Circle of Aberrations
The Circle of Aberrations is a cabal of druids who seek to invite the ever-shifting madness of the far realms into the material plane. Rather than guardians or protectors of the wilds, these. druids see themselves as horrific artisans of nature, shaping wood and flesh into twisted, alien forms.
As a druid of this circle, your druidic powers may manifest as alien and discordant in the natural world. At your option you can pick from or roll on the Druid Magic Aberration's table to highlight this strangeness.
| d6 | Druidic Aberration |
|---|---|
| 1 | Your spells leave a slimy residue in the wake of their casting |
| 2 | Black ichor drains from your eyes, nose, or mouth as you cast your spells |
| 3 | Your tongue is unusually long and coated with small suction cups |
| 4 | Your wild shapes regularly have the wrong number of limbs, mouths, or eyes. |
| 5 | Something slithers beneath your skin, as if looking for a way out |
| 6 | You have the wrong number of pupils, nostrils, or rows of teeth for your species. |
Voices from Beyond
When you choose this circle at 2nd level, your connection with the intelligences beyond grants you proficiency in Deep Speech and you learn the vicious mockery cantrip. This counts as a druid spell for you and does not count against your cantrips known. When you cast vicious mockery, add your Wisdom modifier to the damage it deals.
In addition, you learn the spell dissonant whispers. You always have it prepared and it is considered a druid spell for you.
These spells do not count against the number of cantrips known or spells you can prepare each day.
Wild Flesh
Also at 2nd level, your connection to the far realms has enabled you to shape your flesh in bizarre ways. As a bonus action, you can expend one use of your Wild Shape feature to gain temporary hit points equal to twice your level in this class and alter your current physical form in one of the following ways:
Languid Tenticulation. Your limbs become a roiling mass of otherworldly tentacles. Your reach increases by 5 feet, you have advantage on grapple checks, and your Dexterity score increases by 4. Your Dexterity score maximum becomes 24.
Dentulous Chitin. your skin sprouts row upon row of misshapen teeth. Your AC cannot be less than 16 and if a creature attempts to hit you with a melee attack, the attacker takes magical piercing damage equal to your Druid level + your Wisdom Modifier.
Myriad Ophthalmes. Multitudinous eyes of different shapes, sizes, and hues blink open across your exposed flesh. You can see clearly in normal and magical darkness, see invisible creatures and objects, and gain a +10 bonus to Wisdom (Perception) and Intelligence (Investigation) checks.
Chimerical Excrescency. Bestial structures erupt from your body to aid you. You are able to utilize one feature, special trait, or action from a creature into which you could transform with your wild shape feature. As an example, your gullet and jaw may stretch and slacken to gain a giant frog's swallow action, or your scalp and skull may slough away, to gain a cranial rat's telepathy.
The form lasts for 10 minutes. It ends early if you dismiss it as a bonus action, are incapacitated, or die. If you use this feature again, or otherwise expend a use of your wild shape feature, before the effect ends your wild flesh will persist until the second usage ends.
Horrific Growth
By 6th level, As an action, you compel the ground beneath your feet to bloat and bloom with alien spines, pustules, and rasping tongues of flesh. The ground in a 10 foot diameter centered on you becomes difficult terrain for other creatures. When you move, the horrific growth follows, leaving a trail of horrid, inscrutable flora in your wake that lasts until the start of your next turn.
Any hostile creature moving into or within your horrific growth takes 2d4 piercing damage and 2d4 acid damage for every 5 feet they travel.
Horrific Growth lasts for 1 minute, or until you end it (no action required by you). Once you use this feature, you must complete a long rest before using it again.
Aberrant Wild Shape
Starting at 10th level, you can expend two uses of your wild shape feature to transform into an aberration with a challenge rating as high as your druid level divided by 3, rounded down.
Malformative Congress
Starting at 14th level, the unnatural intelligence that guides you will not allow you to fall easily in battle. If you are reduced to 0 hit points but not killed out right, or are incapacitated against your will, you immediately transform into an aberration, and can also gain the benefits of your wild flesh feature without expending uses of the wild shape feature.
When you revert to your normal form for any reason, you regain 1 hit point at the start of each of your turns for one minute.
Once you use this feature, you cannot use it again until you complete a long rest.