Druid
Base Class: Druid

hairy bois

Spirit Cloak

When you choose this circle at 2nd level, you gain a spirit cloak.

When you use your Wild Shape ability, you can choose to instead morph your cloak into the translucent essence of the creature you chose to transform into. 
While in this form, you gain the following benefits instead of the normal benefits of Wild Shape:

  • You gain temporary hit points equal to 4 times your druid level.
  • Your Strength and Dexterity become that of the creature you chose, unless yours are higher.
  • You gain any abilities that creature has but not its natural weapons.
  • You gain a bonus to your AC equal to your proficiency modifier while not wearing a shield.
  • You may cast spells in this form, but not any that require concentration.

This effect lasts for 1 minute, and you can use it an amount of times equal to your Wisdom modifier, minimum 1.

 

One with nature

You have learned from and communed with the creatures that roam the wildlands, giving you insights into their ways of life.
Starting at 2nd level, you gain proficiency in either survival or nature, and learn to cast Speak with Animals at will.

Bestial Reflexes

Starting at 6th level, your connection to your cloak deepens, allowing you to transform faster, and honing your reflexes.

You can use your Spirit Cloak as a bonus action.
Additionally, you can no longer be surprised while conscious, and you gain a bonus to your initiative equal to your wisdom modifier.

Blessing of forest winds

Starting at 6th level, while Spirit cloak is active, you gain 10ft additional movement.

Symbiosis

At 10th level, when using Spirit Cloak, you can also give the same benefits to a willing creature within 30ft, linking you together.

If either linked creature is hit by an attack, the other creature can use its reaction to do an attack against the hostile creature, or cast a spell on the linked creature .
The spell can only target one person, being the other linked creature.

Pack leader's Mane

By 14th level, friendly creatures within 10ft of you gain the Pack Tactics feature.

Additionally, while Spirit Cloak is active, hostile creatures that move within 30ft of you must roll a Charisma Saving throw at the start of their turn.
The DC is equal to your spellcasting DC. On a fail, they become frightened. On a save, they become immune to the effects of this feature for 24 hours.

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