Base Class: Druid
A dark circle of druids, hated by other circles for doing the forbidden: transforming into monstrosities. The few druids that choose this circle to bring understanding and help to these broken creatures (good), or do it for the immense power they gain (neutral or evil).
This subclass was made by a good friend of mine, Beeboatmelonz. I have his permission to use this idea, as he does not know how to post subclasses in the proper format (and simply doesn't have time).
Combat Wild Shape
When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than an action.
Monstrous Circle Forms
The rites of your circle (bloody as they may be) grants you the ability to transform into more dangerous forms. And more monstrous. Starting at 2nd level, you can use your wild shape to transform into a beast or monstrosity with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by other limitations there, with the exception of being able to transform into monstrosities as well as beasts).
Starting at 8th level, you can transform into a beast or monstrosity with a challenge rating as high as your druid level divided by 4, rounded down.
Primal Strike
Starting at 6th level, your attacks in beast or monstrosity form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Monster Carapace
Starting at level 10, while you are NOT wild shaped, you gain +3 AC and choose one damage type to become resistant to. You will not be able to choose again or change your choice. You may choose to adopt an outer carapace that covers most of your body to your normal form.
Bloodlust
You have been influenced by your dark art, just as you influence it. Starting at level 14, if you drop a creature to 0 hit points while wild shaped, you take another action and move up to your maximum movespeed.
Circle Spells
FILLER
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