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Druid: Circle of the Undefined (version β)


Hit Points

Hit Dice: d8 per Druid: Circle of the Undefined (version β) level
Hit Points at first Level: 8 + constitution mod
Hit Points at Higher Levels: 1d8 + constitution mod

Proficiences

Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Class Features

Wild Shape Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.   Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.   Beast Shapes   Level Max CR Limitations Example   2nd 1/4 No flying or swimming speed Wolf   4th 1/2 No flying speed Crocodile   8th 1 Giant eagle   You can stay in a beast shape 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 fall unconscious, drop to 0 hit points, or die.   While you are transformed, the following rules apply:   Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them. When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.   Druid Circle At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.   Wild Shape Improvement At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.   Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.   Wild Shape Improvement At 8th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1 or lower. You can use this feature twice. You regain expended uses when you finish a short or long rest.   Timeless Body Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.   Beast Spells Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components.   Archdruid At 20th level, you can use your Wild Shape an unlimited number of times.   Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:
(a) a wooden shield or (b) any simple weapon
(a) a scimitar or (b) any simple melee weapon
Leather armor, an explorer’s pack, and a druidic focus

 


Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list. Cantrips At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.   Preparing and Casting Spells The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.   You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.   Spellcasting Ability Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier Ritual Casting You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.   Spellcasting Focus You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.


Subclass Options

Circle of the Undefined (Version β)

The druids of the undefined circle are extremely rare due to the fact that it was created by only one Archdruid. This Archdruid created this second form for his apprentices. This version is more stable and more in love with sane nature than the version. Druid of this circlecontrol their animal transformation in a different way than most druid. They can grow animal part on specific members of their body, resulting in the ability to cast spell and still having some benefict from their animal part.  

Undefined form

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. While using it as a bonus action you only gain certain body part of the animal giving you some ability and being able to cast spell. Your stat doesn't change neither your hit point. Whenever you use this ability, choose on the Ability trait list. Your unarmed attack is 1d6 + prof mod while in this form.   Additionally, animals are instinctively charm by you, giving advantage on Animal Handling check.  

Lesser Traits

At 2nd level, when you assume your Undefined Form, you can choose one of the following traits:
  Bestial Hide. Your skin is thicker, scalier, or furrier than normal. Your armor class equals 15. At 6th level, your armor class equals to 17.
  Beastly Vision. Your eyes are numerously scattered about your body,are segmented or bigger have an extremely sensitivity to movement. You gain the effects of see invisibility at all times. Also, you gain darkvision, the ability to see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  Poison Breath. On you turn, you can create a poison spray effect from your mouth as an action with an additional reach of 20.
  Unnaturally Quick. In spite of your size, you can move inexplicably fast. Your speed increases by 15 feet. In addition, you also have advantage on Dexterity checks.  

Moderate Traits

At 6th level, when you assume your Undefined Form, you can choose one of the following traits:
  Additional Limbs. You grow an extra set of appendages, which are ambiguously neither arms nor legs. When you take the attack action on your turn, you can use these to attack twice, instead of once.
  Durable Form. Your maximum hit points increase by an amount equal to your Druid level times two. In addition, you also have advantage on Constitution checks.
  Inhuman Reach. Your arms elongate, allowing you to touch the floor with your hands. Your reach increases by 5 feet. Your elongated arms also give you advantage on Strength (Athletics) checks made to climb.
  Razor Claws. Your claws are incredibly deadly, indicative of a hunter. Your claws deal 1d12 + prof mod slashing damage and are considered magical weapons.  

Intermediate Traits

At 10th level, when you assume your Undefined Form, you can choose one of the following traits:
  Acid Blood. When a creature adjacent to you deals damage to you with a melee attack, your acidic blood sprays on them, dealing 2d6 acid damage.
  Colossal Form. Your form is that of a primordial titan. Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category—from Medium to Large, for example. You also have advantage on Strength checks. While you are enlarged, your melee attacks deal 1d4 extra damage.
  Invisibility. You can phase in and out of the visible spectrum, as if light is a strange afterthought this form has never experienced before. You can cast invisibility without using a spell slot. After using this ability, you cannot use it again for 1d4 + 1 rounds.
  Tail. You have long, whipping tail that sprout from your form. That tails automatically attack hostile creatures adjacent to you, each of which must make a Dexterity saving throw at the beginning of your turn. On a failed save, the creature takes 4d6 bludgeoning damage, or half as much on a successful one.
 

Greater Traits

At 14th level, when you assume your Undefined Form, you can choose one of the following traits:
  Membranous Wings. Wing appear on your body and you gain a fly speed equal to your movement speed.
  Call for the Hunt. Your throat gain power. You are able to call the pack to help you in combat. The pack is determined by the DM.
  Primeval leader.Your body make creatures trembles in fear. Hostiles creatures within 20 feet of you at the beginning of their turn have to make a wisdom saving throw equal to your spell DC. On a failed save, the creature is frightened of you for a min.  
 


Created by

Liam_Lecontant.

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