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Circle of Aberrations
\pagebreak ### Circle of Aberrations The Circle of Aberration 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, such 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 eyes, tongues, mouths, 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, it is considered a druid spell for you, and it doesn't count against the number of 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 alter your physical form in one of the following ways: ***Languid Tenticulation.*** Your limbs become a roiling mass of otherworldly tentacles. Your dexterity increases by 3, your reach increases by 5 feet, and you have advantage on grapple checks. ***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 proficiency modifier. ***Myriad Ophthalmes.*** Eyes in a multitude 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 perception 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. #### 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, your horrific growth follows, leaving a trail of growth 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 as a free action. 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 or are incapacitated against your will, you can immediately transform into an aberration, and 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.
Part 1 | Classes