Loading...

Druid

Subclass • WC5E

Feral Druid

Druids on the Path of Feral feels a deeper connection the wilderness and its creatures than other druids, preferring the shape of a ferocious animal above their humanoid self. Feral druids excel at melee combat and uses the full capabilities of their shapeshifts to attack their enemies head on.

Feral Druid Class Features

As a Feral Druid, you gain the following class features when you reach the specified Druid levels.

Level 3: Feral Or Guardian Affinity

Also at 3rd level, you gain one of the following features of your choice, your choice will also determine your 14th level Feral feature.

Ravage. When you hit a creature with a melee attack while shapeshifted, you can expend a spell slot to deal extra weapon damage to the target. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 6d8.

Frenzy. You can use a bonus action to enter a frenzy while shapeshifted, giving you resistance to bludgeoning, piercing, and slashing damage. Your frenzy lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end the frenzy on your turn as a bonus action. You can use this feature twice. Beginning at 7th level, you can use frenzy three times between rests, and at 15th level, you can enter a frenzy four times between rests. When you finish a long rest, you regain all expended uses.

Level 3: Mark Of Ursol

Starting at 3rd level, you are able to draw from the wisdom of the ancient Ursol to allow you to subtly cast spells, even when shapeshifted. You can choose to use this feature, allowing you to cast spells while shapeshifted until the end of your turn. While active, you ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by the spell. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Level 3: Savage Adaptation

When you choose this path at 3rd level, you become proficient in your choice of Dexterity or Constitution saving throws, in addition to those of the druid class. Additionally, you refer to the Feral Spellcasting table in the Feral class description to determine your cantrips, spell slots, and known affinities whenever you gain a level in this class. You also count as a half-caster for determining available spell slots when multiclassing with other classes.

Level 6: Extra Attack (Druid)

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn while shapeshifted. In addition, your shapeshifted weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damages.

Level 6: Feral Tactics

Also at 6th level, you choose one of the following features. You can use this feature when shapeshifted.

Pack Defender. When a friendly creature you can see within 5 feet of you is being targeted by an attack roll, you can use your reaction to swap places with the creature and have the attack target you instead.


Pulverizing Mauler. When you hit a creature with a weapon attack, the creature must make a Strength saving throw (DC 8 + your Strength or Dexterity modifier + your proficiency bonus). On a failed save, the creature is knocked prone. You can pulverize only once per turn.

Level 6: Primal Instincts

Upon reaching 6th level, you act instinctively to danger and add your Wisdom modifier to your initiative rolls. Your time spent shapeshifted has made you adept at scouring your surroundings. You can’t be surprised while you’re awake.

Level 10: Brutal Maim

At 10th level, when you hit a creature with a weapon attack while shapeshifted, the creature hit has disadvantage on the next saving throw it makes against a druid spell you cast before the end of your next turn.

Level 14: Superior Feral Or Guardian Affinity

Beginning at 14th level, you gain one of the following features, depending on your choice at 2nd level. Ravage. When a hostile creature that you can see within reach is hit by an attack made by another creature, you can use your reaction to make an opportunity attack against that hostile creature.
Frenzy. While you are in a frenzy, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against target other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

Level 20: Incarnation: Guardian Of The Wilds

At 20th level, you can assume the form of a guardian of the wilds, bolstering the appearance of your shapeshift and empowering yourself through the forces of nature. Bark manifests as armor around you and your appearance grows feral and terrifying as the wilds grant you its power. While shapeshifted, you can use your action to incarnate the wilds. For 1 minute, you gain the following benefits.

  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • All attack rolls have disadvantage against you as armor of bark takes the front of the blows.
  • Your base movement speed increases by 10 feet, and you ignore difficult terrain.

The incarnation persists beyond your shapeshifts, but has no effect outside of them. Once you use this feature, you can’t use it again until you finish a long rest.