Druid
Base Class: Druid

Druids of the Wildlife Circle are revered for their unparalleled communion with nature's creatures, embodying the primal essence of the wild in their very being. These druids possess a profound connection with fauna, allowing them to seamlessly shift between various beasts with unparalleled agility and adaptability. Masters of reconnaissance and swift response, they serve as invaluable scouts in the heart of untamed lands

Natural 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. You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a short or long rest.

Additionally, you also follow the following progression chart for your wildshape rather than the one other druids use:

Druid Level

Max CR

Limitations

2nd

1/4

No flying speed

4th

1/2

-

8th

1

-

12th

2

-

Wildlife Connection

Starting at level 2, you can transform into CR 0 beasts without expending any of your Wild Shape uses, but the transformation always has only 1 hp. The maximum CR increases at level 6 to 1/8, at level 10 to 1/4 and at level 14 to 1/2.

Also, you gain the ability to cast Speak with Animals at will as a Bonus Action.

Unleash Beast Aspect

Starting at level 2, you can learn two beast aspects, and you learn one more aspect at levels 6, 10, and 14. You need spells slots of the corresponding level to be able to learn a Beast Aspect.

At any point while using Wild Shape, you can use a corresponding spell slot to unleash that aspect into your form. Whenever you level up, you can also swap any aspect you know with another one from this list.

The aspect lasts until the end of your turn, unless stated otherwise. It will end imediatly if the wild shape ends for any reason, and you can't use more than one aspect per turn.

Bear Strength

( Level 3 - Action ) You get the strength of a brown bear and make two weapon attacks against a creature within 5 ft, +5 to hit and 2d6+4 piercing damage for each of the two attacks.

Chameleon Skin

( Level 2 - Bonus Action ) Your skin becomes that of a chameleon, and you become invisible until the end of your next turn.

Eagle Eyes

( Level 1 - Action ) You gain advantage on your next Wisdom (Perception) check that relies on sight.

Elk Charge

( Level 3 - Action ) You grow antlers and can use charge: If you move at least 20 ft and hit a creature with an attack, it takes an extra 2d6 damage and must succeed on a DC 14 Strength saving throw or be knocked back 10 ft.

Feline Agility

( Level 2 - Bonus Action ) You get the agility of a panther, doubling your movement speed and gaining advantage on your next stealth check.

Hyena Rampage

( Level 2 - Bonus Action ) You get the rampage of a hyena, when you reduce a creature to 0 hit points, you can use a bonus action to move up to half your speed and make another melee attack

Owl Wings

( Level 2 - Bonus Action ) You sprout wings and can fly up to 60 ft without provoking opportunity attacks.

Spider Senses

( Level 1 - Bonus Action ) You grow many extra pairs of spider eyes, grating you 10 ft of blindsight and 60 ft of darkvision until the end of your next turn

Spider Web

( Level 1 - Action ) You gain the ability to shoot webs, choose a creature within 60 ft, it must make a Dexterity Saving throw, on a failed save it is wrapped in web and is considered restrained. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

Starfish Regeneration

( Level 1 - Bonus Action ) You incorporate the healing abilities of a starfish, you regain 1d8 hit points, you can also use a 2nd level spell slot to heal 2d8 or a 3rd level spell slot to heal 3d8.

Turtle Protection

( Level 2 - Action ) Your skin becomes like a turtle's shell, if your armor class is lower than 15, it becomes 15. This effect lasts for a minute

Evasive Shift

At 3rd level, your connection to the fluidity of nature allows you to evade attacks by transforming into a different animal. When you are hit by an attack, you can use your reaction to make a dexterity check (DC is equal to the attack that hit you), on a succesful roll you can transform into a CR 0 beast and cause the attack to miss. 

Wild Surge

Starting at level 6, you can spend two of your Wild Shape uses at once to gain temporary hit points equal to 5 times your druid level. While you still have these hit points, you can switch between any available Wild Shape forms as a bonus action without expanding any more uses. This effect lasts for one hour.

However, you keep the same amount of hit points you had before switching. For instance, if you had 15 out of 20 hit points, and switch to a beast that has 30 hit points, you still keep the 15 you had before, unless that exceeds the hit point maximum of your new form.

Magical Metamorphosis

You've learned to expand your Wild Shape ability to magical beasts and animals, but you spend 2 uses to transform into any of these creatures.

At level 10 you gain the following forms as Wild Shape Options: Owlbear & Griffon

At level 14 you gain the following forms as Wild Shape Options: Displacer Beast & Winter Wolf

Pack Leader

At level 14, all your time being transformed as an animal has given you more experience than almost any other circle. While in Wild Shape, the beast's armor class increases an amount equal to your wisdom modifier (minimum of 1). Also, on the start of your turns, you and any allies within 20 ft gain +10 ft of movement.

Previous Versions

Name Date Modified Views Adds Version Actions
6/3/2024 10:00:10 AM
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