Druid: Circle of Hybrids

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Druid: Circle of Hybrids

Druid Circle

At 2nd level, a druid gains the Druid Circle feature. The following option is available to a druid, in addition to those offered in the Player's Handbook.

Circle of Hybrids

Druids of the Circle of Hybrids have mastered combining their form with those of animals and plants they observe. Rather than simply becoming other creatures, these druids can create new forms, adding useful parts of living things to their own bodies through partial transformations. Even more than other druids, those of the Circle of Hybrids appreciate the diversity of living things, and seek out new abilities to emulate. Many others, even druids of different circles, often find these druids strange or even horrifying as they grow new appendages or sprout stingers from their fingertips.

Circle of Hybrids Features
Druid Level Feature
2nd Hybrid Shape
6th Feral Strike
10th Chimera
14th Greater Hybrid

Hybrid Shape

When you choose this circle at 2nd level, you gain the ability to use Wild Shape to partially alter your form, adding or modifying body parts based on those of animals or plants you have seen. When you gain this feature, you learn two Hybrid Shape options of your choice (see "Hybrid Shape Options" below).

As a bonus action, you can expend a use of your Wild Shape to augment your body. Choose a Hybrid Shape option you know. You gain the benefit listed for one hour. You then revert to your natural form unless you expend another use of your Wild Shape. 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.

You gain an additional Hybrid Shape option of your choice when you reach certain levels in this class: 4th, 6th, 8th, 10th, and 12th level.

Feral Strike

Starting at 6th level, you learn to better use your adaptations in combat. When you are using your Hybrid Shape feature and take the Attack action, you can make two attacks instead of one, as long as at least one attack is an unarmed strike. Additionally, your attacks made using your Hybrid Shape options deal extra damage equal to your Wisdom modifier and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Chimera

Starting at 10th level, you gain greater control over your transformations. When you use your Hybrid Shape feature, you can expend a single use of your Wild Shape to gain the benefits of two different options simultaneously.

Greater Hybrid

Beginning at 14th level, you can use your Hybrid Shape to incorporate abilities from a wider variety of beasts. As an additional option for your Hybrid Shape, you can choose to emulate any beast that is a valid Wild Shape option for you. When you do, you gain the following benefits.

  • You gain temporary hit points equal to the maximum hit points of the chosen beast.
  • You gain any senses and movement speeds it has if they are greater than your own.
  • You can use any abilities listed in the beast's stat block.
  • As an action, you can make a single attack listed in the beast's stat block.

Each time you use this option, you can choose a new beast to emulate.

Hybrid Shape Options

The Hybrid Shape feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. If an option requires a saving throw, the DC is equal to your druid spell save DC.

Camouflage. Your skin changes color to help you blend into your environment. You have advantage on Dexterity (Stealth) checks.

Claws. Your fingers and toes grow long, pointed claws. Your unarmed strikes use a d6 for damage and deal slashing damage instead of bludgeoning. Additionally, you gain a climbing speed equal to your walking speed.

Echolocation. Your ears adapt to hear special noises that you emit. You gain blindsight to a range of 15 feet. You do not benefit from this sense if you are deafened.

Fangs. Your teeth grow and sharpen, and they count as natural weapons with which you are proficient. You can make a melee weapon attack with your fangs, which deal 1d10 piercing damage. If you reduce a hostile creature to 0 hit points with this attack, you regain hit points equal to your druid level (minimum of 1).

Gills. You can breath underwater. Once you reach 4th level in this class, you also gain a swimming speed equal to your walking speed.

Keen Senses. You enhance one of your senses to be like those of predators. When you use this option, choose sight, smell, or hearing. You gain advantage on Wisdom (Perception) checks and Wisdom (Survival) checks made using this sense. Each time you use this option, you can choose a different sense to enhance.

Natural Armor. Your skin hardens to form a tough shell, hide, or layer of bark. You gain the benefits of the barkskin spell.

    Night Vision. Your eyes become like those of nocturnal creatures. You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

Poison Glands. Your body grows stingers and produces toxic compounds. When you hit a creature with an unarmed strike or an attack using a natural weapon, it must succeed on a Constitution saving throw or be poisoned until the end of its next turn.

Roots. Long roots sprout from your feet and anchor you to the ground. Your speed becomes zero and you cannot be knocked prone. You can sense underground creatures or objects within 30 feet of you. As an action, you can attempt to entangle a foe in your roots. Choose a creature within 30 feet of you. That creature must succeed on a Strength saving throw or be restrained by you. You can only restrain a single creature at a time using this ability. At the end of each of its turns, a restrained creature can make another Strength saving throw. On a success, the creature is no longer restrained.

Spines. Your skin becomes covered in sharp spines or thorns. When a creature hits you with a melee attack, it takes piercing damage equal to half your druid level.

Tentacles. You gain two long appendages in addition to your arms and legs, capable of precise movement but unable to wield weapons. As a bonus action, you can use your tentacles to make a single unarmed strike or take the Use an Object action. Additionally, if both tentacles are free, you have advantage on Strength checks made to grapple enemies.

Wings. Bird, bat, or insect wings sprout from your back. When you fall and are not unconscious, you can subtract up to 100 feet from the fall when calculating fall damage, and you can move up to 2 feet horizontally for every 1 foot of your descent. Additionally, once you reach 8th level in this class, you gain a flying speed equal to your walking speed if you are not wearing heavy armor.

 

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