Circle of the Crab
If science has taught us anything, it's that the most powerful life form is one very few would expect. It's small size belies its true power. For if it was weak, why would evolution lead so many species to it as their final form? That's right, it's crab time baby!
Carcinization
At 2nd level, you've given in to the whims of nature, and allowed yourself to advance towards the peak of evolution. You gain the following benefits:
- Your skin hardens like a crab's shell. Your hit point maximum increases by 2 and increases by 1 whenever you gain a level in this class. Additionally, When you aren't wearing armor, your AC equals 13 + your Constitution modifier.
- You can breath underwater and gain a swimming speed equal to your walking speed.
- As a bonus action, you can transform one or both of your hands into crab claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, they deal 1d8 bludgeoning damage and you can use your Wisdom for their attack and damage rolls. You cannot perform somatic components of a spell with a claw.
Crab Shapes
Additionally, when you choose this form at 2nd level, you gain the ability to fully embrace your evolutionary destiny, and become a true crab. As an action, you can expend a use of your Wild Shape feature to transform into the Battle Crab. It follows the regular rules for Wildshape, except that it has a swim speed. When you reach certain levels, the stats for the Battle Crab change. All Battle Crab statblocks can be found at the end of this document.
Seabed Lurker
By 6th level, your humanoid form has advanced further towards becoming a crab. You can attack twice, instead of once, whenever you take the Attack action on your turn using your crab claw. Additionally, your crab claw attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, as do your attacks when you're transformed into a Battle Crab.
Finally, you gain blindsight out to 15 feet.
Crustacean Commander
When you reach 10th level, your connection to crabs, and the carcinization you've undergone, allows you to exert your will over other crustaceans. As an action, you can attempt to control any number of crustaceans (such as crabs or crayfish) within 30 feet of you. Each one must make a Wisdom saving throw. On a successful save, they're immune to this effect for 24 hours. On a failed save, a target must obey your commands for the next 24 hours, or until you use this feature again. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Additionally, you have the conjure animals spell prepared. It doesn't count against the number of spells you can have prepared. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest. When you cast it in this way, it can only summon two Battle Crabs (2nd level), who each have 25 hit points.
Complete Carcinization
At 14th level, when you use your action to Wildshape into a Battle Crab, you can expend a second use of Wildshape to gain one of the following benefits for as long as you remain transformed:
- Your AC increases by 2
- You can add half your Wisdom modifier (rounded up) to your attack and damage rolls
- You gain 2 temporary hit points for each level you have in this class
- Your size increases by 1 stage (from huge to gargantuan)
Finally, you can use your bonus action to Wildshape into a crab, without expending a use of your Wildshape.
Battle Crab (2nd Level)
Medium beast
- Armor Class 15 (natural armor)
- Hit Points 15 + five times your druid level
- Speed 40 ft., swim 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 1 (-5) 8 (-1) 2 (-4)
- Skills Stealth +3
- Senses blindsight 30 ft., passive Perception 9
Amphibious. The crab can breathe air and water.
Actions
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage
Battle Crab (6th Level)
Large beast
- Armor Class 16 (natural armor)
- Hit Points 15 + five times your druid level
- Speed 40 ft., swim 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 1 (-5) 8 (-1) 2 (-4)
- Skills Stealth +4
- Senses blindsight 30 ft., passive Perception 9
Amphibious. The crab can breathe air and water.
Actions
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage and the target is grappled (escape DC 15). The crab has two claws, each of which can grapple only one target.
Battle Crab (10th Level)
Large beast
- Armor Class 17 (natural armor)
- Hit Points 15 + five times your druid level
- Speed 40 ft., swim 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 1 (-5) 8 (-1) 2 (-4)
- Skills Stealth +5
- Senses blindsight 30 ft., passive Perception 9
Amphibious. The crab can breathe air and water.
Actions
Multiattack. The crab makes two attacks with its claws.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8+4) bludgeoning damage and the target is grappled (escape DC 16). The crab has two claws, each of which can grapple only one target.
Battle Crab (14th Level)
Huge beast
- Armor Class 18 (natural armor)
- Hit Points 20 + five times your druid level
- Speed 40 ft., swim 40 ft.
STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 18 (+4) 1 (-5) 8 (-1) 2 (-4)
- Skills Stealth +5
- Senses blindsight 30 ft., passive Perception 9
Amphibious. The crab can breathe air and water.
Actions
Multiattack. The crab makes two attacks with its claws.
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) bludgeoning damage and the target is grappled (escape DC 17). The crab has two claws, each of which can grapple only one target.