Circle of the Bear

Disciples of this Circle are unlike other druids, bound to only one animal. Early on, these druids forge a special bond between themselves and their spirit animal, the Bear. Their spiritual bond allow them to fuse into a terrifying Bear Form. What they lose in versatility, they gain in sheer power. Druids of this Circle are chosen from birth and may not multiclass.

Feral Connection

Starting at 2nd level you have atoned to your bestial nature, granting you feral traits even when you are in normal form.

As a result you may gain proficiency in one of the skills listed below. Whenever your bear form increases in level, you may choose a skill from the list below again. If you already have proficiency in a skill, you may instead add the proficiency modifier twice for that skill.

Animal handling.

Athletics.

Perception.

Survival.

Bear Form

Starting at 2nd level, your Wild Shape may only be used to shape into a Bear. Your Bear Form adopts the appearance, size, speed, feats and abilities of either the Brown, Black, or Polar Bear. It also becomes stronger when you level up, gaining the statistics shown by the table below.

Spirit Bond. Outside Wild Shape you gain the ability to summon your spirit animal as a small bear cub, by casting the Find Familiar spell as a ritual. Your familiar is temporarily dismissed if you use Wild Shape as the two of you then become one. Your GM can give your familiar statistics appropriate to his/her setting.

Bear Form - Circle of the Bear Level Str Dex Con AC To hit HP 2nd 19 10 16 11 +5 4d10 + 12 6th 20 11 16 12 +7 5d10 + 15 9th 21 12 17 13 +7 7d10 + 21 12th 22 13 18 14 +8 9d10 + 36 15th 23 14 19 15 +9 11d10 + 44 18th 24 14 20 15 +10 12d10 + 60

Fey 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, your bond with your spirit animal is so strong that you may channel some fey energy in your Wild Shape, granting you the following abilities:

Fey Heal. 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.

Fey Augmented Claws. While you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to increase the damage of your next claw attack by 1d6 force damage per level of the spell slot expended. This is considered to be a magical attack for the purpose of overcoming resistances and immunities against non-magical attacks. The effect vanishes after one minute or upon a successful melee attack.

Overpower. While you are transformed by Wild Shape, you have advantage on the shove action and on a successful shove you deal damage equal to twice your Strength modifier.

Impregnable Vigor

Starting at 6th level, your spiritual bond with the bear has granted you an unnatural vigor. While in normal form you gain proficiency in Constitution saving throws. In bear form, you have advantage on all Constitution Saving throws except for saving throws made to maintain concentration on spells.

Fey Overcharge

Starting at 10th level, you can expend two charges of your Wild Shape once per long rest. This overcharges your Wild Shape with fey energy, turning you into a terrifying beast. The effect is unstable and as a result it cannot be upheld for longer than one hour. While transformed, all of your attacks are considered magical and you gain the following feats:

Fey Cantrips. Whenever you expend a spell slot for Fey Heal you may cast a non-hostile cantrip as a free action. If you instead expend a spell slot to use Fey Augmented Claws you may cast a hostile cantrip as a free action. The reach of these cantrips are reduced to a maximum of 10 ft.

Hide of the Wild. A fey barrier illuminates around you while transformed, granting temporary hit points equal to your druid level. The barrier replenishes at the start of your turns and sheds dim light in a 10 ft. radius.

Overgrowth. Your claws and teeth grow unnaturally large, making them horrific to look at. As a result, your claw attack damage die is changed to 2d8 and your bite attack to 1d12.

Relentless Combatant

Starting at 14th level, you seemingly never tire in combat, turning you into eternal machine of carnage. You can now use your reaction to attack on other creatures' turns. To do this, you simply declare that you use your reaction to make a single melee attack to target within reach. If you cannot use a reaction or if you do not have a reaction to spend, you cannot use this feature.