Base Class: Druid
Druids of the Circle of the Wild are fierce warriors of the wilds. They channel their own ferocity and enhance it by adapting different aspects of the beasts that surrounds them. Their order gathers once in a while to share tales of their victories and feats. When not gathered to boast they tread the wilderness with fire in their hearts in search for glory, where they might go for weeks on end before crossing paths with a prey worthy of their skill.
Vicious as the desert sun, a druid of this circle might find themselves up against the giant reptiles of Chult, swim with the ferocious aquatic lifeforms that prowls the depths of the ocean, or stalk through the Underdark in search for a monster that would bring them fame among the druids of their circle. Battle runs in the druid's veins.
Primal Instincts
Starting at 2nd level, your keen instincts allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
Aspect of the Beasts
At 2nd level, you gain the ability to bolster your own body and mind instead of transforming it entirely by taking on aspects of different beasts. As a bonus action you can spend on of your Wildshape uses and take one of several different bestial aspects, be it the resilience of the bear, the ferociousness of the tiger, or the swiftness of the stag. You may change to another aspect by spending another use of your Wildshape or use it to gain another boon, but you can't choose the same one twice, and the benefits lasts until you are incapacitated or finish a short rest. You may choose from the following:
Bear's Resilience. The aspect of the bear grants you the resilience of the mighty bear, allowing you to shrug of any hit. You gain the ability to shrug off any damage you take from non-magical bludgeoning, piercing, and slashing damage is reduced by an amount equal to your proficiency bonus.
Owl's Wisdom. The aspect of the owl grants you the wisdom of the calm of the owl observing it's prey. You can add your wisdom modifier to any constitution saving throw made to maintain concentration on a spell when you are hit by an attack.
Tiger's Ferocity. The aspect of the tiger grants you the deadliness of a tiger's claws, ripping it's prey to shreds with precision. Your weapon attacks score a critical hit on a roll of 19 or 20.
Stag's Swiftness. The aspect of the stag grants you speed like that of a stag, zipping between the trees. Your walking speed is increased by 10ft unless you wear heavy armor or weapons with the Heavy property.
Chameleon's Stealth. The aspect of the chameleon grants grants you the stealthiness of a chameleon, blending into it's surroundings. Any Dexterity (Stealth) checks you make are made with advantage.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Part Human, Part Beast
Beginning at 10th level, your human and bestial sides become more intertwined. A single Aspect of the Beast of your choice become permanent and may not be used anymore through the use of Aspect of the Beast feature.
Champion of the Wild
Starting at 14th level, you have spent so much time taking on the aspects of beasts that it has become second nature to you and you are now capable of using their boons to their fullest, enhancing the Aspect of the Beast feature to become more powerful.
Bear's Resilience. The aspect of the bear now increase your protection by including both magical and non-magical attacks dealing bludgeoning, piercing, and slashing damage.
Owl's Wisdom. The aspect of the owl now allows you to double your proficiency bonus when making a Wisdom (Perception) check.
Tiger's Ferocity. The aspect of the tiger now allows to add a weapon damage die when determining the extra damage for a critical hit with a melee weapon attack.
Stag's Swiftness. The aspect of the stag now allows you to use your movement without triggering attack of opportunities.
Chameleon's Stealth. The aspect of the chameleon now grants you the ability to turn invisible while not moving. However, casting a spell, or making a weapon attack breaks the invisibility.
Previous Versions
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