Druid
Base Class: Druid

The druid circle of beast blood has made special bond with the fauna of the worlds. Gaining far more ability to assume the forms the many beasts of the natural world, this circle's specialty is shifting from form to form in combat.

Combat 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.

With all the forms of the wilds, druids of the Circle of Beast Blood find certain forms suit them better than others. You may chose two signature beast forms with a CR no higher than 1. You may use your Wild Shape to take either of these forms without consuming spell slots.

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 spell slots to transform into a beast. When you consume a spell slot in this way you may assume the form of a beast that is a challenge rating as high as 1/2 of the spell slot level expended, You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

Starting at 9th level, you can transform into a beast with a challenge rating as high the level of the expended spell slot.

Summon Beast Companion

At third level you gain the ability to summon a beast companion. You gain access to the find familiar spell.

Primal Ferocity

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.

Additionally, when you use the attack action in beast form on the same turn that you transformed, your attacks deal additional damage equal to your Wisdom modifier.

Chimeric Wild Shape

At 10th level, you can expend a use of Wild Shape along side a spell slot to add a Chimeric influence to the form you take.

Chimeric Influence: Breath Weapon

Your chosen form fills with heat. While in this form you may use your action to exhale fiery breath in a 15ft. Cone. Each creature in the area of the exhalation must make a dexterity saving throw, taking 2d8 fire damage on a failed save or half as much damage on a successful one.

Chimeric Influence: Flight

Your chosen form gains large leathery wings. While in this form you gain a 25ft. Flight speed.

Chimeric Influence: Venomous tail

Your chosen form's tail changes into a snake. While in this form you may use your action to make the tail lash out at a creature. Make a bite attack using the strength score of your chosen form. On a hit this bite deals 1d6 piercing damage and may inflict the Poison condition. The affected creature must make a Constitution saving throw against your spell save DC. On a failed save the creature is poisoned, a poisoned creature has disadvantage on attack rolls and ability checks.

Thousand Forms

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.

Comments

Posts Quoted:
Reply
Clear All Quotes