Base Class: Druid
Circle of the Jungle druids emphasize the more violent, animalistic and wild aspects of nature.
Bonus Cantrip
When you choose this circle at 2nd level, you learn one additional non-damaging druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know.
Circle Spells
Your mystical connection to the land infuses you with the ability to cast certain spells. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the jungle. Once you gain access to a circle spell, 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.
2nd Entangle, Speak with Animals
3rd: Locate Animals and Plants, Spike Growth
5th: Stinking Cloud, Plant Growth
7th: Confusion, Freedom of Movement
9th: Insect Plague, Tree Stride
Jungle Combat Wildshape
This feature works just like Moon Druid wildshape with the following changes.
In addition to normal wildshape, you may also wildshape into more powerful forms. You know 1 advanced beast form at level 2, and learn 1 additional form every 2 druid levels. These must be taken from the Jungle environment. (Moon Druids had an unlimited number of different forms you could turn into, with potentially crazy flexibility. This limits that flexibility.) You may use the ability 2 times and recover all uses of this ability after a short rest.
When you wildshape, you do NOT change your hit-points. You keep your normal hit point total. You maintain your wildshape so long as you do not drop below half hit points, after which you must make concentration checks every time you take damage. (This significantly nerfs the most abusive and perhaps over-powered part of wildshape, as well as simplifying book-keeping). The proficiency bonus of your wildshape matches your own, and you add your proficiency bonus to the AC of the beast when you wildshape (this is to account for the change in HP).
Like regular combat wildshape, you can wildshape as a bonus action, can use a bonus action to use spell-levels to heal, your natural weapons count as magical after 6th level, the base CR of the more powerful beast you can change into is equal to your druid level divided by 3 (minimum 1), you cannot cast spells while wildshaped, and you cannot learn flying shapes until 8th level. You do not gain any of the other wildshape abilities of Moon Druids, like elemental shapes.
Jungle Combat Wildshape uses are seperate from normal wildshape uses.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. (This is word for word the ability that many combat based spell-casters get at 6th level, including a few bards, a wizard, etc.)
One with the Land
Starting at 10th level, when you make an Intelligence, Wisdom or Charisma check related to the jungle or a jungle creature, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
Additionally, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against spells and magical effects that impede movement, such those created by the entangle spell.
Nature’s Ward
When you reach 10th level, you can’t be charmed or frightened by elementals or fey, have advantage to saves vs charm and fear otherwise, and are immune to poison and disease.
Comments