Druid
Base Class: Druid

To the druids that follow the Circle of Savagery, the world is but a large game of predator and prey. The Circle of Savagery is often shunned by other Circles, as no one willingly joins the Circle of Savagery. Some believe it to be a disease that drives shifters into a more feral state of being, while others believe that shifters end up in the circle while attempting to abandon their humanity entirely. However druids end up within this circle, their minds are forever linked with the savage ways of the beasts they shift into.

Circle of Savagery Quirks

At your option, you can pick from or roll on the Circle of Savagery Quirks table to create a quirk for your character.

d6 Quirk
1 You hear voices that tell you when and what to hunt.
2 You much prefer to eat food raw.
3 You have learned to mimic the sounds of many animals perfectly.
4 You like to stay elevated whenever possible.
5 Your hair goes bushy when you are angry or threatened.
6 You greatly dislike vast cities and man-made structures.

Restriction: Shifters Only

Only Gailian Shifters can enter the Circle of Savagery. The circle fills a particular niche within shifter society and culture. 

This subclass contains feature that interact with the Gailian Shifter race, so lifting this restriction is not possible.

Wild Shifting

Starting when you enter this circle at 2nd level, your Shifting and Wild Shape features better synergize. When you use your Wild Shape feature to turn into an animal that your Shifter Ancestry resembles (such as a hawk for Skyflight shifters or a panther for Wildhunt shifters), you can shift as part of the same action, not taking a usage of your Shifting feature.

Animalistic Stance

Also at 2nd level, you keep your animalistic nature even when you're not in a Wild Shape. Crawling while prone does not reduce your movement speed, and being prone no longer gives you disadvantage on Attack rolls. These benefits remain while you are shifted, but do not apply when you are in Wild Shape.

Predator's Skills

Stating at 3rd level, you gain proficiency in the Intimidation skill and cannot be surprised.

Additionally, you gain proficiency with handaxes, blowguns, light crossbows, and tridents.

Tooth and Claw

Starting at 6th level, your Natural Weapon is further enhanced in a way depending on its damage type. Choose one of the following options:

Bludgeoning

Your natural weapon used force to unbalance your opponents. When you attack with your natural weapon, you can immediately take the Shove action as part of that same attack. You have advantage on the Shove's roll if you attacked while prone.

Piercing

Your natural weapon uses a sharp point to quickly strike your foes. When you hit with your Natural Weapon, your movement speed increases by 15 feet. It increases by 30 feet if you made the attack while prone.

Slashing

Your natural weapon uses a sharp edge to debilitate your foes. When you hit with your natural weapon, your target takes 1 slashing damage for every 5 feet they willingly move before the end of your next turn. The damage increases to 2 if you made the attack while prone.

Bloodthirsty

Starting at 10th level, whenever you hit a creature made of flesh with an attack that does piercing or slashing damage, you regain a number of hit points equal to half of the damage you did, rounded down.

If you hit any creature with an attack that does bludgeoning damage, you gain a number of temporary hit points equal to half of the damage you did, rounded down.

Apex Predator

At 14th level, you gain advantage on saving throws made against being charmed or frightened.

Additionally, you can let out a very frightening roar or screech as a Bonus Action. Creatures of your choice within 30 feet of you that can hear you must succeed on a Wisdom saving throw against your spell save DC or become frightened of you until the end of your next turn. Once you roar like this, you cannot do so again until you finish a short or long rest.

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