Druid
Base Class: Druid

This subclass serves to change the balance of the circle of the moon, its not necessarily more balanced, but it is more interesting.

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.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

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 Forms and Primal Strike

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.
Your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Protoelemental Wild Shape

 At 10th level, you now have four uses of elemental wild shape that replaces your beast forms, once for each type of Protoelementals. your transformation while in elemental form lasts slightly shorter than it would in beast form, you can stay in elemental form for a number of minutes equal to your level. You may also expend 2 of your uses of elemental wildshape to transform into a stronger elemental (dust, steam, vapor, mud, magma and smoke) if you do so both the types of this elemental cant be used again the same day either as a protoelemental or as a dual elemental. entering this dual elemental state is particularly taxing and exiting it is that much more painful, if you revert as a result of getting to 0 hp while in dual elemental form, you take damage equal to half your hit points rounded down. you do not sustain this damage in a normal elemental form. If you prefer, you may use all four of your elemental wild shapes to transform into a protoelemental of your choice for a number of hours equal to half your druid level.

Aspect of Kalimos

Once you reach level 14th, you are at the pinnacle of elemental fusion and can now transform into an Aspect of Kalimos which contains elements of all other elementals.This form, while powerful, is very unstable and you must succeed on a special DC5 wisdom saving throw  every turn or attack the closest ally you can reach or use a feature with your most potent feature, if no ally are withn reach of your features, you must attack an enemy, otherwise, you do nothing. This DC increases by 1 every turn you are in this form and you can not willingly end your transformation. Exceptionally, a 1 is always a failure and a 20 is always a success on this saving throw. You also may choose to end the transformation on any turn you roll a 20, if you wish. Coming out of this form as result of getting to 0 hp makes you take force damage equal to 1/2 your maximum hp rounded down. You may enter this form for free once per long rest

once you reach other levels in this class you also gain these features:
15th: you now may now enter the form of Aspect of Kalimos for free once per long rest.
18th: the DC for the wisdom saving throw no longer goes above 13 .

NOTE (nerf): the level 20 feature now only lets you use unlimited wild shape into beasts and you may now regain your four uses of elemental wild shape on a short rest.

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