Base Class: Druid
Druids of the Circle of Claw & Fang understand that creatures twisted by magic are part of nature. These druids protect, fight alongside and even care for the most savage of monstrosities, calling upon their brutal power to aid them in battle. Perhaps your druid has some kind of connection with these twisted beasts, or that the skill was taught to them by a maverick mentor. They may have come to the Circle unwillingly and must learn to live alongside these savage beasts.
Monstrous Form
Your connection with the monstrosities of the world has allowed you to transform into one yourself. You can select two monstrosities of a C/R you can wild shape into. These count as known beast forms for you and you can wild shape into them. You cannot choose monstrosities that are legendary or are a swarm. You can transform into monstrosities that use equipment (such as a chitine) but you do not gain access to that equipment. You can change which monstrosities you know when you gain a level in this class.
You must expend two uses of Wild Shape to transform into one of your chosen monstrosities.
When you reach the prerequisite level to know more beast forms, you can learn an additional monstrosity.
Wild Power
Your connection to the true wild is stronger than most. You gain an additional use of Wild Shape.
Savage Surge
You use the primal powers to enhance your normal form. You can spend one use of your Wild Shape as an action to gain the following benefits:
- You have advantage on survival checks as well as perception checks that rely on smell.
- You gain advantage on initiative rolls.
- You cannot be surprised.
These benefits lasts for 1 hour, until you use another feature that uses a Wild Shape or you fall unconscious or are rendered incapacitated.
Wild Hunt
You channel the ferocious nature of a monster. While in your beast or monstrosity form, you can use a bonus action to do one of the following things:
Enraged Charge
You move up to your speed without provoking opportunity attacks. Wherever you stop, as long as you have moved at least 10ft, any creature within 5ft of you must make a Strength saving throw against your spellcasting DC. On a fail, they are knocked prone and take 2d6 bludgeoning damage.
Furious Swipe
You can make a melee attack against a creature in range. On a hit, that creature has disadvantage on its next attack roll.
Primal Sense.
Until the end of your next turn, you have blindsight out to 40ft and truesight out to 15ft.
Vengeful Guardian
Until the start of your next turn, you can make attacks of opportunity when a creature enters your attack range and attacks against creatures of your choice within 5ft of you are made at disadvantage.
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all uses of this feature after finishing a long rest.
Apex Predator
You learn to transform into some of the most terrifying monsters the wild knows of. You can expend 4 uses of Wild Shape as an action to transform into one of the following creatures:
doppelganger, displacer beast, manticore, mimic, phase spider, owlbear, yeti.
Previous Versions
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11/1/2024 8:38:25 PM
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Coming Soon
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