Circle of the Savage

Circle of the Savage druids focus more on imbuing primordial powers into their weaponry than anything else. These druids like to jump into the fray of combat rather than sling spells from the sidelines. Instead of shifting into beasts, they can enter a frenzied state where they will kill without mercy or reason.

Savage Proficiency / 2

You gain proficiency in martial weapons and medium armor.

Primordial Frenzy / 2

You can use an action to expend a use of Wild Shape to enter a primordial frenzy. This lasts for 1 minute but ends early if you end a turn without making an attack roll. Whenever you hit a creature with a weapon or spell attack during a frenzy, the weapon deals an extra 1d6 of the chosen type; acid, cold, fire, lightning, or poison.

Extra Attack / 6

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Blood Tracker / 10

The scent of blood is all too familiar to you. You have advantage on any survival checks to track a bloodied creature. Additionally, you can use your bonus action to move 20 feet towards a creature that is missing hit points.

Primordial Explosion / 14

While you are in a primordial frenzy, you can use a bonus action on each of your turns to explode in a blast of elemental energy. Each creature within 10 feet of you must make a dexterity save or take 2d8 of the chosen type; acid, cold, fire, lightning, or poison. The DC is 8 + your proficiency bonus + your Strength modifier.

Circle of the Savage and Metal Armor While most druids frown upon wearing metal armor or wielding a shield made from metal, the Circle of the Savage ignores such outdated stigmas. They believe that using metal armor can some times mean the difference between life and death, and they shouldn't ignore a way to improve them in battle.

Hafling Barbarian by Randy Miller