Druid
Base Class: Druid

Druids within the Circle of Behemoths are dedicated to the primal spirits of the great beasts, known by some as Dinosaurs, Thunderers, Thunderbeasts, or Behemoths, that once thrived until a cataclysm changed the world so drastically that most of them went extinct, from the small handful that modern day examples of these beasts were born. In worship of these spirits, they harness the great power that resembled the likes of the ancient proto-dragons, but was purely natural to the world around them, granting them the great physical might of the Behemoths of old. Most members tend to belong to the Thunderbeast tribe of Uthgart barbarians, serving as respected shamans of the tribe.

Behemoth Form

2nd-level druid feature
You gain the ability to bind your soul to that of a long since dead behemoth's channeling it into a form embodying it's might, coating you in a spectral humanoid form of a size large or larger beast of your choice (You can determine the cosmetic characteristics of this form), harnessing a portion of it's power. As an action, you can expend one use of your Wild Shape feature to manifest your behemoth form, rather than assuming a beast form. This form lasts for 1 minute you fall unconscious, drop to 0 hit points, die or dismiss this form earlier by using a bonus action on your turn.

When you use this feature you gain one the following benefits:

 Behemoth's Tail. your spirit's mighty tail is a mighty natural weapon for punishing attackers, which deals 1d8 piercing or bludgeoning damage (your choice) on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.

Behemoth's Hide.   increase your ac by a number equal to your Wisdom modifier (minimum of one). You have resistance to fire damage. You’re also acclimated to temperatures at or above 100 degrees Fahrenheit.

Thunderous Vigor. You gain temporary hit points for the duration equal to your proficiency bonus (PB) times your druid level. When you attack with a weapon attack, you can add your wisdom modifier, instead of Strength or Dexterity, to the attack and damage rolls. You can also add your wisdom modifier to strength checks you make up to a number of times equal to your PB.

Circle spells

2nd-level Circle of Behemoth feature

Your circle has meditated and practiced spells granted by the power of their bonds with the mighty spirits of the Behemoths of old.

Your bond with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Behemoth Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of Behemoth Spells

Druid Level Spells
2nd Earth Tremor, Thunderwave
3rd Shatter, Spiritual Weapon
5th Meld into Stone, Thunder Step
7th Stoneskin, Staggering Smite
9th Destructive Wave, Steel Wind Strike

Primal Spirit

Starting at 6th level, your attacks in you behemoth form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Primal Evolution

at 10th level your bond to the spirits of Behemoths of old has grown, allowing you to tap into the powers of the behemoth ancestor of dragon kind, the Proto-dragon.

When you use your Behemoth Form feature you increase by one size category and can choose to gain one of the following abilities while in that this form:

  • Ignidraco. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of primal elemental energy in a 30-foot cone. Choose a damage type: acid, cold, or fire.  Each creature in the area must make a Dexterity saving throw against your spell save DC, taking damage of the chosen type equal to 1d8 + your spell attack modifier on a failure, or half as much damage on a success (rounded down).
  • Wings of The Eodraco. you gain a fly speed equal to your walking speed.
  • Dawn Dragon Cunning. you can add your wisdom modifier to any intelligence or charisma check or save you make up to your PB.

Living Thunderer

at 14th level you've fully bonded your soul to the primal forces of old, making the power of nature's oldest beasts your own. While in your Behemoth Form, your manifestation of primal power blurs between the ethereal and the prime material planes even more so, the thick hide protecting you from most harm to the point you rarely feel the pain, giving you resistance to bludgeoning, piercing, and slashing damage and any critical hit against you counts as a normal hit instead, unless you’re incapacitated. You also deal maximum damage, instead of rolling, against objects, structures, and creatures with the construct type.

You can choose to manifest 1 trait from your Primal Evolution feature with out having to use your Behemoth Form feature for up to 1 hour, Once you use this effect, you can’t do so again until you finish a long rest.

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