Base Class: Druid
The Druids of this circle, are a secretive group, often part of a bigger circle. Looking to expand their shape shifting magic, for greater control and power. Once inducted into the inner circle, one is taught how to use their transformation magic to transform into a hybrid wolf form. This isn't true Lycanthropy, but an extended form of shape shifting magic. It is believed by most druids that the original werewolves were druids that attempted to draw too much power and got trapped in their hybrid form, with a feral nature driving there actions. This is a major part of why the druids of this circle are so secretive. Another would be that to outside observers the druid would seem like any other werewolf, and many would try and cure them or even kill them.
Wild Shape: Hybrid Form
Starting at level 2 you can use your action to Magically assume the shape of a humanoid wolf. You can use this feature twice. You regain expended uses when you finish a Short or Long rest. Your druid level determines just how powerful your hybrid form is.
You may stay in this form equal to your druid level. You then revert to normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points or Die.
This doesn't interfere with your normal Wild Shape abilities, however they do share use count.
Hybrid Form Traits
Transformation
- You gain 1d6 times half your druid level + 4d8 +10 (or 32) Temporary Health, once this temporary health is drained you are returned to your normal form.
- At level 2: 1d6+4d8+10 (or 32) Temporary Health
- At level 4: 2d6+4d8+10 (or 35) Temporary Health
- At level 6: 3d6+4d8+10 (or 39) Temporary Health
- At level 8: 4d6+4d8+10 (or 42) Temporary Health
- At level 10: 5d6+4d8+10 (or 46) Temporary Health
- At level 12: 6d6+4d8+10 (or 49) Temporary Health
- At level 14: 7d6+4d8+10 (or 53) Temporary Health
- At level 16: 8d6+4d8+10 (or 56) Temporary Health
- At level 18: 9d6+4d8+10 (or 60) Temporary Health
- At level 20: 10d6+4d8+10 (or 63) Temporary Health
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.
- You retain the ability to cast Spells, in this hybrid form, as long as you can follow the normal spell requirements. Transforming doesn't break your Concentration on a spell you've already cast, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.
Ability Score Increase
- You gain 2 Strength or your Strength raises to 16 whichever is higher.
- Your Dexterity raises to 14 if lower.
- Your Constitution raises to 10 if lower.
- Your other Ability Scores remain the same.
- You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature.
Silver Weakness
- You are weak to silvered weapons. If hit with a silver or blessed weapon, take an extra 1d6 damage. (All Forms)
Duelist
You use both your hands fighting. Giving you a bonus action to use you off hand to attack. You can add your ability modifier to the damage of the second attack.
Extra-Attack
- At level 3 you have Extra-Attack, meaning you gain an additional attack per round.
- At level 10 you gain another attack (3 attacks total).
Armor / Worn Equipment
You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Natural Weapons
- While in Hybrid Form you can Bite or Claw your enemies, within 5 feet.
- Bite
- at level 2 1D4+(Proficiency Bonus or Str Modifier)
- at level 14 1D6+(Proficiency Bonus or Str Modifier)
- Claw
- at level 2 1D6+(Proficiency Bonus or Str Modifier)
- at level 14 1D8+(Proficiency Bonus or Str Modifier)
Proficiency Bonus vs Str Modifier: Whichever is higher.
Regeneration
At the start of your turn if you haven't been attacked you gain 1d4 + your constitution modifier of health back. You can only gain this benefit if you have at least 1 hit point.
Tracking
You can detect opponents within 15 feet by sense of smell. If the opponent is upwind, the range increases to 40 feet; if downwind, it drops to 5 feet. Strong scents can be detected at twice the ranges noted above. Overpowering scents can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. (All Forms).
Dark-Vision
You can see in non-magical darkness out to 60ft, you cannot discern different colours and can only see in shades of grey and red (All Forms).
Wolf Empathy
You can communicate with wolves and dire wolves. (All forms)
Skills
You are Proficient in Survival, Nature, Intimidation and Perception rolls.
Saves
You are proficient with Strength and Constitution saving throws.
Tough Hide
While in Hybrid form your AC becomes 10+Strength Modifier+ Proficiency Bonus
Alignment
A Druid of the Claw's alignment can be nearly anything. Some embrace their inner beast and become evil, while others control it to use it's power for their own.
Size
Varies widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed
Your base walking speed is 30 feet.
Inspiration: https://www.dndbeyond.com/races/10435-werewolf
Natural Fitness
You've become more in-tuned with your inner beast, your Strength permanently increases by 2 points and you Dexterity increases by 1 point in Humanoid, and Hybrid Forms.
Sharpened Claws and Fangs
Your attacks gain extra damage
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Bite: 1d6+Str Modifier
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Slash: 1d8+Str Modifier
Extra-Attack
At level 3 you have Extra-Attack, meaning you gain an additional attack per round.
Extra-Attack
At level 10 you have 2 Extra-Attacks, meaning you gain 2 additional attacks per round. (Total of three Attacks, and a bonus Action)
Previous Versions
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