Druid
Base Class: Druid

Druids of the Circle of the Beast have a strong connection to animal spirits. They are sometimes savage and wild, untamed like the beasts that they have a strong connection with.  This circle respects the relationship between predator and prey, kill or be killed, and survival of the fittest.

Fierce and passionate, the Circle of the Beast druids are known to harness the essence of animals more skillfully than that of their counterparts.

Beast Daemon

When you choose this circle at 2nd level, you learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: baboon, hyena, jackal, vulture.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.

At 5th level, you're able to choose from more beast forms: vulture, boar, constrictor snake, elk, panther, wolf, ape, black bear, crocodile.

At 10th level, you're able to choose from more beast forms: brown bear, lion, tiger, dire wolf, giant eagle, giant hyena, giant octopus, giant spider, giant toad, giant vulture.

Partial Transformation

At 3rd level, you gain the ability to have more precise control over your shapeshifting abilities, allowing you to have partial transformations instead of full transformations.

Instead of using your wild shape charge to transform completely into a beast, you instead expend a charge and then can choose an aspect of a beast and utilize that beast's ability on top of your normal racial and class traits and features. You can still cast spells while in this form.The beast you choose must be one you can wild shape into according to the conditions and the wild shape table for the Druid in the PHB. The duration conditions for Wild Shape apply to this feature.

These partial transformations include:

  • Eagle's Wings - your arms become wings and you gain a flying speed equal to your walking speed.  You also gain advantage on perception checks that rely on sight.
  • Bear's Strength - your upper torso becomes that of a bear, and your strength becomes 19.  Your unarmed strikes deal 1d6 slashing damage, and you are proficient with your unarmed strikes.
  • Turtle's Shell - your torso is covered in a turtle's shell, giving you +2 to your AC. 
  • Fish's Breath - you are able to breathe underwater, and gain a swimming speed equal to your walking speed.
  • Cheetah's Stride - your movement speed is doubled.
  • Frog's Leap - you are able to jump 30 feet in any direction without needing to move any distance beforehand.
  • Bat's Ears - you gain blindsight out to 60 feet, but only if you are not deafened.
  • Octopus Arms - you are able to grapple a creature that is 10 feet away from you, and you impose disadvantage on checks made to break that grapple.
  • Wolf's Maw - you have advantage on perception checks relying on smell and sound.  Also, you are proficient with unarmed strikes done with your bite, which does 1d4 + your wisdom spell modifier.  If the target is a creature, it must make a strength saving throw against your spell save DC or be knocked prone.
  • Boar's Fury - the first time you would drop to 0 HP, you instead drop to 1 HP.
  • Ox's Endurance - you gain temporary HP equal to your druid level + your wisdom modifier.

Dual Manifestations

 Starting at 6th level, you have mastered the beastly connection within.  You are now able to handle two partial transformations simultaneously.

Whenever you expend your wild shape charge to use your partial transformation feature, you can instead choose to manifest two partial transformations at once.  

Primal Strike

Starting at 6th level, your unarmed strikes from your partial transformations count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Soul of the Beast

At 10th Level, you're able to access the soul of the beast within you.

As an action, you can access the beast within, which lasts 1 minute. For the duration, your unarmed strike damage die becomes a d8, and when you make an attack with your unarmed strike, you can make one additional attack as part of that same action.

In addition, whenever you make an attack or cast a spell, you can make your familiar attack using their reaction.

Shared Soul

By 14th level, you and your animal companion's connection has grown strong, and you can fight as one.

You can now use the Soul of the Beast feature as a bonus action.

Additionally, while Soul of the Beast is active, you and your animal companion both have the trait Pack Tactics (You and your animal companion have advantage on attack rolls against a creature if you and your animal companion is within 5 feet of the creature and neither of you are incapacitated).

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Circle Of The Beast Image

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