Twisted and foul. Maybe once you considered yourself a child of the earth mother, but that time has passed.

Those that blaspheme against nature, whether by will or grave misfortune, are cast out of the sacred groves never to return. They are not worth the death they deserve, let alone the great work it would require to heal them.

Druid - Circle of the Obscene

Druid Level Features
2 Obscene Magic,Monstrous Shape
6 Monstrous Shape Improvement
10 Monstrous Shape Improvement
14 Aberrant Shape: Moonspawn

2nd Level

Obscene Magic

You lose access to the following spells: Cure Wounds (1st), Goodberry (1st), Healing Word (1st), Healing Spirit (2nd), Lesser Restoration (2nd), Greater Restoration (5th), Mass Cure Wounds (5th), True Resurrection (9th).

You count the following as druid spells: Cause Fear (1st), Hex (1st), Ray of Sickness (1st), Blindness/Deafness (2nd), Ray of Enfeeblement (2nd), Enervation (5th), Dominate Person (5th), Psychic Scream (9th).

Monstrous Shape

When you choose this circle at 2nd level, you gain the ability to use Wild Shape to transform into any of the below monstrosities, and may Wild Shape on your turn as a bonus action, but you lose the ability to assume the shape of beasts.

When you use Wild Shape to assume the shape of one of these Monstrosities you gain a number of temporary hit points, when you lose these temporary hit points you change back into your original form. These Monstrous forms use their own their own Armour Class, speeds, and abilities. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature (skills the monstrosity is proficient in use your WIS modifier instead of their original attribute).

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.

Wendigo

Medium Monstrosity

Armour Class 12 + WIS Temporary Hit Points 8 * Druid Level Speed 40ft, 20ft Climb Skills Athletics (WIS), Intimidation (WIS) Saving Throws Strength, Constitution

Multiattack You may make one antler or one claw attack a turn. At 6th druid level you may make one antler attack and one claw attack, at 10th druid level you may make one antler attack and two claw attacks.

Antler Melee Attack: your Spell Attack Modifier to hit, reach 5ft., one target. Hit: 1d8 + WIS piercing damage. If you moved at least 20ft in a straight line before making this attack, the target must make a strength saving throw against your spell save DC or be knocked prone.

Claw Melee Attack: your Spell Attack Modifier to hit, reach 5ft., one target. Hit: 1d8 + WIS slashing damage. If you hit a creature that is prone you deal 1d8 bonus damage.

Gorehorn - (6th druid level) Bonus Action: You may expend a use of wildshape to move up to your movement while ignoring attacks of opportunity, any creature within 5ft of your path must make a dex save against your spell save dc or take 2d8 + WIS piercing damage and be knocked prone.

Writhing Mass

Large Monstrosity

Armour Class 8 + WIS Temporary Hit Points 10 * Druid Level Speed 20ft, 40ft swim (4th level) Skills Athletics (WIS)

Inescapable Grasp Creatures grappled by you are Restrained, you may restrain 2 creatures at a time while still attacking, increasing to 3 creatures at 6th level and 4 creatures at 10th level. Creatures grappled by you take 2d4 damage at the start of their turn and may use an action make an Strength (Athletics) or Dexterity (Acrobatics) check against your Spell Save DC to escape.

Enswarmening - (6th druid level) You may spend one use of wild shape to become a huge swarm, your walking movement speed is reduced to 0ft (though your swimming speed is unaffected). You gaining resistance to bludgeoning, piercing and slashing, but vulnerability to fire. Creatures count the area you occupy as dangerous terrain and if they move into or within it they take 2d4 bludgeoning damage. Everything occupying the same area as you counts as in your reach and creatures provoke opportunity attacks whenever they start their movement within it.

Multiattack* You may make a number of tentacle attacks equal to the remaining number of creatures you can restrain (e.g. a 6th level druid that is currently restraining one creature can make 2 attacks).

Tentacle Melee Attack: your Spell Attack Modifier to hit, reach 10ft., one target. Hit: WIS bludgeoning damage and your target is grappled.

Night Stalker

Small Monstrosity

Armour Class 14 + WIS (natural armour) Temporary Hit Points 5 * Druid Level Speed 30ft, 30ft fly (8th level) Skills Perception (WIS), Stealth (WIS) Saving Throws DEX, CON Senses darkvision 60ft.

Bloodsense You know the remaining HP, approximate direction and distance of any creature below half its starting HP.

Slip Away Bonus Action: You may take the Hide action.

Venom Glands - (6th Druid Level) When you hit a creature with a bite attack, you can expend one use of monstrous shape to deal an 2d10 extra damage and the creature must make a constitution saving throw (against your spell save DC) or becomes paralyzed. At the end of each of target’s turns, it can repeat the saving throw, ending the effect on itself on a success.

Flyby - (8th Level) You do not provoke opportunity attacks when you fly out of an enemy’s reach.

Bite Melee Attack: your Spell Attack Modifier to hit, reach 5ft., one target. Hit: 2d6 + WIS piercing damage. This damage increases to 3d6 at 6th level.

14th Level

Moonspawn

Medium Aberration Armour Class 10 + WIS (natural armour) Temporary Hit Points 3 * Druid Level Speed 30ft. Skills Arcana (WIS), Deception (WIS), Insight (WIS), Perception (WIS), Persuasion (WIS) Senses Darkvision 120ft. Saving Throws INT, WIS, CHA Languages Telepathy 120ft.

Innate Spellcasting (Psionics) You may cast the following spells with no components. At will: Detect Thoughts, Levitate. Consuming one Wildshape charge: Dominate Monster, Mental Prison.

Strange Maw Melee Attack: your Spell Attack Modifier to hit, reach 5ft., one target. Hit: If the creature has less than 25 hit points remaining it is immediately killed as you devour its brain, gaining access to all its memories. Otherwise the target takes 2d10 + WIS piercing damage.

June 19, 2023


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