Druid
Base Class: Druid

By embracing hunger, druids of this circle gain the power that stikes fear in the hearts of beasts and men alike. Drawing on the power of both lycanthropy and vampirism, druids of this circle can take the form of the true "king of beasts" - the werepyre. A werewolf with giant bat wings sproating from its back, the werepyre is relentless and none can escape from its claws.

 
 
 

Leeching Bite

Starting at 3rd level, when a bite attack connects with a creature, you can use a spell slot to deal extra damage. The target must make a Constitution saving throw against your spell DC. They take 1d6 necrotic damage per spell level on a failed save, or half as much on a success. Additionally, you regain hit points equal to half the damage dealt (rounded up).  This ability has no effect on constructs or undead.

 
 

Wolf Forms

The rites of your circle limits your ability to shapeshift by only allowing you to take the form of wolf creatures. Starting at 2nd level, you can take the form of a wolf or dire wolf but are unable to shapeshift into any other beast. You retain wolf senses even in human form. Become proficient in perception if you aren't already.

Starting at 6th level, you can take the form of the ravenous werewolf.

Primal Strike

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.

Lycanthropic Blood

Starting at 6th level, the rites of your circle grant you the ability to transform into the union between man and beast; the dreaded werewolf. You can use a Wild Shape feature to take the hybrid form of a werewolf. You retain the functionality of a humanoid, even still being able to cast spells. However, you are unable to concentrate on spells while in this form. While in this form, you gain the multi-attack feature limited to one bite and claw attack. These attacks count as melee weapon attacks that uses wisdom instead of strength.

Additionally, gain resistance from bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered. This resistance is supressed by your vampiric blood. While in direct sunlight, you lose this damage resistance.

At 8th level, the werewolf form becomes the werepyre form, gaining a flight speed of 30ft. Additionally, you gain access to the bat and giant bat forms.

 

Blood Hunter

At 10th level and while you are in werepyre form, you can sense the exact location of any beast, humanoid or monstrosity this is below its hit point maximum within 120ft and isn't behind full cover. Additionally, you gain advantage on wisdom checks to track a beast, humanoid or monstrosity that you or your allies have injured.

Also, healing from the Leeching Bite feature can overheal you. Any healing that take you above your hit point maximum is stored as temporary hit points. This can't excede your Wisdom modifier + druid level (minimum 1).

Thousand Forms

By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will. You can only use this feature to produce natural weapons. You can make a bite or claw attack from your werepyre form without transforming.

Comments

Posts Quoted:
Reply
Clear All Quotes