Druid
Base Class: Druid

Druids of the Circle of the Stalker aren’t your usual sages of the natural world: they are hunters, predators stalking their quarry. They have the skills and means to sense, to track, to face down any foe, able to partially transform into a beast of the hunt to better find their prey, allowing their inner monster to take over. As a druid of this circle, you feel most alive when you are on the prowl. 

Many members of this circle are lycanthropes, and not of a specific type at last: werewolves, weretigers, wereravens, etc, and their ability to transform into a beast of the hunt is simply an extension of their already existing natural ability. Not all are however, far from it, and simply choose to embrace the most primal part of themselves, revelling in it and in the hunt.

Circle Spells

Your quest to hunt and prowl and relentlessly pursue your prey  grants you access to certain spells. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Stalker Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Druid Level

Circle Spells

2nd

alarm, bane

3rd

blur, pass without trace

5th

blink, slow

7th

freedom of movement, locate creature

9th

hold monster, mislead

Stalker's Senses

Beginning when you first choose this circle at 2nd level, your primal magic augments your hunting awareness. You have advantage on any Wisdom(Survival) or Intelligence(Investigation) checks made to find and track creatures.

Hunter's Form

Also at 2nd level, as a bonus action, you may expend a use of your Wildshape to transform into a druidic predator, rather than assuming a beast form. When you do so, you gain temporary hit points equal to two times your druid level. In addition, you transform into your Hunter’s form (its appearance is your choice, though your general body shape must still be the same, as your equipment and clothing stays on  you),  gaining the following benefits for 1 minute:

  • You can use your Wisdom modifier to make unarmed strikes, using the bite, claw or tail of your Hunter’s form, choosing when you first activate this feature. 
  • Your unarmed strikes become a d6 and deal a damage type appropriate to your Hunter’s form (piercing if you are biting, slashing if you are using your claws, etc). This becomes a 2d6 at 10th level in the Druid class, and 3d6 and 16th level. 
  • You become Large.
  • You have advantage on Wisdom(Perception) checks. 
  • Your movement speed increases by 10 feet.
  • If you reduce a hostile creature to 0 hit points, the duration of this form increases by 1 minute.
  • Bloodlust. If you start your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 8 Charisma saving throw or move directly toward the nearest creature and use the Attack action against that creature, attacking with your unarmed strikes against it.

Blood Chaser

Starting at 6th level, your primal connection to the hunt has made you more powerful, and you gain the following benefits:

  • You can attack twice, instead of once, whenever you take the Attack action on your turn. 
  • You gain a climbing speed equal to your walking speed.

The Everchasing

At 10th level, you are one step closer to becoming the ultimate hunter, and you gain the following benefits:

  • You gain advantage on initiative.
  • You have advantage on Strength checks and Strength saving throws while in your Hunter’s Form feature. 
  • Your Hunter’s Form feature doesn’t end until you finish a short or long rest, rather than lasting for 1 minute.
  • Whenever you reduce a creature to 0 hit points, you gain temporary hit points equal to half your druid level. 

Form of the Apex

By the time you’ve reached 14th level, you have managed to grow your connection to the hunt to become an apex predator. Whenever you activate your Hunter’s Form feature, you may expend two uses of your Wildshape instead of one, causing you to gain the additional following benefits for the duration while in the form:

  • You gain additional temporary hit points equal to your druid level (a total amount equal to three times your druid level).
  • You become Huge, rather than Large.
  • You count as a Monstrosity rather than a Humanoid.
  • Your movement speed increases by an additional 10 feet, to a total of 20 feet.
  • Whenever you deal damage to a creature with an unarmed strike, you may expend a spell slot to empower it. The attack deals extra damage equal to 1d6 per level of the expended slot. 
  • The reach for your unarmed strikes increases by 5 feet.
  • You can’t fail the saving throw for your Bloodlust.

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