Druids of the Circle of Perfect Form follow Eleazar, the Immortal of Creation, and see all life as unfinished work; flesh to be refined, bone to be reshaped, and growth to be forced beyond the cosmos’ limits. To them, perfection is not found in harmony but in relentless pursuit of perfection, as they sculpt living matter into writhing forms of sinew, bark, and bone, spreading across the battlefield like a thinking ecosystem. Their bodies are no exception; they twist and evolve themselves with each passing moment, becoming both creator and creation in an endless pursuit of a form that does not yet exist, one step closer to the impossible ideal Eleazar attempts.
Your connection to Eleazar grants you access to spells that manipulate and degrade living forms. You always have the spells listed below prepared, and they don’t count against the number of spells you can prepare.
| Druid Level | Spells |
|---|---|
| 3rd | Entangle, Wither and Bloom |
| 5th | Alter Self, Hold Person |
| 7th | Bestow Curse, Slow |
| 9th | Blight, Polymorph |
| 11th | Contagion, Hold Monster |
You can magically alter the structure of living creatures, marking them for transformation.
When you deal damage to a creature you can mark that creature with Eleazar’s power (no action required). The mark lasts for 1 minute or until you mark another creature.
When you deal damage to a creature marked by Eleazar’s Mark, you can force it to make a Constitution saving throw against your spell save DC. On a failed save, you may choose an effect listed on the following Mutation Table, or roll a D8 and choose a random effect.
| Effect | Description |
|---|---|
| Overgrowth | The creature takes an extra 1d6 Necrotic damage, and its Speed is reduced by 10 feet until the start of your next turn. |
| Calcified Muscle | The creature has Disadvantage on the next attack roll it makes before the end of its next turn. |
| Unstable flesh | Whenever the creature takes damage before the end of your next turn, it takes an extra 1d8 Necrotic damage. |
| Splintered Bone | The creature takes an extra 1d6 Necrotic damage and has Disadvantage on Strength checks and Strength saving throws until the start of your next turn. |
| Erratic Mind | At the start of its next turn, the creature takes 1d8 Necrotic damage and can’t take Reactions until the end of that turn. |
| Flesh Vines | The area within 5 feet of the creature is Difficult Terrain for enemies. If the creature moves before your next turn, it takes 1d6 Necrotic damage. |
| Sensory Distortion | The creature has Disadvantage on attack rolls against creatures other than you until the end of its next turn. |
| Overextended Form | The next attack roll against the creature before the start of your next turn has Advantage. If that attack hits, it deals an extra 1d8 damage. |
When a creature fails its saving throw against your Mutative Effects, you can apply one of the following additional effects (no action required). You can apply only one of these effects per turn:
Persistent Mutation
When a creature fails a saving throw against your Mutative Effects, it takes Necrotic damage equal to your Wisdom modifier at the start of its next turn.
You can forcibly reshape a creature’s body with overwhelming magic.
As a Magic action, choose one creature you can see within 60 feet of yourself. The target must make a Constitution saving throw against your spell save DC. On a failed save, choose one of the following effects:
On a successful save, the target takes half the damage and suffers no additional effect.
You can use this feature once, and you regain the ability to do so when you finish a Long Rest. You can also use it again by expending a spell slot of level 5 or higher.
You emit a 15-foot aura of destabilizing magic. While you aren’t Incapacitated, creatures of your choice in the aura:
When a creature you can see within 60 feet of yourself is reduced to half its Hit Points or fewer, you can take a Reaction to force it to make a Constitution saving throw against your spell save DC.
On a failed save, the creature takes 8d8 Necrotic damage and is Stunned until the end of its next turn. On a successful save, it takes half as much damage and isn’t Stunned.
Once you use this feature, you can’t use it again until you finish a Long Rest.
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