes per druid level, or until you use your Wild Shape again.   6th Level Feature
Fungal Infestation
At 6th level, your spores gain the ability to infest a corpse and animate it. If a creature that dies within 30 feet of you, you can use your reaction to animate it, causing it to stand up immediately with full hit points. The creature uses the undead stat block in the Monster Manual relevant to the creature. It remains animate for a number of hours equal to your druid level, after which time it collapses and dies.   In combat, the undeads turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.   10th Level Feature
Spreading Spores
At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, more than 60ft away, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active. You can move the spores 30ft (no action required) at the start of your turn.   Whenever a creature moves into the cube or starts its turn there, you can choose for the creature to take your Halo of Spores damage, and you can choose to apply one of your Explosive Spores, Laughing Spores, or Haste Spores to that creature.   14th Level Feature
Fungal Body
At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.
Circle of Evolution
Druids of the Circle of Evolution harness the power of nature not only to shape-shift into animals but also to adapt and evolve their own bodies in response to threats and challenges. They believe in the continuous transformation and improvement of all living beings, including themselves. There is no pinnacle, keep evolving till you can defeat her. - Owari, Cleric of The End   2nd Level Features
Cellular Adaptation
Starting at 2nd level, you have learned to adapt your body's cellular structure in response to harm. When you take damage from a creature's attack or spell, you can use your reaction to activate your cellular adaptation. Until your next long rest or until you use this feature again you gain resistance to the damage type that triggered this feature, if there is multiple damage types you can choose one.   Wild Adaptation
Also at 2nd level, you gain the ability to forgo transforming into an animal when you use your Wild Shape feature. Instead, you can choose to undergo a rapid physical transformation, enhancing your own body's capabilities. When you do so, you gain one of the following benefits of your choice for the duration of the Wild Shape:  
  • Enhanced Physique: Your muscles bulge and your skin toughens, granting you a +2 bonus to your AC for the duration.
  • Enhanced Agility: Your reflexes sharpen and your movements become more fluid, granting you advantage on Dexterity saving throws, and +10 additional movement speed for the duration.
  • Enhanced Senses: Your senses become keener, granting you advantage on Wisdom (Perception) checks for the duration.
  • Cellular Enhancement: Your Cellular Adaptation becomes more enhanced. Using the Cellular Adaptation feature more than once will not remove the previous resistance until this transformation ends, after which it will revert back to your last resistance granted.
  At higher levels, you can choose one additional benefit from the list above at 6th, 10th, and 14th level.   6th Level Feature
Survival of the Fittest
At 6th level, your connection to the ever-changing flow of nature strengthens. You gain proficiency in Constitution saving throws if you don't already have it. Additionally, when you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead.   Once you use this feature, you can't use it again until you finish a long rest or expend a spell slot of 1st level or higher to use it again.   Additional Wild Adaptation
You can choose an additional benefit from the Wild Adaptation list when you enter the form.   10th Level Feature
Adaptive Animal Shape
At 10th level, your understanding of your own body's potential for change deepens. You can now use your Wild Shape feature to assume the form of a creature with a challenge rating of 1 or lower without expending a use of Wild Shape. Additionally, when you transform using Wild Shape, you also gain one of the benefits of your Wild Adaptation feature.   Additional Wild Adaptation
You can choose an additional benefit from the Wild Adaptation list when you enter the form.   14th Level Feature
Perfect Adaptation
At 14th level, your mastery over your own evolution reaches its pinnacle. When you activate your Cellular Adaptation, you can choose to gain immunity to one triggering damage type instead of resistance until the start of your next turn, after which it becomes a resistance. Once you use this feature, you can't use it again until you finish a long rest.   Additional Wild Adaptation
You can choose an additional benefit from the Wild Adaptation list when you enter the form.
Circle of Titans
Druids of the Circle of Titans harness the primal power of ancient titans, beings of immense strength and primordial might. These druids have forsaken the balance of nature, instead seeking to bring about the resurgence of the titans and the downfall of the gods. They believe that the titans are the nature of the world and that they and their history should be protected above all else. Many of these druids are lost souls looking for something to fill that need for love. - Owari, Cleric of The End   2nd Level Features
Circle Spells
Your communion with the ancient dead titans and your attunement to primal forces grants you access to specific spells. At 2nd level, you learn the Shillelagh cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Titans 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.     Blasphemous Druidic Teachings
Blasphemous Druidic Teachings When you choose this circle at 2nd level, you have forsaken the way of druidic teachings for something more destructive. You gain proficiency in heavy armour.   Titanic Powers
When you choose this circle at 2nd level, you gain the ability to channel the raw power of the titans. You can expend one use of your Wild Shape feature to transform into a titanic form for 1 minute. While in this form, you gain the following benefits:  
  • If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
  • You gain temporary hit points equal to your druid level plus a d10.
  • Your Shillelagh cantrip makes your weapon become two-handed, and now deals 2d6 bludgeoning damage instead of 1d8, and it gains a 5-foot reach as it becomes larger.
  At higher levels, you can choose one additional benefit from the list above at 6th, 10th, and 14th level.   6th Level Feature
Titanic Strength
Starting at 6th level, your connection to the titans infuses your weapon with overwhelming strength. When you cast the Shillelagh cantrip on a weapon, it gains the following traits;  
  • Mighty Trip: Once per turn, whenever you hit a creature with your weapon, you can choose to knock the target prone if it fails a Strength saving throw against your spell save DC.
  • Extra Attack: You can attack twice, instead of once, whenever you take the Attack action on your turn.
  Additionally, while you are wielding your Shillelagh weapon, you gain a bonus to your Armor Class equal to your Wisdom modifier.   10th Level Feature
Titan's Shield
At 10th level, your connection to the titans enhances your resilience. While in Titanic Powers form, you gain resistance to cold damage, and your Shillelagh weapon deals 3d6 instead of 2d6.   14th Level Feature
Wrath of the Titan King
At 14th level, you can channel the immense power of the titans through your Shillelagh weapon, unleashing a devastating shockwave. As an action, you slam your Shillelagh weapon into the ground, causing the earth to tremble and upheave. Each creature of your choice within 30 feet of you must make a Dexterity saving throw. On a failed save, a creature is lifted off the ground and propelled into the air by the force of the shockwave, taking 6d10 force damage and being knocked prone as they crash back down to the ground. On a successful save, a creature takes half damage and isn't knocked prone.   Once you use this feature, you can't use it again until you finish a long rest.
Circle of the Witherbeast
2nd Level Features
Monster Augmentation
At 2nd level, you have honed your connection to the primal forces of Dungeons, allowing you to channel the aspects of monstrous creatures born from those Dungeons. You gain the ability to expend one use of your Wild Shape feature to take on the aspects of monsters instead of transforming into a beast. When you use this feature, you can select multiple creatures for each aspect or the same creature that are of a CR rating equal to or lower than your Augmentation Table, and you choose one of their aspects each: Speed, Trait, and either an Action or a Reaction.  
  • Speed: You gain the movement speed of one chosen creature, if one of the creatures movement is lower than your own then you can choose the highest.

  • Trait: You adopt one notable trait of the chosen creature, such as keen senses, darkvision, or resistance to certain damage types. Innate Spellcasting or other spell-like features will always use your Druid Spellcasting.

  • Action or Reaction: You can perform one of the chosen creature's actions or reactions. This could include attacks, special abilities, or other features. While Augmented, you can use your spellcasting attack rolls for the aspects attacks, and your spellcasting DCs for DC abilities.

  • Hit Points: You gain temporary hit points equal to the hit point maximum of the creature(s) you choose, if there are multiple creatures then you can choose which one. If a feature on a creature you have augmented into states Death or Dies then losing the temporary hit points counts as death for the purpose of those features.
  You can stay augmented for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you die or you lose your temporary hit points given by this feature.  

Witherbeast Augmentation Table


LevelMax. CRLimitations
2nd1No flying or swimming speed
4th1No flying speed
6th2No flying speed
8th2
9th3
12th4
15th5
18th6
  Starting at 6th level, you can augment into monsters with a challenge rating as high as your druid level divided by 3, rounded down.   Dungeon Lore
Also at 2nd level, your deep connection to the primal forces of Dungeons grants you insight into the secrets and mysteries of these places. You gain proficiency in the History skill and can add your wisdom modifier as a bonus to the rolls, this represents your knowledge of the histories, inhabitants, and phenomena of dungeons.   Additionally, when you are in your Monster Augmentation form, you can choose to gain advantage on any skill checks related to the creatures whose aspects you've adopted.   6th Level Feature
Monstrous Corruption
Upon reaching 6th level, your mastery over Monster Augmentation deepens, allowing you to harness the aspects of monstrous creatures with even greater flexibility. When you use your Monster Augmentation feature, you can now choose two aspects per category: Speed, Trait, and Action or Reaction.   10th Level Feature
Legendary Monster
Upon gaining 10th level, your connection to the primal forces of Dungeons reaches a pinnacle, granting you the ability to tap into the legendary powers of monstrous creatures. When you use your Monster Augmentation feature, you gain access to a new category of aspect: Legendary Action.   You can choose one Legendary Action from a creature with a CR rating equal to or lower than your druid level, as long as it costs 1 action. You can use your reaction at the end of a creature's turn to use the Legendary Action you chose. If you lack the Action to use that Legendary Action, you gain it and it doesn’t count towards your chosen aspects. For example, taking the Aboleth’s Tail Swipe will allow you to use the Tail attack as an action.   14th Level Feature
Ultimate Fusion Monster
At 14th level, your connection to the primal forces of Dungeons transcends the boundaries between mortal and monster, allowing you to achieve a profound state of fusion with the creatures you emulate. While in your Monster Augmentation form, you can choose to undergo Primal Fusion as a bonus action.   You gain access to all aspects chosen during your Monster Augmentation, including Speed, Trait, Action, Reaction, and Legendary Actions.   You can take 3 legendary actions, choosing from the options you picked. Only one legendary action can be used at a time and only at the end of another creature's turn. You regain spent legendary actions at the start of your turn.   Primal Fusion lasts for 1 minute or until you die, after which you revert to normal, ending the Augmentation early and suffer one level of exhaustion. Once you use this feature, you can't use it again until you finish a long rest.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!