Base Class: Druid
Druids in the Circle of the Werebeast tend to have a split-personality or conflicted sense of self. They long to maintain their humanity, yet they seek to be more like the beasts of the wilds. These druids are not typically infected with any kind of lycanthropy, but instead have learned to imbue different aspects of nature's creatures onto themselves while still retaining who they are. This is perhaps best displayed in their ability to still channel magic while transformed. At heart, druids of this circle aim to mimic beasts rather than become beasts themselves.
Primal Instinct
2nd-level Circle of the Werebeast feature
When you choose this circle at 2nd level, you learn the Primal Savagery cantrip, which doesn't count against the number of druid cantrips you know and you can cast it as a bonus action.
(Note: At 2nd level create a homebrew item for yourself that grants you the Primal Savagery Cantrip, if you have access to the source material.)
Wereshape
2nd-level Circle of the Werebeast feature
You gain an alternate use for your Wild Shape feature. As a bonus action, you may expend a use of your Wild Shape feature to take the form of a werebeast. You determine your appearance while wereshaped, as long as you retain a form that has the same basic arrangement of limbs; for example, your body may develop a coating of fur or scales, your hands might grow sharp claws, or maybe you grow a wing-like membrane underneath your arms. This transformation lasts for 1 hour, until you fall unconscious, or until you use a bonus action to exit this form. While wereshaped, you can cast spells and concentrate on them, but cannot wear armor. While in this form, your armor class is equal to 10 + your Wisdom modifier + your Dexterity modifier. Moreover, you gain temporary HP equal to twice your druid level.
There are two wereshape traits you can choose between at this level, with more options becoming available as you gain levels in this class. A level prerequisite refers to your druid level. Each wereshape form offers different benefits, of which you can only benefit from one at a time:
Werewolf
You gain advantage on Dexterity (Stealth) checks, and Wisdom (Perception) checks based on smell, sight, and hearing. In addition, your Dexterity score increases by +3, this boost cannot raise your Dexterity score past 20.
Werebear
You gain advantage on Constitution checks made to maintain concentration on a spell when you take damage. Your Constitution score also increases by +3, this boost cannot raise your constitution score past 20.
Wereshark
Prerequisite: 4th Level
You gain advantage on Strength(Athletics) checks made to grapple enemies. In addition, you gain a swimming speed equal to your walking speed. Moreover, your Strength score becomes 19. This bonus has no effect on you if your Strength is already 19 or higher.
Werebat
Prerequisite: 8th Level
You gain a flying speed equal to your walking speed. In addition, your Dexterity score increases by +3, this boost cannot raise your Dexterity score past 20.
Weretiger:
Prerequisite: 8th Level
Your walking speed doubles. Whenever you cast the Primal Savagery cantrip as an action, you make two attack rolls as opposed to one.
Werebeast Soul
6th-level Circle of the Werebeast feature
Starting at 6th level, your skill in wereshaping has developed in such a way that you begin each day wereshaped as if you had expended a use of your Wild Shape feature. While wereshaped in this way, it lasts until your next long rest, or you become unconscious. You can still expend a use of your Wild Shape feature to wereshape as per the Wereshape feature. In addition, while wereshaped you can add your wisdom modifier to the damage rolls of your melee spell attacks and you gain resistance to nonmagical slashing, piercing, and bludgeoning damage from nonsilvered weapons.
Dragon Transformation
10th-level Circle of the Werebeast feature
Starting at 10th level, your ability to take on the features of other creatures has transcended mere bestial forms. As a bonus action, you can expend two uses of your Wild Shape feature to Wereshape into a Weredragon form. This form counts as being wereshaped as per the Wereshape feature, however, you cannot choose to start the day in this form as per the Werebeast Soul feature. This feature can only be used once per day regardless of the number of Wild Shape you have remaining until you have reached 20th level in this class. Your weredragon essence grants you the following bonus:
Weredragon
Your walking speed is increased by 10ft, and you gain a flying speed equal to your walking speed. Additionally, your Strength, Dexterity, and Constitution scores increase by 3. Your ability scores cannot be increased past 20 using this feature. Once per turn, you can use your action to unleash a breath weapon attack in a 30ft cone from your position. Creatures within the area must make a Dexterity saving throw against your spell save DC or take 8d6 of your choice of acid, cold, fire, lightning, or poison damage on a fail, or half that on a success. Once you use this breath weapon attack, to use it again requires a roll of a 5 or 6 on a 1d6. This changes to a roll of a 4 or 6 at 14th level, and finally at 18th level can be used at will while in weredragon form.
The damage of your breath weapon increases to 10d6 at 14th level in this class, and 12d6 at 18th level in this class.
Call of the Pack
14th-level Circle of the Werebeast feature
Starting at 14th level, your ability to imbue yourself with the essence of other creatures has granted you the knowledge necessary to become an efficient pack hunter. While you are Wereshaped, for every ally within 5ft of you, your spell attacks gain a bonus of +1 to their attack and damage rolls. This feature can provide no more than a total bonus of +8 to your attack and damage rolls. This has no effect on your spell save DC.
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