Druid Circle: Circle of Eclipse
Druids of the Circle of Eclipse walks the thin line of humanoid and non-humanoid. By channeling the mystic magic of the nature through their own body, the druid can assume the form that represents the unfettered, sheer force of the savage wilderness.
Circle of Eclipse is less of a circle in conventional sense and more of a common understandings among the fellow druids who participate in one of the oldest tradition. Often a druid of the Circle of Eclipse lives and works alone, preferably secluded from the civilization and even from other druids, lest a split second of loose control risk the safety and life of any others around them.
Eclipse Shape
Starting at 2nd level when you join this circle, you can spend one use of your Wild Shape as a bonus action to assume the form of a monstrous half-humanoid. You take the appearance you choose: You can be a hybrid of a wild animal, plant, or mineral.
While you are in the Eclipse Shape, you gain the following benefits:
- You have advantage on all Strength ability checks and saving throws.
- You grow claws, fangs, spines, or a different natural weapon of your choice. You can use Wisdom instead of Strength for an unarmed strike, and your unarmed strike deals 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose.
- As a bonus action, you can expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
The Eclipse Shape lasts for 1 minute or until you fall unconscious. You can also end the Eclipse Shape early on your turn (no action required).
Ecliptic Resolve
Also starting at 2nd level, whenever you finish a long rest, you gain two additional uses of your Wild Shape. You can use these uses only to fuel your Eclipse Shape. You lose all unspent uses gained this way when you take a long rest.
Primal Strikes
At 6th level, while you are in the Eclipse Shape, you can make two unarmed strikes, instead of one, whenever you take the Attack action on your turn.
Additionally, while you are in the Eclipse Shape, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Annular Eclipse Shape
By 10th level, while you are in the Eclipse Shape, you gain resistance against bludgeoning, piercing, and slashing damage from nonmagical weapons.
Additionally, while you are in the Eclipse Shape, you have advantage on saving throws against being charmed or frightened.
Total Eclipse Shape
Beginning at 14th level, your Eclipse Shape brings forth terror in the mind of those who witness the change. When you use your Wild Shape, each creature that can see you within 30 feet of you must make a Wisdom saving throw against your druid spell save DC. Beasts, humanoids, and plants have disadvantage on the saving throw.
On a failed save, a creature becomes frightened of you for 1 minute or until your Eclipse Shape ends. The creature can repeat the Wisdom saving throw at the end of each of its turn, ending this effect on a successful save.
On a successful save, the creature becomes immune to this feature for the next 24 hours.
Credits
All contents are created by Weirdo Whoever unless noted otherwise. Special thanks to D&D Wiki, NaturalCrit Homebrewery tool, and GM Binder for providing the templates for my imaginations.
Inspired by Circle of the Moon from Player's Handbook and many combat-oriented druid subclasses. For the moment, I will address my regards to u/knowledgeoverswag for the Green One subclass.