Druid
Base Class: Druid

Druids of the Circle of Dragonkond are fierce Warriors of the skies, land, and ocean.

Their order gathers in draconic temples to submit offerings to the masters of nature; to the true masters of nature. This can be any of the dragons gods or a simply guard Drake that hides in the King's Castle. 

Fearsome as the dragons that run through the blood, and fly along side them, a druid of this circle might skitter as a guard drake in a cavern, curl up next to a fire as a pseudodragon, or fly as the master of the arctic as a white dragon.

The dragon is in the druid’s blood.

Combat Wildshape

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, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

Combat Shape

The rites of your circle grant you the ability to transform into more dangerous draconic forms. Starting at 2nd level, you can use your Wild Shape to transform into a dragon with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

Starting at 6th level, you can transform into a dragon with a challenge rating as high as your druid level divided by 3, rounded down.

This path takes a narrow focus and dedication as dragons are rare and dangerous beings. You sacrifice versatility for draconic power and can only take the forms of dragons with your Wild Shape function; this also lists you to no weapons or magic abilities. Your breath is your magic, your talons your weapons. 

Primal Strike

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

Deadly Wildshape

At 10th level, you can expend two uses of Wild Shape at the same time to transform into a dragon with a challenge rating as high as your druid level times 1/2, rounded down. Doing so is very draining, and once you use this feature, you cannot use it again until you complete a long rest.

At 20th level you can use this feature once per short rest.

Elemental Master

By 14th level, you have learned to use magic to dominate one of the following:

Skies

-You can cast the fly spell without the need to concentrate on it and it last up to an hour.

Earth

- You can cast the freedom of movement spell without the need to concentrate on it and it last up to a hour. 

Sea

- You can cast the water breathing spell without the need to concentrate on it and it last up to amd hour.