Druid
Base Class: Druid

Primeval druids are modled after the circle of the moon druid but with a greater sense of beastal power and fury. It takes aspects from the circle of the moon and a bit of barbarian for a unique subcclass. It also comes with its own custom abilities and special drawbacks to make it as thematic as possible. Its aim is to create a fun and unique druid subclass so some if not all of it might need balancing.

Primal Form

At the 2nd level you may choose a beast. You may turn into this beast an unlimited number of times and may remain in the form indefinitly otherwise it acts exactly like wild shape.

Beasts with a challenge rating of 0 do not expend an use of wild shape

Limitations

 -The beast you pick you must subtract the challenge rating of from the max challenge rating of your beast shape and it cannot go above your max. If it were to reach 0 you loose the ability to wild shape until you pick a new Primal form.

-Additionally any damage taken in this form is permanent to that form. If you were to take damage and change back to your original form and back to your primal form the hp stays the same and does not change. The only way to heal damage from your primal for is to take a rest as your primal form or cast healing magic. Rests takin by one form does not effect the other. Druid spell casting is recovered though from both Forms.

-You can have an amount of primal forms equal to your druid level divided by 4 rounded up.

-When ever you take damage in a round equal or above your character level plus the challenge of the beast you are transformed as you must make a Wisdom saving throw dc equal to the damage take plus your primal form’s challenge rating or enter a rage like state called feral frenzy, reducing all your mental scores to that of the beast you have become and act on instinct alone unable to discern friend from foe.

-In feral frenzy you attack the nearest creature or what had most recently attacked you and you must act like your beast would.

-In feral frenzy you have resistance to bludgeoning slashing and piercing damage from non magical weapons

-While in feral frenzy at the end of each of your turns you may repeat this saving throw to regain your senses and stop this rage like state

 

 

Superior Wild Shape

When you reach 2nd level, you gain the ability to whenever you use Wild Shape on your turn you may make an attack as a bonus action as the animal you transformed into.

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 2 - half the challenge rating of your favored form, rounded down.

 

Primal Aspect

Starting at level 3 your true form gains more a animalistic nature, gaining on of the following benefits.

Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.

Long Strider. Your movement speeds increases by 10 feet.

Acrobatic Adaptation. Your jump height is tripled and you develop climbing claws or something of the like gaining a climbing speed equal to your walking speed. You also gain proficiency in acrobatics or expertise if you already have it and take half as much damage from falling.

Thick Hide. Your ac equals 13+Dex as your skin becomes more rough and course

Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes and may either use strength or dexterity (choose 1). Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

Primal Senses. You Gain advantage in perception checks that rely on one of these senses. Sight, Smell, or Hearing.

Primal Sight. You gain dark vision up to 60 ft and gain proficiency in perception checks and expertise in it if you already have proficiency. 

  • At level 6,9,12,15, and 18 Gain another Primal aspect
  • If you choose the same Primal aspect twice you gain the benefits below.
    • Aquatic - Increases swimming speed by 15 ft and gain dark vision up to 120 ft
    • Long stride - Increases movement speed by 10ft and you may dash as a bonus action
    • Acrobatic Adaptation - You gain 15 ft climbing speed and take 1/4 of damage from falling
    • Thick Hide - The base Ac increases to 15 and you gain proficiency in Constitution Saving throws
    • Natural weapons - The damage dice increases by 1 and you may choose a damage type of either poison, acid, fire, cold, or lightning damage.
    • Primal Senses - You gain an additional sense
    • Primal Sight - Your dark-vision now goes up 30ft in range

 

Primal Fury

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. Alongside this you may choose a primal aspect to give to your primal form at 6th, 10th, and 14th level. But each primal aspect added to your primal form subtracts 1 to to the damage threshold it take to rage and increases the dc of the wisdom saving throw by 1.

Primal Savagery

You learn how to channel the primal fury of nature into your attacks

  • At 10th level you gain the ability to enter a rage as a bonus action 
  • In this state you gain resistance to non magical bludgeoning slashing and piercing damage
  • Your attacks also gain extra damage equal to your wisdom moodier

 

Master of the Primeval

At 14th level

-you may now turn into monstrosities using your wild shape

-Using your bonus action you can turn into a primeval avatar and in this state you become a Primal Beast and gain the following benefits for 10 minutes and may do this once before needing a long rest to regain this ability.

Bestial fur covers your body, your facial features become feral, and you gain the following benefits:

  • Your walking speed increases by 10 feet.
  • You gain dark vision with a range of 120 feet.
  • You make Strength-based or Dexterity-Based  attack rolls with advantage.
  • In this form you may still cast spells and cannot enter feral frenzy against your will
  • You gain all the abilities, saving throws, and stats (only replace your stats with higher ones of one of your primal form)

 

 

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