Druid
Base Class: Druid

Within the verdant embrace of the Circle of the Beastbound, druids commune deeply with nature's creatures, forging unbreakable bonds that transcend the boundaries of species. These druids master the art of shapeshifting, assuming the forms of beasts both fierce and noble, drawing upon the strength and instincts of their animal allies. In their company, beasts find solace and guidance, their connection echoing through the winds and roots of the wilds.

Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know.

Feral 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 Wild Shape to transform into a beast 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 beast with a challenge rating as high as your druid level divided by 3, rounded down.

Circle Spells

Your mystical connection to the mountains infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the earth, skies, and the electric connections that can form between them.

Once you gain access to a circle spell, 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.

Bound Companion

At 6th level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Please find your character's Companion in your "Extras" tab. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.

The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.

If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.

When the companion drops to 0 hit points and it is within 120 ft of the player, it teleports back to player's locket as long as its path is unobstructed. After the character takes a long rest, she make use an action to summon the companion. you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

Feral Forms

The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

Exceptional Training

Beginning at 10th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multi-attack action if it has that action. On any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. 

In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Beastbound Revival

The bond with your beast companion can save you from death. If your beast companion is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet.

Once you use this feature, you can’t use it again until you finish a long rest.

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