Druid
Base Class: Druid

This circle is one of necessity and power above all else. Physical prowess is key to this circle and using everything that nature has given you in your hunt to continue being as strong as you are supposed to be. You ensure that the cycle of life continues and that you stay atop it. You protect those that need protecting, but take when you need it as well. You are a part of the cycle as well, and your day will come just as the prey you have today. 

The Circle of Slaughter exemplifies at physical attacks and makes sure that it can take down the prey it has in its sights. It isn't above taking out the weak or the sick to get what it needs either. You keep yourself alive with your kills as well, using bones and hides as armor and weapons, and utilizing all the power that nature has given you to keep yourself healthy. You are deadly weapon of nature, and you are treated as such. 

Animal Utilization

You can make weapons and armor from the creatures you kill. You can make these more easily than others as well. When making weapons and armor in this way, they take half as long to create. Bone weapons are magical for you and deal the same amount of damage as if they were metal weapons. 

Predatory Instincts

You can one of the following cantrips: Booming Blade, Blade Ward, Green Flame Blade, or Sword Burst. 

During battle, when within 60 ft. of you, you know what the weakest creature is upon sight. When you attack this creature with physical attacks, you add an additional 1d4 bleed damage to your attacks. You can track any creature you have caused bleed damage too as well. The tracking feature lasts for up to 1 hour after causing the bleed damage. The bleed damage for this attack goes up by 1 die at 6th, 10th, and 14th level. 

Circle Spells

Spells learned from the Circle of Slaughter: 
3rd: Flame Blade, Shadow Blade
5th: Fear, Haste
7th: Elemental Bane, Fire Shield
9th: Flame Strike, Steel Wind Strike 

Thrill of The Hunt

When making survival checks, you do so with advantage. 

When in combat, when you land an attack on a creature, you may make another attack with a -4 to hit. If you hit again, you may make another attack with a -4 to hit. If you hit again, you can make another attack with a -4 to hit with disadvantage. Thereafter, you may continue attacking as long as your attacks hit with a -4 + disadvantage until you miss. You can only do this once a combat round and this cannot be used with a reaction attack or attack of opportunity. If the creature drops to 0 hit points, you can then make one additional attack against the creature to make them fail saving throws. 

Calculate the damage for each of these attacks individually. 

Beastial Rage

You can rage just as the barbarian class feature. Treat your effective barbarian level as half of your druid level. You gain all the same benefits and detriments of raging as a barbarian would. You can also cast spells while raging, but these spells must be level 3 or lower in power. You can also do this while wildshaped. 

Carnivore

You cannot be frightened or scared by any spell or effect from a creature. You cause an additional 2d6 nature damage to targets that are below half their total hit points when making physical attacks. 

As a bonus action, you can use a bite or claw attack (causing 3d4 piercing or slashing damage if you are a small creature, 3d6 if you are a medium creature, or 3d8 if you are a large creature) against a living creature. You may use your Wisdom modifier or Strength modifier for your attack and damage rolls for this attack. If you attack hits, roll damage and choose 2 of the following: 

1. Immediately regain half of the damage caused from this attack as hit points. 
2. Give you and your allies advantage on physical attacks against the creature you attacked until your next turn. 
3. Give the attacked creature disadvantage on their next attack (spell or physical). 
4. Half the damage of the next attack against you from the attacked creature. 
5. Gain a second reaction that must be used before your next turn. 

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