Base Class: Druid
Thought to be a sect of druids who once were a part of the Circle of the Moon, druids who have chosen this circle required more than just the power to shape themselves into beasts. They needed the ability to change into the fiercest creatures, the fiercest predators. They wanted the power to instill fear and the power to defeat the monsters that roam their realm. Spotting a Druid who follows this Circle can be rare, as they are looked down upon by other druids and mages in general. However, druids of this circle are still respected as those who have seen the monsters of the night know that sometimes in order to defeat them, you must become a little monstrous yourself.
Combat Wild Shape
When you choose this Circle at 2nd level, you gain the ability to use Wild Shape on your turn as a Bonus Action.
Additionally, while you are transformed by Wild Shape, you have dark vision out to a distance of 60 ft., and if the creature you have chosen has darkvision, it is reached out an additional 30 ft.
Monstrous Forms
The rituals of your circle have allowed you to push past the forms of beasts and into the realm of monsters. Starting at 2nd level, you can expend two uses of your Wild Shape to transform into a monstrosity with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there. When reverting back from a monstrosity you gain 1 level of exhaustion.
Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.
Draining Strike
Starting at 6th level, your attacks in Wild Shape form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and once per turn, you may expend one spell slot to do necrotic damage in addition to the weapon’s damage. The extra damage is 1d4 for each level of the expended spell slot.
Primal Fear
At 10th level, you have learned to focus your appearance on those who are hostile to you and your party. When using your Wild Shape ability, creatures within 60 ft. of your choice must roll a Wisdom saving throw against your spell DC or be frightened for 1 minute. Creatures affected this way may repeat the saving throw at the end of each of its turns. Additionally, when you end your Wild Shape of a monstrosity before you drop to 0 hit points you do not gain a level of exhaustion and your Draining Strike now does 1d6 per level.
Terror of the Night
By 14th level, you understand what it is to become a monster. When you expend a use of your Wild Shape, you trigger magical darkness that looks like you in a 30 ft. radius centered on yourself. Creatures you choose may be able to see through this as if it were normal darkness. You gain advantage on Intimidation checks while Wild Shaped. Additionally, any levels of exhaustion from your Wild Shape can now be relieved after a short rest and your Draining Strike now does 1d8 per level.
Monstrous Memory
Your knowledge of monstrosities grants you advantage when rolling to recall information about monstrosities.
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