Druid - Circle of Monsters

by RyRiann

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Druid - Circle of Monsters

Description

The Circle of Monsters is a circle that accept in its core every being whose life was drastically altered by terrible curses and enchantments.

Through guided meditation and training, they learn how to not let the monster take the lead, or let it take the lead when the time is dire.

Twisted physically - and mentally - by their curse, they are often hunted down by monster hunters and holy institutions.

Credits



Art by Daarken.


Websites used: DND Wiki, Roll20, GM Binder, PostImage, MTGArt and DND Beyond.


Thanks to Mr_Jyggalag for the theme.


Nobody is permitted to sell/mint this work as NFTs, nor use/sell any of my work in blockchains, cryptocurrencies or in the promotion of such. It shall not be used to feed AI either. This content is - and will stay - available for free for everyone to enjoy.

Druid: Circle of Monsters by Ry'Riann

Gameplay

Inner Monster

Starting at 2nd level, your body changes and morphs into something more frightening. You gain two of the following body traits of your choice and another one at the 10th level.

  • Talons: Your hands and feet grow extremely sharp and hard talons instead of nails. Your unarmed strikes deal 1d6 slashing damage.

  • Horns: Horns burst from your scalp on your head. As a bonus action, you make a Headbutt to your target. On a hit, the target takes 1d8 bludgeoning damage.

  • Eyes: Your eyes change and almost glow in the dark. You gain superior darkvision with a range of 60 feet.

  • Goat-Legs: Your legs morph in shape, becoming the same as a goat's. Your natural speed increases by 10ft.

  • Prehensile tail: Your spine elongates and forms a tail. This tail can be used to grab/throw light objects/weapons.

  • Tendrils: Tendrils emerge from your own body. You can grapple as a bonus action, and with advantage.

  • Teeth: Your face and teeth become more feral or grow mandibles. As a bonus action, you can bite your target, dealing 1d4 (+half your druid level) as piercing damage on a hit to the target and regaining half of it as hit points.

  • Pincers: Pincers crawl out of your body. Unarmed strikes with them have 15ft reach, and deal 1d6 piercing damage.

Monstrous Aspects

Also starting at 2nd level, you can, as an action, expend a use of your Wild Shape feature. Your body morphs and twists into the form of a monstrous creature . You gain specific bonus depending on the aspect you choose. You are still able to cast magic even in this form.

  • Monster of the Lands: Your body becomes taller, stronger and more feral. Your speed increases by 15ft, your Strength score augments by 2 and your unarmed strikes reduce the target's speed by 5ft on a hit.

  • Monster of the Skies : Outgrowth limbs similar to wings (feathers, scale, etc) burst from your back. You gain 30ft of flying speed and your Dexterity score augments by 2.

  • Monster of the Seas: Your hands and feet become webbed. It develops fins and becomes cold to the touch. You can breathe underwater and you gain a swimming speed of 45ft (or +15ft speed to your actual swimming speed, depending on which one is stronger).

  • Monster of the Undergrounds: Your body becomes more sturdy and resistant, almost like a shell and is able to feel where the enemy is. Your AC increases by 2, you gain a burrow speed of 30ft and you also gain tremor-sense with a range of 60ft and blindsight with a range of 30ft.

Monstrous features

Starting at 6th level, you can call the Monstrosity within you to use special abilities from other creatures. Each ability can be used once per rest (short or long, specified).

  • Deafening Roar (short rest): As an action, you roar like an Androsphinx. Every enemy within 30ft of you has to make a Wisdom saving throw against your spell save DC. On a failed save, they take 6d6 thunder damage, or half as much on a successful save, and are deafened for 2 turns.

  • Monstrous Breath (long rest): Mimicking other monstrous beasts, you hurl a blast of energy in a 30-foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 27 (6d8) of either cold, fire, lightning, acid or poison damage on a failed save, or half as much damage on a successful one.

  • Intoxicating Touch (short rest): As a bonus action, you use the Lamia's powers to boost your next attack. If the attack hits, the target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on one ability saving throws of your choice and on all ability checks.

  • Phasing (long rest): Your body become semi ethereal. For the next minute, as a bonus action, you can phase teleport like a Phase Spider to an unoccupied space within 30ft of you. This effect is a concentration.

  • Intangibility (short rest): As a reaction, as would a displacer beast, when you are subjected to an effect that would allow you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

  • Sleeping Song (long rest): As an action, with a graceful voice, you sing like a Harpy. Every entity within 90ft of you has to make a Wisdom saving throw against your spell save DC. On a fail, the entity falls asleep for 1 turn.

Additionally, you can attack twice, instead of once, whenever you take the Attack action on your turn and your unarmed strikes have +2 to attack and damage rolls.

Aspect of the Chimera

Starting at 10th level, you can spend another Wild Shape use to cumulate a 2nd form of the Monstrous Aspects feature. While Monstrous Aspects is active, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and add your spell casting modifier to the damage dealt.

Aspect of the Hydra

Starting at the 14th level, you can, as an action, morphs into the Aspect of the Hydra. This form lasts for 1 minute and requires a long rest to refresh.

  • Aspect of the Hydra: You gain the combined effects of all the forms of the Monstrous Aspects feature.
Fighter: Blade Conjuror by Ry'Riann

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Fighter: Blade Conjuror by Ry'Riann

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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

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