Druidic Circle - Weretouched Master


Often referred to as the weretouched, shifters channel their natural energies to enhance their animalistic features. Some shifters, especially those who dwell within the Eldeen Reach, apply all their focus to doing so. These esoteric natural spellcasters are referred to as Weretouched Masters, and by tapping into their lycanthropic heritage they become far deadlier on the battlefield.

Reception to Weretouched Masters is mixed among shifters - some view them as edging too close to lycanthropy, and therefore putting them all at risk of another Purge, while others see it as necessary step to protect their people, and a true reflection of what it means to be a shifter. In some communities, Weretouched Masters are even revered as leaders or paragons and given positions of power or guidance.

This subclass is intended only for use with the Shifter race from Eberron. While other races could take it, a DM might need to make some adjustments to its power level depending on the race you choose, due to having fewer Shift attempts.

Circle Spells

When you join this circle at 2nd level, you gain additional spells from your connection to your lycanthropic heritage. Your link with them grants you access to some spells when you reach certain levels in this class, as shown on the table below.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the Druid Spell List, the spell is nonetheless a druid spell for you.

Druid Level Spells
2nd Animal Friendship, Longstrider
3rd Alter Self, Enlarge/Reduce
5th Bestow Curse, Remove Curse
7th Dominate Beast, Guardian of Nature
9th Contagion, Reincarnate

Weretouched Weapons

From 2nd level you choose one animal type to represent your lycanthropic heritage from the following list: bear, tiger, boar, wolverine, rat, or wolf. When you Shift, your shifted appearance more closely resembles that of a hybrid lycanthrope. You also gain one of the following traits based upon your chosen heritage:-

Bear or Tiger: Whenever you shift, add +2 to your strength score (maximum 20). In addition, your fingers grow into sharp claws that you can use in place of an unarmed strike, dealing slashing damage. These deal 1d6 + Strength damage.

Boar or Wolverine: Whenever you shift, add +2 to your constitution score (maximum 20). In addition you grow elongated fangs (wolverine) or tusks (boar) that you can use in place of an unarmed strike, dealing piercing damage. These deal 1d6 + Strength damage. If you are a longtooth shifter, increase the die size of your fangs to 1d8.

Rat or Wolf: Whenever you shift, add +2 to your dexterity score (maximum 20). In addition you grow elongated fangs that you can use in place of an unarmed strike, dealing piercing damage. These deal 1d6 + Strength damage. If you are a longtooth shifter, increase the die size of your fangs to 1d8.

Finally, you can expend a use of Wild Shape to allow you to shift, even if your uses of Shifting are already all expended.

Weretouched Empathy

Even though many view you as cursed, you are closer to beasts than others. You are permanently under the effect of the Speak with Animals spell, and while Shifted have advantage on Charisma ability checks when dealing with Beasts.

Enchanted Weretouched Weapons

From 6th level when you are shifted, your weretouched weapons are now treated as magical for the purposes of overcoming damage resistance and immunities. They are also valid targets for the Shillelagh cantrip, allowing you to use your Wisdom score for attack and damage rolls instead of Strength.

In addition whenever you shift you can expend a spell slot in order to enhance your weretouched weapons further. If you expend a 1st or 2nd level slot, your weretouched weapons have a +1 to attack and damage rolls. This increases to +2 for a 3rd or 4th level slot, and +3 for a 5th level or higher slot. These bonuses can stack with magic items (such as Insignia of Claws) that enhance your unarmed strike/natural weapons, but only to a maximum of +3.

Finally, when you take the attack action and make an attack with your weretouched weapons you may attack twice, instead of once.

Weretouched Mastery

Once you reach 10th level your lycanthropic heritage grants you another additional boon that takes effect while you are Shifted, as follows:

Bear: Whenever you hit with a claw attack from your weretouched weapons, you automatically grapple the creature, assuming they are a viable target to do so.

Tiger: If you move more than 15ft in a straight line on your turn and then hit a creature with a claw attack, they must succeed on a strength saving throw against your spell save DC or be knocked prone. If they are knocked prone, you may make an additional claw attack against them at no additional action cost.

Boar: You have advantage on Wisdom and Intelligence saving throws.

Wolverine: Choose a damage type from one of the following- Piercing, Slashing, or Bludgeoning. You gain resistance to the chosen damage type. You can change the chosen damage type at the end of a long rest.

Rat: You gain a climbing speed equal to your movement speed. You may also choose to use Dexterity in place of Strength for any saving throws or ability checks.

Wolf: Whenever you hit with a bite attack from your weretouched weapons, the target creature must succeed on a strength saving throw against your spell save DC or be knocked prone.

Enhanced Weretouched Empathy

Your Speak with Animals now also applies to Monstrosities, and you have advantage on Charisma ability checks while dealing with them.

Frightful Shift

At 14th level your form becomes more unsettling when you shift. When you do so, all enemy creatures within 15ft that can see you must succeed on a wisdom saving throw against your spell save DC or be Frightened of you for 1 minute. They may make a new saving throw at the end of their turns to end the effect early. Once they have successfull made a save against your Frightful Shift, they are immune to its effect for 24 hours.

Archshifter

From 20th level, you now gain the benefits of your Shifting features, both those of your race and this subclass, whenever you Wild Shape into another creature.