Base Class: Druid
End of the Circle Druids are well known for their fighting skills and killer instincts. They are not known to be highly intelligent but they can surprise you. To earn their abilities these druids must complete their druid guide experience with a solo hunt after being blindfolded and dropped in the middle of the wilderness. They can not return until they have killed the beast or creature that is calling to them. This is why they are known for being solo adventurers, not highly charismatic, and excellent animal trackers. These druids specialize in finishing blows to the target. If an end of the circle druid lands the finishing blow on a creature it is now able to use its wild shape abilities to become the creature it has killed, regardless of type, and of CR equal to 1/4 the level of the druid or less. These druids use strength as their spell casting ability and ability modifier.
Killer Instinct
Your killer instincts engage when you attack a creature with less than 25% hit points. You receive 1 additional attack point and an additional damage point for each class level in druid.
Blood in the Water
At 3rd level, you learn Blood in the Water. When a creature is below 50% of its hit points you can use a bonus action to make an unarmed attack. This gets 2 uses per long rest. A short rest can return 1 use of this ability. If the creature has only 1 hit point remaining after this attack it is automatically reduced to 0.
Spell Choice
Your strong wild shape expertise and druid guide experience allows you to develop a spell to help you with your beastly interactions.
Choose one of the following spells to learn:
Dominate Beast
Polymorph
Beast Sense
Killmonger
Starting at 10th level, you gain 10 movement speed on each turn, when there is an enemy below 25% hit points within 50 feet of you, or within 5 feet of an ally.
Last Words
When you reach 14th level, you learn Circle of Death.
A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.
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