Druid
Base Class: Druid

There are some druids that are more wild than the others, that take to the primal side of their powers more quickly. In most cases, these druids are able to quell these urges and focus their magics and efforts into one of the many more common druidic circles. Some rare druids, however, give in to these deep bestial desires. Those druids who allow themselves to live freely with their wild instincts driving their lives are part of an ancient circle of druids, talked about in hushed whispers. This, is the Circle of Claws - A circle devoted to submitting one's self to the animal side of their spirit. Claw Druids are powerful fighters, but are still fully capable of channeling the mystic energies of nature.

Circle of Claws Spells

When you reach a Druid level specified in the Circle of Claws Spells table, you thereafter always have the listed spells prepared.

Circle of Claws Spells
Druid Level Prepared Spells
3 Zephyr Strike, Arcane Vigor, Primal Savagery
5 Conjure Animals
7 Freedom of Movement
9 Far Step

Ferocious

At 3rd level, when you become a Druid of Claws, you are granted the powerful traits of a wild beast. Your unarmed melee attacks now deal a base 1d6 slashing damage, and you can now use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls of your unarmed melee attacks.

This slashing damage increases to 1d8 at level 6, then to 1d10 at level 10, and finally 1d12 at 14th level.

Feral Rush

Starting at 3nd level, you may momentarily infuse your body with a surge of wild energy. As a bonus action, you may enter into a Feral Rush for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You may also use your bonus action on subsequent turns to maintain your Feral Rush. You may also end your Feral Rush as a bonus action. While under the effects of your Feral Rush, you gain the following:

  • When you start your Feral Rush, you gain temporary hit points equal to 4 times your Druid level.
  • Your unarmed melee attacks deal an additional 1d4 force damage.
  • You can make an additional unarmed melee attack as a bonus action on your turns.
  • You gain an additional 10 movement speed and you have advantage on checks against being grappled, restrained, stunned, or paralyzed.

You may enter your Feral Rush once per long rest. You may also consume a charge of your Wildshape to regain a use of this feature.

Grievous Wounds

Starting at 6th level, the claws and teeth you have honed from countless fights have grown sharper. Your physical prowess has become more fierce, and when you strike an enemy, the wounds you leave are heavy, and deep.

You now can attack twice, instead of once, whenever you take the Attack action on your turn and your claw attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Vicious Lunge

Beginning at 10th level, you pounce on your prey like a trained hunter. Whenever you reduce a creature's hit points to zero, you may use your reaction to lunge at another creature within a distance equal to your total movement (walking) speed.

Lunging at a creature this way does not cost any movement or invoke attacks of opportunity. Whenever you make a lunge this way, you may make an unarmed melee attack against the creature, and this attack does not count against your total allowed attacks per turn.

Tear Apart

Starting at 14th level, you are able to lose yourself completely to a primal blood frenzy. Once per turn after you make a successful unarmed melee attack roll against a creature, you may consume a spell slot.

You make a number of additional unarmed melee attacks equal to the level of the spell consumed, up to a maximum of 5. These bonus attacks are made with a -5 penalty to your attack rolls.

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