Circle of Perversion

The Circle of Perversion is a relativly new sect of Druids who beleive it is their right to change nature as they see fit. They are seen as evil by other Druid Circle's, however they are not comprised entirly by Evil druids. Many beleive that nature is simply unfair, and wish to manipulate it for the greater good, despite what nature itself may want. Some beleive that is the right of intelligent creatures to take a hold of their own destiny and not allow the whims of things outside of their control stop them. Unlike most Druids, those under this circle often stay away from nature for most their study, instead staying in old ruined cities or small towns as hermits. As a member of this circle, you beleive it is your right to manipulate the nature's design to fit your goals - Whatever they may be.

Summoners Design

When you choose this circle ar Level 2, you learn how to tap into nature's whims and manipulate it into creating and summoning a creature of your design. This creature's CR can only be 1/4th of the players Druid level (Rounded down), must have intelligence lower then the players charisma modifyer, and the player character must have seen this creature before. The creature follows all of the players exact commands to the best of its abilities. For example, the player could command Summoned Steam Mephit like creature to "Attack the Imp" and the creature would go to attack the Imp before activating Blur, making it weaker then it could be. The player can hand over command of the creature to another player by telling the creature to follow the others commands, and it will do so as if the commands where coming from the Druid themselves. The creature can not activate any abilities that the player themselves has not seen the creature activate, so if the player had not seen the Steam Mephit activate Blur, the creature would not be physically able to activate it, even if the player see's a Steam Mephit activate blur, this Steam Mephit like creature could not. Aestetically, although the creature will look like the creature it is copying, it will look malformed and different, as if it as made out of strange unkown clay like material rather then flesh or whatever the creature is normally made of. The creature dies if it's HP reaches 0, its creators HP reaches 0, 24 hours have passed since it was created, or the player takes a long rest. This ability can only be activated twice per long rest, although you gain 1 additional use at level 4, 7, 12, 16 and 20.

Dummy Chimera

Starting at Level 6 you can not only summon faux creatures but manipulate them to fit better what exactly you need them to do. When you summon a creature, you can give it one of the following abilities as a bonus. At the DM's disgression, you can use create your own Dummy Chimera Abilities aswell.

Flying

If the creature can not already fly, it gains the ability to fly at its DEX modifyer x5 feet.

Spell Casting

The creature gains the ability to cast a level 1 spell once per day, or a cantrip at will, that you have previously seen a creature or person cast.

Innanimate Body

Gains 1 bonus AC, and immunity to phychic and poison damage.

Mental Reprojection

The player that controls this creature can see, hear and smell from this creature as if they where the creature.

Attack Polymorthism

Where the creature would otherwise do slashing, bludgoning or piercing damage you can choose either slashing, bludgoning or peircing and the creature will always do that type of damage instead.

Personally Skilled

The creature is proficiant in one skill or tool of the players choice, with a proficiancy modifyer equal to half the players proficiancy modifyer.

Perversion of Nature

Starting at Level 10, once a day you can select 2 concenting creatures and merge them into a single creature. This creature takes the highest stat from the two fused creatures and has access to the actions that all the actions that either of the creatures had at their disposal. The creatures personality is a mix of the two merged creatures personalities. Every Hour, the creature must role a Charisma saving throw against the players save DC. If it roles higher, the two creatures unfuse. If the creature has a charisma of 10 or higher, this save instantly succeeds.