Circle of the Claw (5e Subclass)
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Druid Circle: Circle of the Claw
This is an subclass I made a couple days ago. It has a focus on the use of beast form, and stronger forms of it instead of spells. It can stay in beast form for a long time, but has severe drawbacks when they fall out of it in order to discourage abusing the hit point generation it can provide. The point of this subclass is to fill a type of character who prefers to stay in their beast form(s) but is not nearly as good at other magics than other druids.
- Deft Wild Shape
The druid has improved control over the bestial forms which allows them to keep their Dexterity modifier instead of their charisma modifier, as well as use of finesse while in beast form. Also, they have access to a greater form of wild shape which allows them to stay in their forms indefinitely, only ending the form if it is reduced to 0 hit points. When the form ends, they can not go back into a form unless they succeeds on a DC 15 Constitution check. They can freely enter a form again after a long rest.
- Circle Forms
The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).
Starting at 4th level, you can transform into a beast with a challenge rating as high as your druid level divided by 2, rounded up.
- 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.
Additionally, while you are in the beast shape from your Wild Shape class feature, you can attack twice, instead of once, whenever you take the Attack action on your turn.
- Monstrous Wild Shape
By 10th level, you can expend two charges of your Wild Shape class feature to transform into a monstrosity of appropriate challenge rating.
- Master of the Claw