Circle of Monsters

Druids of the Circle of Monsters acknowledge that all creatures in all planes are necessary to maintain the balance of reality, and that without even one of the countless varieties of horrors the layman might call unnatural the intricate web sustaining the natural order might be disturbed. They do not shackle themselves to the natural order of the prime material plane.

These druids seek to emulate the infinite variety of monsters and other supernatural creatures in the multiverse, mirroring the countless specialized adaptations and natures to meet the needs of the grander world. At a glance, a Monster Druid might seem similar to a Moon druid, but Monster Druids believe they embrace a wider truth than their narrow minded moon cousins, and perhaps a less vicious one.

Manifold Forms The rites of your circle grant you the ability to transform into more varied creatures. Starting at 2nd level, you can use your Wild Shape to transform into any creature that isn't a humanoid, giant, construct, or undead that otherwise meets the restrictions of the beast shape table for your level. The maximum CR for each level is double the listed CR in the beast shape table for you.

Eldritch Insight You learn one exotic language (for example: Qualith, primordial, celestial, or abyssal), and gain advantage on Wisdom (Insight) checks made to decipher and understand monstrosities' emotions.

Blood of Terrors Starting at 6th level, creatures that see you enter your wild shape must make a wisdom saving throw against your spell save DC or be frightened of you for one minute, repeating the saving throw on subsequent turns and ending the effect on a success. Additionally, you can use wild shape 3 times between rests.

Ascendant Wild Shape At 10th level, choose one of the following creature types: Elemental

Celestial

Fiend

Monstrosity

Aberration

Fey

Dragon

Ooze

Plant You can expend two uses of Wild Shape to transform into a creature of challenge 5 or lower of that creature type.