Circle of Fury

Druids within the Circle of Fury are chaotic agents of Mother Nature's wrath. Driven to extremes by the excesses of civilization, these druids can no longer call upon the tranquil state of mind required to transform fully. Instead, a bestial rage overtakes them, and they morph into horrific half-man, half-beast engines of destruction.

Enraged Wild Shape

At 2nd level, your Wild Shape becomes tainted by fury. Rather than fully becoming a beast, you take on a form that is partly you and partly the chosen beast. You grow fur or scales, a tail, claws, and other bestial features as appropriate. Your animalistic visage makes you nearly unrecognizable as your normal self, although you may choose to retain a single identifying feature, such as hair color, eye color, or a scar.

You gain the benefits of the Circle of the Moon's Combat Wild Shape and Circle Forms features; however, Enraged Wild Shape has the following distinctions:

While transformed, you count as Humanoid and Beast.

Your hit points and hit dice do not change in either direction. Falling to 0 hit points causes you to revert and fall unconscious.

You can speak almost normally; however, you still cannot provide verbal or somatic components for spells until you gain the Beast Spells feature, at which point you can provide material components as well.

You retain all your statistics, but benefit from the beast's skill proficiencies and fly/climb/swim speeds as normal.

If the beast is a different size than you, your size changes half the steps it normally would, rounded down (for example, from Medium to Large instead of to Huge).

While transformed, your STR, DEX, and CON increase by 1 at 2nd level, and by 2 at 10th level. This cannot raise the ability score above 20 (or above the beast's score, whichever is higher).

Your gear shifts to accomodate any differences in physiology, but cannot meld into your body. You retain the ability to wield weapons and use magical items on your person. AC from worn armor remains as well.

If the beast has any natural melee attacks or special traits, you gain them. You can use a bonus action to use that beast's attack or multiattack actions (Using your ability scores to determine your bonuses to hit and for damage).

Bestial Wrath

At 6th level, while in Enraged Wild Shape, your base movement speed increases by 10 feet unless you are wearing Heavy Armor. In addition, Enraged Wild Shape allows you to make two attacks (but not bonus Natural Weapon attacks) when you use the Attack action. When you hit with a melee attack while transformed, add 2 to the damage roll. This bonus increases to 3 at 12th level and 4 at 18th level.

Feral Agility

At 10th level, while in Enraged Wild Shape, you can expend a use of the Wild Shape feature to gain the following bonuses for 10 minutes:

+1 AC

+2 to current Initiative and any Initiative rolls

Advantage on Dexterity checks and saving throws

Regarding Natural Weapons You cannot make a bonus attack with a limb that you are using to hold a weapon, shield, or other object. The reach of your bonus attacks is also reduced by 5 feet (to a minimum of 5 feet) for each size above you that creature is. For example, let's say you are a Medium character wielding a rapier. If you take on the aspect of a Giant Scorpion, you can only make one of the scorpion's Claw attacks, as you are using the other limb to hold the rapier. If you were to take on the aspect of a Giant Octopus, the reach of the octopus's Tentacle attack would be reduced to from 15 feet to 10 feet, as the Giant Octopus is one size above yours. You do not gain any ranged attacks through Enraged Wild Shape.

Always Angry

At 14th level, you can remain in Enraged Wild Shape indefinitely, even while unconscious or asleep. As a bonus action, you can expend a use of the Wild Shape feature to change which beast you are taking the features of.

Shifting from your normal state to the last Enraged Wild Shape you took on costs nothing, unless you were shifted back by being reduced to 0 hit points.