Druid
Base Class: Druid

Druids of the Circle of the Hunter’s Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.

Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. These druids are often mistaken for true Therianthropes.

Note: This Subclass is a replacement for Circle of the Moon.

Lesser Therianthrope

When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast 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.

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.

Primal Recovery

Starting at 2nd level, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

You have a limited form of regeneration.  At the start of your turn, if you have been reduced to 0 hit points, you regenerate 1d8 hit points at the cost of one Hit Dice.  This trait does not function if you take weapon damage from a silver weapon, or if you have already exhausted your pool of Hit Dice.  You only die if you start your turn with 0 hit points and don't regenerate.

Hybrid Form

When you Wild Shape into a Bipedal or Quadrupedal Beast, you can take a hybrid form.  The hybrid form has a humanoid shape, and walks upright.  While the hybrid form can use weapons normally, it cannot easily manipulate small objects like Spell Components, Musical Instruments, Artisan's Tools and Gaming Sets; and its voice is guttural.  Hybrids can cast spells, but spells with material and verbal components take a second action.  At the GM's option, checks made for Tool usage are at disadvantage.  

Primal Strike

Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage and you use your proficiency bonus for attack rolls.

Elemental Wild Shape

At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

Ten Thousand Forms

By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will, and you do not require concentration to maintain it.  If you use this ability while under the effect of Wild Shape, treat the Wild Shape form as your form (e.g. if you use Wild Shape to take the form of a bear, you can't use this ability to become bipedal bear).

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