Druid: Circle of the Eldritch Moon
While most druids are in tune with the magic of the natural world, there are those that see this as only scratching the surface of what can be achieved. These druids have embraced the maddening truth about the cosmos and have been changed by it. They have discovered the secrets about life and the insanity that lies within. These are the druids of the eldritch moon. This subclass is a variant of the Circle of the Moon subclass. It follows all the standard rules for Moon Druids except as noted below.
The rites of your circle allow you to transform into bizarre and alien forms. Starting at 2nd level, you can use your Wild Shape to transform into an aberration 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. If you transform into an aberration that has spellcasting, you use your own spell slots to cast those spells.
Starting at 6th level, you can transform into a aberration with a challenge rating as high as your druid level divided by 3, rounded down.
At 10th level, you can expend two uses of Wild Shape at the same time to increase the CR of the aberrations you can transform into by 2.
By 14th level, spending so much time in aberrant forms has taught you how to project maddening thoughts into the minds of others. While you are in aberration form, whenever one or more creatures within 10 ft. of you make an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to impose disadvantage on that saving throw.
CIRCLE SPELLS
Your aberrant understanding of the cosmos gives you access to additional spells. Starting at 2nd level you learn eldritch blast. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Eldritch Moon 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 isn't on the druid spell list, it is nonetheless a druid spell for you.Druid Level | Spells |
---|---|
3rd | Crown of Madness, Darkness |
5th | Hunger of Hadar, Enemies Abound |
7th | Banishment, Evard's Black Tentacles |
9th | Contact Other Plane, Far Step |
ABERRANT FORMS
At 2nd level, you choose the following feature in place of Circle Forms.The rites of your circle allow you to transform into bizarre and alien forms. Starting at 2nd level, you can use your Wild Shape to transform into an aberration 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. If you transform into an aberration that has spellcasting, you use your own spell slots to cast those spells.
Starting at 6th level, you can transform into a aberration with a challenge rating as high as your druid level divided by 3, rounded down.
ABHORRENT WILD SHAPE
At 10th level, you choose the following feature in place of Elemental Wild Shape.At 10th level, you can expend two uses of Wild Shape at the same time to increase the CR of the aberrations you can transform into by 2.
AURA OF MADNESS
At 14th level, you choose the following feature in place of Thousand Forms.By 14th level, spending so much time in aberrant forms has taught you how to project maddening thoughts into the minds of others. While you are in aberration form, whenever one or more creatures within 10 ft. of you make an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to impose disadvantage on that saving throw.
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