Base Class: Druid
Druids of your circle are fed up with so called civilized races. They strip the land of it's minerals and nutrients, They hunt species to extinction, They burn and smoke the air. Your circle is dedicated to standing for nature against the civilized world. You are not defensive or reactive about this. You are out to destroy the civilized world.
Bloody savagery
At 2nd level, you learn primal savagery, it does not count toward your cantrips known.
If you roll maximum damage on one or more of the damage die, it takes half damage automatically every turn
the effect of this cantrip remains in wild shape
Vicious Nature
when you choose this circle at level 2, you gain the ability to sharpen horns, thorns, and claws.
When you or an ally deal piercing or slashing damage with a non-metal weapon, add a D4 to the damage. The total piercing or slashing damage now counts as magical for the purposes of overcoming resistances
at level 6 this die increases to a D6
at level 10 this die increases to a D8
at level 14 this die increases to a D12
Flesh of your Enemies
At 6th level, you have learned to sustain yourself in wild shape by feeding on your enemies. If you reduce an enemy to 0 hp while in wild shape, you regain a number of HP equal to your druid level and the enemy's constitution. This does not work with undead or constructs.
Apex Predator
Starting at 10th level, you are the dominant creature in your range. using 1 action you can roar a challenge to any beast, monstrosity, fey, or fiend. That creature makes a charisma save versus your Druid Spell DC. On a failed throw they are charmed by you until you or an ally hurts them, or you complete a long rest. At the end of a long rest, the creature will sulk off into the night. If the creature has 4 or higher intelligence they have advantage, if they have 10 or higher they automatically succeed. This ability can be used only 1 time per short rest.
While Charmed the creature will prioritize enemies that you command it to attack, enemies that attack it, and enemies you attack, the closest creature that is not you. It will not leave combat unless you command it to stand down and will attack your allies. You may use a reaction to command it.
Nature's Bloody Protector
At 14th level, your dominance in the wild is not only uncontested, but it is easily known. Wild beasts will not attack your encampment in the night. If other types of creatures are in the dark that might attack you the animal life will raise an alarm to give your team 5 minutes warning.
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Posted Oct 29, 2023I like it. But as what was said, needs some tweaking.
Bloody Savagery does need some adjustments. Does it take that extra damage every turn beginning on its next turn? Or beginning on the turn after this affect takes place?
Vicious Nature should not work with allies. Just yourself and maybe an Animal Companion if you so have one or those allies you polymorph. If you really want to keep it as an you and allies thing then it should have an action time to apply and a time limit associated and a target limit, especially since its you applying a bonus to allies who might not even be using natural weapons. And if you apply it to allies. I would cap the ally bonus to d6.
Flesh of your Enemies heals too much. Perhaps make it a bonus action to use and a once per short rest. That or have it scale with levels.
Apex Predator needs a wording adjustment. But I like the overall idea.
But like you said. You personally want to rework it a bit. Get to it! ^-^
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Posted Jun 8, 2020You're absolutely right. This was one of the first things I created and needs a lot of rework.
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Posted Jun 8, 2020Bloody Savagery seems to be missing some words. What takes damage every turn? How does a cantrip effect remain in wildshape, it takes an action to cast and has no duration.
Flesh of the enemies allows for unlimited healing? You can use this every time you reduce a foe to 0hp? That is going to be abused.