Druid
Base Class: Druid

Through the balance of nature, and the arms race that gives the push and pull of life. You are part of the spirit of the environment itself, and the competition and symbiosis of all the life around you. In all the circles of blood. You are a part of the ecological web, from the detrivores bugs scuttling in the undergrowth; to the giant eagles that fly overhead. 

Bonus Cantrip

Spike growth 

The Circle of Life

When making a damage-dealing attack roll you can trade an extra first level spell slot (or higher) for an extra 2d6 damage and you gain it in temporary hit points (for every spell slot above the first level add 1d6) If dealing with a monstrosity, humanoid, or aberration add an extra 1d6 to the damage roll. 

Circle Spells

Spells from the pecking order and patterned chaos of nature. 

Creatures of the Wild

If you have bitten a creature or have tracked the creature for more than an hour you gain advantage on all attacks against it, also add 1d4 to the damage roll. All of its attacks are now at disadvantage against you, and you now crit on a 19 or a 20. 

If you are fighting a beast or natural creature of the area, you can use a wild shape to turn into the creature's natural predator (no matter the cr) (Talk to your DM to determine the natural predator. ex: when fighting a deinonychus you can turn into an allosaurus, or if fighting an allosaurus you can turn into a tyrannosaur. if you are fighting a blink dog you can turn into a displacer beast.) If you cant turn into its natural predator you can turn into a creature of 1 CR higher than you normally could, can be any creature as long as it is part of an environment. You can cast your circle spells in wildshape. 

Aura of Ecology

Using a bonus action, for the next 10 rounds every creature/conjured fey, beast, or plant (also any barbarian path of the beast (in rage); can be broken with a DC15 Wisdom saving throw, redone every turn) in a 100 ft radius will be on your side and work for you. They will attack who you are attacking with advantage and the thing you are attacking will be at disadvantage to attack a creature affected and disadvantage on savingthrows. 

If no target they go into a state of fight or flight, running away or attacking a nearby animal. 

Bite of Blood

If you hit with a melee attack; the affected has to make a Wisdom save against your spell DC +1. The affected creature becomes frightened of you. Its speed is halved, and you get half the damage done in healing/temporary hit points (you choose). If a bite attack (wildshape), add 3d6+10 damage and its speed is quartered.  (At 18th level this effect extends to ranged attacks and spells) 

This effect extends to as many other people as your wisdom modifier. 

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