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

Circle of the Hunt

Not all Druids seek to protect the wilds as a helpless force, some choose to embody and bring forth the wild savagery of it. These Druids act as a part of the wild hunt of the lands they live in, displaying great savagery. They meet as members of hunting parties or as combatants over the land, with little real formal contact. To them the wilds must not be protected, others must be protected from the wilds.

Circle of the Hunt Features Druid Level Feature 2 Call The Pack, Savage Form 5 Call The Pack Improvement 6 Pack Tactics 10 Thrill of the Hunt 14 Perfected Hunter

Call The Pack When you choose this circle at 2nd level, you can conjure beasts to fight as part of your hunting pack. You can expend a use of Wild Shape to summon a beast of CR 1/4 or lower to fight at your side. You can command it (no action required) and it acts on your initiative. The beast lasts for one hour, until it is killed, or you use an action to dismiss it. Starting at 5th level, you can instead summon any beast of CR no greater than 1/5 your Druid level, rounded down. Creatures summoned must still abide by the no flying speed until 8th level as normal.

Savage Form Your form shifts to match the savagery and bestial forms of your summons to a degree. When you summon a beast you gain 3 temporary hit points per hit die of that beast. In addition, your body shapes to be more animalistic, gaining a natural weapon that deals 1d8 slashing damage. This natural weapon is considered magical and uses your Wisdom for its attack and damage rolls.

Pack Tactics At 6th level, you and your pack begin to work in perfect sync, each striking in tandem. Whenever you make an attack using a natural weapon of any kind, you can choose up to one allied beast within 20 feet of you. They can use their reaction to move up to half their movement speed towards the attacked creature and make one attack against it.

Thrill of the Hunt Starting at 10th level, the thrill of hunting empowers you and your allies. You can howl as a bonus action to inspire all allied creatures within 50 feet that can hear you, gaining advantage on all attacks made until the end of its next turn. Once you use this ability it can't be used again until after a short or long rest.