Class Feats (Druid)

## List Of Class Feats

Natural Circle -LCF-

*Prerequisites: 3rd Level, Wild Shape I*

Your Wild Shape no longer prevents you from casting spells, and you can now provide the verbal components and somatic components of your spells regardless of the nature of your beast form.

Primeval Shape -LCF-

*Prerequisites: 9th Level, Wild Shape I*

You can now use your Wild Shape to transform into beasts which have a swimming speed or flying speed.

Wild Shape I -LCF-

*Prerequisites: 3rd Level, Wisdom Of 13 Or Higher, Spellcasting I/Pact Spellcasting I*

You can now use your action to enter a Wild Shape, transforming into a beast which has a challenge rating of 1/4 or lower and does not have a swimming speed or flying speed. While your Wild Shape is active, the following rules apply to you:

* Your game statistics are replaced by those of the chosen beast, but you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You also retain all of your skill proficiencies and saving throw proficiencies, in addition to gaining those of that beast. If that beast has a proficiency that you have and their bonus is higher than yours, you use its bonus instead of yours. If that beast has any legendary actions or lair actions, you cannot use them.
* After you transform, you assume the hit points and hit dice of that beast. And when you revert back to your normal form, you return to the number of hit points that you had before you transformed. However, if you revert back as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you receive 10 damage in your beast form and have only 1 hit point left, you revert back and receive 9 damage. As long as that excess damage does not reduce your normal form to 0 hit points, you are not knocked unconscious.
* You retain the benefits of any other features that you have, and you can use them if your beast form is physically capable of doing so. However, you cannot use any of your special senses, such as darkvision, unless your beast form also has them.
* After you transform, you choose whether the items on your person fall to the ground in your space, merge into your beast form, or get worn by it. Worn items function as normal, but the DM decides whether it would be practical for your beast form to wear certain items, based on its size and shape. The items on you do not change size or shape to match your beast form, and any items that your beast form cannot wear must either fall to the ground or merge into it. Items that merge into your beast form have no effect until you leave that form.
* You cannot cast spells, and your ability to speak and perform tasks which require hands is limited by the nature of your beast form. Transforming does not break your concentration on a spell that you have already cast, and it does not prevent you from taking actions which are part of a spell, such as *Call Lightning*, that you have already cast.

Your Wild Shape lasts for 1 hour or until you end it yourself (no action required), drop to 0 hit points, fall unconscious, or die. You can use this feature a number of times equal to your proficiency bonus, and you regain all of your expended uses when you finish a long rest.

Wild Shape II -LCF-

*Prerequisites: 5th Level, Wild Shape I*

You can now use your Wild Shape to transform into beasts which have a challenge rating of 1/2 or lower.

Wild Shape III -LCF-

*Prerequisites: 9th Level, Wild Shape II*

You can now use your Wild Shape to transform into beasts which have a challenge rating of 1 or lower.

Wild Shape IV -LCF-

*Prerequisites: 22nd Level, Wisdom Of 15 Or Higher, Wild Shape III*

You can now use your Wild Shape to transform into beasts which have a challenge rating of 3 or lower.