Druid
Base Class: Druid

Whilst many Druids hold a more defensive stance in their protection of nature, followers of the Circle of Savagery instead take up arms in a more aggressive defense of the Wilds. In this respect, they are quite comparable with the Barbarians, though these Druids focus far more on Speed rather than Raw Power.

Through honing their Druidic magic into more martial applications, these Druids embody

some of nature’s most savage predators. They use their magic to strike with relentless speed and ferocity, whilst also possessing the resilience of other creatures who do not allow themselves to be easy prey. The savagery of these Druids is matched only by that of the creatures they embody - a trait which makes them some of Nature’s most relentless guardians.

Nature's Defense

At Second Level, you harness primal magic in order to take up charge as a Defender of the Wilds. While you are wearing no armour and not wielding a shield, your AC equals 10 + your Wisdom Modifier + your Dexterity Modifier. This effect persists whilst you are using your Wild Shape, though it does not stack with the AC of your chosen form. Instead, you use whichever is higher.

In addition, you may expend a Wild Shape charge to empower the nature magic that flows through you and protects you, rather than taking on a new form entirely. When you choose to do this, you gain 3 temporary hit points per Druid level, which do not regenerate. These Temporary Hit Points only last for 10 minutes or until you use your Wild Shape again.

Druidic Avenger

Also at Second Level, when you are wielding a weapon in each hand and both have the "Light" property, you can take a Multiattack action with them instead of a regular Attack action. When you do this, you roll an Attack roll for your main hand weapon, and a separate roll for the weapon in your offhand. These rolls are both treated as regular attack rolls, rather than Two-Weapon Fighting rolls, meaning the offhand attack has the same damage bonus applied as your mainhand attack. You can split the rolls between two different targets, or focus them against a single creature.

Because both of these attacks count as a Multiattack action rather than an Attack action, your Bonus Action is not expended by making an attack with both weapons. The Multiattack action provided by this feature is not compatible with the Extra Attack option provided by other classes.

You also gain proficiency with all Simple Weapons and Shortswords.

Primal Smite

At Sixth Level you gain the ability to channel the magic of the wilds around you into your strikes to smite your foes. You have a pool of energy represented by a number of d6s, which replenishes at the start of each of your turns. When you gain this feature, you have two dice in this pool. As a bonus action on your turn, you can expend one of these die to use a Special Attack, known as a Primal Smite Attack. The range of this attack is 30ft, and the Attack roll is equal to your Ranged Spell Attack roll. The damage of this attack is 1d6, and it deals one damage type of your choice from the following list: Fire, Cold, Lightning, or Thunder damage.

You may only apply 1d6 to a single Primal Smite attack, though you can make multiple Primal Smite attacks on your turn as long as you have Primal Smite dice left in your pool. Regardless of the amount of points expended in a single turn, these attacks all use the same Bonus Action. The damage type is the same for each damage die expended in a turn, though when your pool is replenished at the start of your next turn, you may change the damage type. Your Primal Smite attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You also gain the ability to use your weapons as Spellcasting Foci for your Druid spells.

At Eleventh level your energy pool gains an additional d6 damage die for you to expend, bringing your total damage dice to 3d6. You gain another d6 at 17th level, giving you a total pool of 4d6 damage dice.

Savage Striker

At Tenth Level, you can attack twice, instead of once, whenever you take the Attack action on your turn. When attacking with the Multiattack action provided to you by Nature’s Defense, this feature allows you to make a single additional attack after your first Multiattack, though the second Attack must be a regular Attack Action, not a second Multiattack action.

Wrath of the Wilds

Once you reach Fourteenth level, the power of nature that courses through you reach its peak, in tandem with your prowess in combat. When you use your Multiattack action, the additional attack provided by the Extra Attack action is also a Multiattack action.

In addition, all of your attacks score a critical hit on a roll of 19 or 20, both in and outside of your Nature’s Defense Wild Shape.

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