Druid
Base Class: Druid

Deep within the wildest areas of the world, druid circles have formed to harness the curse of lycanthropy into a boon for those afflicted. They embrace their beastly forms as the truest way to become one with the natural world. By learning to control their wilder tendencies, they have created a way of life that is barely recognizable to the curse it once was.

Lycanthropic Shape

When you choose this circle at 2nd level, you are granted a unique lycanthropic form for you to become. By expending a use of your Wild Shape ability, you can indefinitely switch between your normal and lycanthropic form. You must expend another use of Wild Shape to switch back to your normal form. You can also expend a use of Wild Shape to turn into a beast while in lycanthropic form as you normally would in your normal form. While in lycanthropic form, you gain natural weapons and a stat bonus that depend on the type of lycanthropy you chose.

While in lycanthropic form, spell casting becomes more difficult. The shape of your jaw and your hands prevent you from casting spells with verbal or somatic components. This hinderance is removed when you receive Beast Spells at 18th level. Your hands are dexterous enough, however, to use weaponry and manipulate simple objects.

At 6th level, you gain an extra damage die for your lycanthropic form's natural weapons and an extra use of your Wild Shape ability. At 10th level, you gain a third damage die for your natural weapons and a fourth use of Wild Shape.

Werebear

Your lycanthropic form is that of a werebear. As such, you gain +1 to your Constitution score while in Werebear form as well as bite and claw attacks that deal 1d8 piercing and slashing damage respectively. These upgrade to 2d8 at 6th level and 3d8 at 10th level.

Wererat

Your lycanthropic form is that of a wererat. As such, you gain +1 to your Wisdom score while in Wererat form as well as bite and claw attacks that deal 1d4 piercing and slashing damage respectively. These upgrade to 2d4 at 6th level and 3d4 at 10th level. Both attacks have the light property.

Weretiger

Your lycanthropic form is that of a weretiger. As such, you gain +1 to your Dexterity score while in Weretiger form as well as bite and claw attacks that deal 1d6 piercing and slashing damage respectively. These upgrade to 2d6 at 6th level and 3d6 at 10th level. Both attacks have the finesse property.

Werewolf

Your lycanthropic form is that of a werewolf. As such, you gain +1 to your Strength score while in Werewolf form as well as bite and claw attacks that deal 1d6 piercing and slashing damage respectively. These upgrade to 2d6 at 6th level and 3d6 at 10th level.

Unyielding Hide

Your thick fur and thicker skin protect you well from oncoming attacks. While you are in your lycanthropic form, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.

When you enter your lycanthropic form and after you apply your ability score bonuses, you gain Temporary Hit Points equal to your Constitution modifier times half your Druid class level. These Temporary Hit Points replace any Temporary Hit Points previously gained from other effects. These Temporary Hit Points are removed if you shift out of your lycanthropic form or gain Temporary Hit Points from another effect. If you use Wild Shape to turn into a beast while in lycanthropic form, these Temporary Hit Points are removed and not returned when Wild Shape ends.

Primal Strike

Starting at 6th level, your natural weapon attacks in beast and lycanthropic form count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Enhanced Form

At 10th level, the ability score bonus granted by your lycanthropic form is increased to 2.

Additionally, you are granted a new ability that is dependent on your chosen lycanthropic form.

Ferocious Pounce

Prerequisite: Weretiger feature

As an action while you are in Weretiger form, you can jump up to 10 feet away from your current position as long as there is nothing blocking your path in that direction. If you land within 5 feet of an enemy, you can attempt to make a claw attack against them if you have an empty hand available. If this action would cause you to trigger an opportunity attack, the attack is made at a disadvantage.

Hulking Form

Prerequisite: Werebear feature

Your lycanthropic form towers above all. When you enter your Werebear form, you grow one size larger and deal an additional [roll]1d6[/roll] on melee attacks.

Restraining Bite

Prerequisite: Werewolf feature

When you make a successful bite attack against an enemy while in Werewolf form, you may attempt to make a grapple check against that same enemy as long as they are no more than one size larger than you while is beast form. While grappling an enemy like this, you cannot use your bite attack against a different enemy.

Serrated Claws

Prerequisite: Wererat feature

When you make a successful claw attack against an enemy while in Wererat form, your claws cut particularly deep. At the end of the enemy's next turn, it takes [roll]1d4[/roll] necrotic damage per successful claw attack you made in your previous turn. Enemies that are incapable of bleeding, such as undead or constructs, are immune to this effect.

Feral Frenzy

By 14th level, you have gained much experience in your lycanthropic form. You can attack twice, instead of once, whenever you take the Attack action on your turn while you are in your lycanthropic form.

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