Druid
Base Class: Druid

 Druids of the Circle of Primal Fury unleash their beast when they enter their wildshape. They become unbridled animalistic warriors unhinged from the notions of proper battle tactics. Suffused with primal elemental energy, their beast forms become much more lethal. 

Primal 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.

Additionally, while you are transformed by Wild Shape, you gain a bonus to your attack rolls equal to your Proficiency bonus and you can choose a damage type [fire, cold, lightning, thunder,  poison, or acid] and gain resistance to that element until you revert back from your wildshape. 

Improved Beast 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.

Refined Beast Forms

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

Primal Smite

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, once per turn, you may expend a spell slot up to 5th level to deal additional elemental damage equal to 1d8 per spellslot level (maximum 5d8). The elemental damage options are fire, cold, lightning, thunder, acid, and poison. 

Primal Fury

At 10th level, when you use your spellslots to deal additional elemental damage to creatures, you also apply an effect on them based on the elemental damage type. If a creature is immune to the elemental damage type, then they are immune to the effect as well.

Acid: The creature hit must succeed a Dexterity saving throw equal to your spell save DC or have their AC reduced by an amount equal to half of your Proficiency bonus rounded down for 1 minute. The creature or any other creature within 5ft of the affected creature may use an action to wipe the acid off, removing the effect. 

Cold: The creature hit must succeed a Strength saving throw equal to your spell save DC or be restrained within ice for 1 minute. The creature or any other creature within 5ft of the affected creature may use an action to break the ice. If the creature is hit by fire, the ice melts as well. 

Fire: The creature hit must succeed a Dexterity saving throw equal to your spell save DC or ignite in flames for 1 minute. At the start of the creature's turn it takes 2d8 fire damage. At the end of the creature turn it can roll another Dex Save ending this effect on a success. If the creature is hit by cold or dowsed in water, the effect ends as well.

Lightning: The creature hit must succeed a Constitution saving throw equal to your spell save DC or be stunned until the end of your next turn. If the creature hit is in the air, they immediately fall to the ground if they fail this saving throw.

Poison: The creature hit must succeed a Constitution saving throw equal to your spell save DC or be poisoned for 1 minute. At the end of each of it's turns, it may make another Con save, ending this effect on a success.

Thunder: The creature hit must succeed a Strength saving throw equal to your spell save DC or be knocked prone. Whether or not the creature makes the save, they are unable to use reactions until the end of their next turn. 

One with the Elements

At 14th level, you are suffused with elemental energy flowing through your body's ley lines. When you enter your beast form, you can choose an element to suffuse yourself with. The options include acid, cold, fire, lightning, poison, and thunder. You gain the following effects.

  • Your attacks deal an additional 1d6 damage of the corresponding type.
  • You can use the dash action as a bonus action. When you do so, you can pass through creatures dealing your Wisdom Modifier elemental damage. You cannot end your turn in the space of another creature.
  • When you are hit by attack from a creature within 15ft of you, elemental energy arcs from your body dealing 1d8 + Your Wisdom Modifier elemental damage to the attacker. 

After using your primal smite feature, you can change the element you are suffused with to the one used in your smite.

Previous Versions

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5/1/2024 3:32:06 AM
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