Circle of the Predator

Druid Circle

At 2nd level, the druid gains the Druid Circle feature. The following option is available to a druid, in addition to those offered in the Player's Handbook

Circle of the Predator

Fast, unrelenting, and dangerous, predators are animals that are decated to hunting and killing unsuspecting prey. Practioners of this circle are skilled in melee combat, wreaking havoc with fists, swords, and nature. These druids mastered stealth and suprise, always in favor of striking at the right moment. Other people and druids alike think that these persons are often secretive and calm, one with nature's animals. If any druid who follows the Circle of the Predator bares its weapons against you, it is already too late to escape.

Circle of the Predator Features

Druid Level Feature 2nd Superior Senses 6th Primal Instincts 10th Flurry of Blows 14th Apex Predator

Superior Senses

Starting at 2nd level when you gain this archetype, you notice your senses have sharpened. You now see in the dark further distances than before and you smell things you have never smelled before. Gain darkvision up to 120 ft. If you have darkvision, increase it up to 120 ft.

You may now also detect most poisons in food with your keen smell. You also gain 30 feet of blindsight unless a strong smell, like that of rotten eggs, is present within that 15ft radius. Any venom is now also detectable within a creature, ie. fangs, and you can trace the path of venom or poison from a person or corspe from the point of origin. The corpse must have been formed up to 72 hours ago for the venom or poison to be traced.

Primal Ferocity

Your becoming more like a natural predator in your normal state, gaining the ferocity of a predator. At 6th level, you gain proficiency in 2 weapons of your chosing. After performing a successful attack, you may chose to roll for an attack again. If you role greater than or equal to that of the AC of the creature with a -2 modifier, the creature is knocked prone. If you miss, the enemy gets an attack of oppurtunity with a -2 to hit.

Along with this ability, your unarmed strike gets a +2 to hit and does 2 more points of damage.

Flurry of Blows

Twice per long rest starting at 10th level, you may perform a flurry of blows as an action, attacking with your melee weapon or fists like a normal attack action, then turning into a beast with a cr of 3 or below, hitting as that creature, and optionally turn back to normal. Turning back to normal requires a bonus action, ending your turn. Staying as a beast uses up a wildsape charge. If you cannot use wildeshape, you must transform back to normal. Turning back to normal does not consume a wildshape. Missing with your melee attack in normal form still grants you your beast attack.

Apex Predator

Long, devoted hours of studying how apex predators work has finally paid off. You are as feral as them, yet you stay calm at the same time. You have as much power as them, yet are just as normal as most. A true force to be reckoned of, starting at 14t level, you can gain +5 to iniative or run within melee range of an enemy and knock them prone. This choice happens before everyone rolls for inititive and the enemy has to be within 60 feet of you.

Credit: Pathfinder