### Circle of the Spheres
Beyond the depths of the infinite lies the domain of nature's forgotten nightmares, echoes of the ancient masters of the multiverse. Druids who attune to the maddening call of these distant forces find themselves changed by exposure.
Perhaps it was a ritual gone wrong, an accident of misfortune or of fate that perverted your blessed powers into what they are today, or perhaps you sought out this forbidden knowlege, ignoring all the warnings along the way, drawn by the allure of a taboo promise too powerful to resist.
Regardless of how your powers came to be, the distant power of the cosmic spheres now shapes your druidic powers into unnatural abominations of their former selves.
#### Elder Shapes
When you choose this circle at 2nd level, you gain an affinity with the aberrant and monsterous forms of strange creatures from a forgotten time. You learn 3 mutations from the Mutations table at the end of the class description. Whevever you transform using your Wild Shape, you may choose to apply one of the mutations that you know to your chosen form. That form gains the creature types and mutation effects granted by your chosen mutations.
If an ability granted by an applied mutation would cause a creature to make a saving throw, you use your spell save DC for that saving throw.
Whenever you prepare your spells for the day, you may also choose to replace one mutation you know with another of the same level from the mutation table. You learn additional mutation options when you reach 6th, 9th, 11th, and 17th level as shown on the Mutations Known By Level table below.
##### Mutations Known By Level
| Druid Level | 2nd | 6th | 11th | 17th | Max Applied|
|:-----------:|:---:|:---:|:----:|:----:|:----------------:|
| 2 | 3 | - | - | - | 1 |
| 6 | 3 | 1 | - | - | 1 |
| 9 | 3 | 2 | - | - | 1 |
| 10 | 3 | 2 | - | - | 2 |
| 11 | 3 | 2 | 1 | - | 2 |
| 17 | 3 | 2 | 1 | 1 | 3 |
#### Perversion of Nature
As a druid with innate connections to the aberrant, horrific, and monsterous, some parts of nature begin to reject you. Because of this, certain druid spells are no longer available to you. Starting at 2nd level, you replace each of the spells listed in the Replaced Spells column of the Sphere Spells table with those in the Circle Spells column.
The replaced spells no longer count as druid spells for you and you cannot prepare them as druid spells. If this affects a cantrip you know, you may choose to learn a different druid cantrip. Other than these replacements, your options for spellcasting are otherwise unaffected.
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##### Sphere Spells
| Spell Level | Replaced Spells | Circle Spells |
|:----:|:-------------|:-----|
| 0th | *druidcraft*, *thorn whip* | *eldritch blast*, *friends* |
| 1st | *animal friendship*, *goodberry* | *dissonant whispers*, *tasha's hideous laughter* |
| 2nd | *animal messenger*, *beast sense* | *detect thoughts*,
*phantasmal force* |
| 3rd | *conjure animals* | *slow* |
| 4th | *conjure woodland beings* | *evard's black tentacles* |
| 5th | *commune with nature* | *telekinesis* |
#### Dynamic Mutation
Starting at 6th level, while using Wild Shape, you may use a bonus action to change which mutation is currently applied to your transformation.
#### Monsterous Abomination
Beginning at 10th level, when you Wild Shape you may choose up to two different mutations to apply to your transformations instead of one.
Starting at 17th level, you may choose to apply three.
#### Walking Perversion
At 14th level, the otherworldly corruption of your beast forms seeps into your waking form. You may choose a 6th level or lower mutation and apply it to your normal body. Additionally, unless provoked or instructed to attack you, aberrations, monstrosities, and oozes do not consider you to be hostile.
___
>##### Wild Shape Comparison
>| Druid Level | Land Druid Max CR | Moon Druid Max CR | Space Druid Effective Max CR |
|:----:|:-------------:|:----------:|:-------:|
| 2 | 1/4 | 1 | 1/2 |
| 4 | 1/2 | 1 | 1/2 |
| 6 | 1/2 | 2 | 1 |
| 8 | 1 | 2 | 1 |
| 9 | 1 | 3 | 1 |
| 10 | 1 | 3 | 2 |
| 11 | 1 | 3 | 3 |
| 12 | 1 | 4 | 3 |
| 15 | 1 | 5 | 3 |
| 17 | 1 | 5 | 5 |
| 18 | 1 | 6 | 5 |
| 20 | 1 | 6 | 5 |
> Created by [/u/ImFromNASA](https://www.reddit.com/user/ImFromNASA).
>
>This version is derived, expanded, and diverged from VampireBagel's here: [Circle of the Stars](http://homebrewery.naturalcrit.com/share/r1AvlQmxZ)
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##### Mutations
| Minimum Level | Mutation Name | Creature Type | Mutation Effect |
|:---------:|:--------:|:-------:|-----|
| 2nd | Climbing Claws | Aberration (Neogi) | You sprout small spider-like claws from your back and can climb walls and ceilings with a climbing speed equal to your walking speed. |
| 2nd | Hover | No Change | You may hover up to 5 feet above the ground. This does not affect your speed.|
| 2nd | Poison Slime | Aberration (Aboleth) | Your body is covered in slippery white slime. A creature that comes into contact with the slime for the first time in a day must make a Constitution saving throw or be poisoned for up to 1 minute, repeating the saving throw at the end of each of its turns, the effect ending on a success. |
| 2nd | Pseudopod | Ooze (Black Pudding) | You grow an amorphous limb of oozing black flesh. You gain a 5 ft melee psudopod attack that deals 1d8 bludgeoning and 1d8 acid damage on hit. |
| 2nd | Psychic Crush | Ooze (Gray Ooze) | Your skin becomes grey and tacky. As an action, target creature that you can sense within 60 ft of you makes an Intelligence saving throw, taking 2d6 psychic damage on a failed save or half as much on a successful one. |
| 2nd | Telepathic Shroud | Aberration (Flumph) | You grow jellyfish-like tendrils from your underbelly. You gain resistance to psychic damage and are immune to any effect that would sense your emotions or read your thoughts as well as divination spells or mind powers. |
| 2nd | Tentacles | Aberration (Illithid) | Your mouth is replaced by four long tentacles. You may attack a creature within 5 feet of you, on a hit they take 1d10 psychic damage and are grappled. |
| 6th | Calcify | Monstrosity (Cockatrice) | Your mouth becomes dry and cracked, like ancient bone. When you hit a creature with your form's bite attack, it makes a Constitution saving throw. On a failure the creature begins to turn to stone. It must repeat this saving throw at the end of its turn. On a failure, the creature is petrified until the end of your next turn.|
| 6th | Disassociate | Aberration (Tsochar) | Your body dissolves into a collection of maggot-like tentacles. You gain resistance to piercing damage and can disassociate into pieces to escape restraints or navigate through small spaces. You may disassociate or reform as an action or a bonus action. |
| 6th | Ethereal Jaunt | Monstrosity (Phase Spider) | Your skin becomes bright blue with think white ridges. As a bonus action on your turn, you may magically shift from the Material Plane to the Ethereal Plane, move up to 15 feet in any direction, and return to the Material Plane |
| 6th | Eye Ray | Aberration (Spectator) | You sprout an eye stalk from a random body part. As an action, you may fire a random eye ray at a creature you can see within 90 ft of you. The rays are taken from the list options for the Spectator on pg 30 of the Monster Manual. You use your Spellcasting Save DC for these saves and not the Spectator's save DC. |
| 6th | Multi-Attack | No change | You may perform any two attacks instead of one whenever you attack. |
| 6th | Pseudonatural Skin | Aberration (Pseudonatural Creature) | Your flesh takes on a grotesque yellowed pallor, with layers of tentacles writhing beneath the surface and eyes emerging like boils from the skin. You gain resistance to acid and lightning damage and have advantage on Wisdom (Perception) checks. |
| 6th | Thick Skin | No change | Your skin hardens and thickens. You may gain a +2 bonus to your armor class if you are not wearing armor. |
| 11th | Hearty | No Change | You increase a size category. The first time you apply this mutation per use of your Wild Shape, you may double the maximum hit points of your transformation. They last for the duration, even if you mutate away from this option. |
| 11th | Rust Metal | Aberration (Rust Monster) | Your skin turns a dusky red. Whenever a nonmagical weapon made of metal hits you, the weapon is destroyed. |
| 11th | Truesight| Monstrosity (Sphinx) | Your eyes glow with bright white radiance. You gain the benefits of a See Invisibility spell for the duration of your Wild Shape. |
| 17th | Blight | Monstrosity (Catoblepas) | Your eyes become gateways to despair and ruin, as an action, target creature you can see within 30 feet of you must make a Constitution saving throw and take 8d8 necrotic damage on a failed save or half as much on a successful one.|
| 17th | Devour Intelligence | Aberration (Intellect Devourer)| Your skull melts away, revealing your naked brain-matter. As an action, you may target creature you can see within 10 feet of you to make an Intelligence saving throw or take 2d10 psychic damage. Also on a failure, roll 3d6. If the total exceeds the target's Intelligence score, that score is reduced to 0 and the target becomes stunned until it regains at least one point of Intelligence. |
| 17th | Leach Time | Aberration (Phane) | Your skin takes on a dusky pallor that appears to flicker haphazardly through time. You make a melee attack against a creature, on a hit, it takes no damage and makes a Charisma saving throw. If it fails, its form flickers out of existence for 1d4 rounds. When it reappears, it takes 3d6 force damage. |
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