Druid
Base Class: Druid

Very few druids go on to become members of the Circle of War, but the few who do embody the true ferocity and cruelty of nature in combat. These wrathful forest mages are known to be much more acclimated to the use of weaponry whether man made or natural. This circle was created to challenge the dark deities and there followers that would desecrate the natural world and the creatures that call it home whether sentient or not. 

When you pick this subclass you gain proficiency in martial weapons 

Shape of Battle

When you choose this subclass you can expend a use of your wild shape as a bonus action to augment your physical form to become a stronger warrior. This transformation lasts for 1 hour unless dismissed early (free of action) you can do this an amount of times equal to your WIS modifier per short or long rest. The list of transformations can be found below and you can pick a different form each time you use this ability:

Tough Hide: This form gives you a bonus to your AC equal to your proficiency bonus and allows you to add your WIS modifier to any CON saving throws.

Raptor Sight: This form gives you temporary bonus to your Passive Perception (Wisdom) Equal to your proficiency bonus as making any roll of 18 or higher with a ranged weapon or spell attack an automatic critical.

Beast Stride: This form gives you an extra movement speed equal to your proficiency bonus x 5. This also allows you to add your WIS modifier to any DEX save you make while in this form.

Nature's Weapons: This form allows you manifest an amount of natural weapons (ie claws, horns, tail) that do not exceed a 1d12 of damage (such as manifesting two claws that do a d6 each or a single tail that deals a d12 of damage.) You can use either STR or WIS when deciding attack and damage rolls. You also can add your WIS modifier to any STR saves you make while in this form. 

Warrior Spell List

This extra spells are always considered prepared and don't count against your amount of prepared spells.

3rd- Branding Smite, Shadow Blade

5th- Blinding Smite, Lightning Arrow

7th- Staggering Smite, Mordenkainen's Faithful Hound

9th- Banishing Smite, Holy Weapon

Primal Prowess

At level 6 whenever you have an active transformation you can spend you can spend a spell slot to empower your attack with the fury of nature. You can expend a spell slot to deal extra damage. Each level = 1d6 (4th level spell slot= 4d6 bonus damage on reaction attack). This damage can be either: fire, cold, acid, thunder, or lightning. This damage increases to a d8 at level 10 and then a d10 at level 14.

Savage Mage

At level 10 you can empower your spells with nature's mystical energy. When you cast a spell you can add your WIS modifier to the spell level as if you were upcasting it by that amount. You can only do this once per long rest.

Pack of Defenders

Once you have reached level 14 you can channel the power of the natural world into an army to command. As a bonus action after dealing damage to a creature you can summon an amount of beast or elementals with a combined CR no higher than half your level. These creatures have a shared intuitive and there first turn must be spent attacking the last person before summoning them. Once this creature is defeated then the randomly attack another enemy. This creatures last for one minute or until they have been reduced to zero hit points. 

Previous Versions

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9/25/2021 6:44:16 PM
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