Base Class: Druid
Druids of the Circle of the Mistwalkers are fierce guardians of the Neverwood. Their order gathers under the command of their Archdruid, the Rogue Queen. They haunt the deepest parts of the Artwild, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid. They are the only denizens of Ludarum that can safely traverse the Neverwood, and uphold its inaccessibility to outsiders with a near-religious fervor.
Changeable as the shifting fog, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing Chronologic missionary — all while remaining practically unseen.
Stalker 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 as an action. Additionally, your Wild Shape forms take on the appearance of roiling fog. While Wild Shaped, enemies have disadvantage on Wisdom (Perception) checks made against you when relying on sight.
Circle Forms
The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down (at level 2, your max CR is 1/2, at levels 3-5 it's 1, 6 it's 2, etc.). You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.
Adept Tracker
Starting at 3rd level, as part of a long rest you can commune with your surroundings to become magically familiar with them. Whichever type of terrain your long rest occurs in — arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark — you may choose to make that terrain your adept terrain, which lasts until you change it on another long rest.
While traveling adept terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost unless separated from you.
- If you are traveling alone, you can move stealthily at a normal pace.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Primal Ambush
Starting at 6th level, you master the art of the ambush. If you take the Attack action on your first turn in a combat, you can make one additional weapon attack (including natural weapons from your Wild Shape) as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type.
In addition, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Predator's Frenzy
At 10th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack (including natural weapons as part of your Wild Shape), you can make another attack with that same weapon as part of the same action.
Shifting Mists
By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.
In addition to the listed benefits, you may choose from one additional:
Shadow Veil. You become shrouded in mist and difficult to perceive. You gain a +10 to Dexterity (Stealth) checks and cannot be tracked except by magical means.
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