Druid
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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