Druid
Base Class: Druid

Druids who are members of the Circle of the Warg develop a powerful wolf form. They are unparalleled hunters and often do so as a pack. Many form strong bonds with wolves, while others prefer their wolf form to their humanoid one. Seeking balance in nature, they strive to eliminate monstrosities and undead in their territory. Their relationship with werewolves is complicated; the good members of this circle see them as unnatural foes, but a few evil members consider them kin and allies. 

 

Combat Wild Shape

When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

Warg Form

The rites of your circle grant you the ability to transform into a more dangerous wolf form. Starting at 2nd level, you can use your Wild Shape to transform into a Dire Wolf. In addition you gain advantage on Wisdom (Animal Handling) and Charisma checks directed at wolves.

Starting at 6th level, you can transform into a Warg, a magical dire wolf strengthened by your Druidic power. See this creature’s game statistics in the Warg stat block, search for "Warg" by "AndrewMann". The latest version is for 20th level druids, and there are previous versions for druid level 6 through 19. Alternatively, you can work with your DM to create a homebrew Warg stat block. The CR should be equal to your proficiency bonus.

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.

Wolflike

At 10th level, you lean to transform your humanoid form to gain wolfish features. As an action you can gain one or more of the following effects until you dismiss it, no action required.

  • Your eyes turn golden and reflect light, you have darkvision out to a range of 60 feet.
  • Your ears and nose grow slightly, you have advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Your skin toughens and becomes hide-like, wile not wearing armor your base AC is 12 + your Dexterity modifier.
  • Your teeth sharpen and mouth foams, you have advantage on Charisma (Intimidation) checks.
  • You grow claws, your unarmed strike deals 1d8 slashing damage, you are proficient with it, and it counts as magical.
  • Your body gets hairier, you have resistance to cold damage.

2nd Life

Starting at 14th level, when you are reduced to 0 hit points while in humanoid form, you can expend a use of Wild Shape to change into wolf form at full hit points less any excess damage which carries over. When you revert to humanoid form you are unconscious with 0 hit point and stable.

dummy lvl3 feature

used as workaround for dndbeyond bug

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