Druid - Circle of Fang and Claw

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Druid Circle

Circle of Fang and Claw

In the heart of the wilderness, you can find the druids of Fang and Claw. Primal and untamed, these druids commune with the beasts of the forest, embodying their traits and tapping into a savage power. Fang and Claw druids focus their attention on their talent for transformation, honing their Wild Shape to let them assume more varied and powerful forms.

Fang and Claw druids are rarely champions of civilization, though they may take an interest in preserving the balance. They often hail from wilderness regions, with backgrounds involving deep ties to nature; but some grow up in cities and flee for a freer lifestyle. Evil druids of this circle exist as well - fearsome predators who have more in common with wolves than men.

Circle of Fang and Claw Features

Druid Level Feature
2nd Red of Tooth, Endless Forms
6th Savage Blows, Primal Power
10th King of Beasts
14th Ferocious Transformation

Red of Tooth

When you choose this circle at 2nd level, you can transform yourself into more powerful beasts. When you use your Wild Shape ability, you can choose one of the customizable creatures listed in Appendix 1.

Also, you can now use your Wild Shape as a bonus action.

Endless Forms

Also at 2nd level, you gain exceptional control over your Wild Shapes. When you transform into a CR 0 beast, you do not have to expend a use of your Wild Shape. When you Wild Shape in this way, you keep your own hit points and hit dice instead of assuming the beast's.

Savage Attacks

Starting at 6th level, when you take the Attack action while Wild Shaped, you can make two attacks instead of one. If your chosen form has more than one attack listed, you cannot use the same attack twice.

Primal Power

Starting at 6th level, when you Wild Shape, you can expend a spell slot as part of the same bonus action to empower your attacks. If you expend a 1st- or 2nd-level slot, your form gains a +1 bonus to attack and damage rolls. If you expend a 3rd- through 5th-level slot, the bonus is a +2. If you expend a 6th-level or higher slot, the bonus is a +3. Regardless of what slot is used, your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

This lasts until the end of your Wild Shape.

King of Beasts

At 10th level, you develop a greater communion with the natural world. You gain your choice of one of the following abilities:

  • Keen Senses: You have advantage on Perception checks that depend on hearing or smell.
  • Echolocation: You gain blindsight out to 15 feet.
  • Lurker: You gain advantage on Stealth checks when you attempt to hide in natural surroundings or thick vegetation.

You maintain these abilities even when Wild Shaped, and you can change your selection when you finish a long rest.

Additionally, you can cast speak with animals at will.

Ferocious Transformation

At 14th level, your transformations become adapted for combat, embodying nature's wrath. When you Wild Shape into one of your Red of Tooth forms, you can choose to embody either nature's cunning or its might. You gain different benefits during this Wild Shape based on your choice.

  • Cunning: You gain proficiency in Dexterity saving throws, your AC increases by 2, and you can add your Wisdom modifier to your damage for your attacks in Wild Shape.
  • Might: Your size increases one category, to a maximum of Huge. You gain proficiency in Constitution saving throws, you gain temporary hit points equal to twice your druid level, and your attacks in Wild Shape all deal an additional die of damage.

Circle of Fang and Claw quirks

The following are some optional quirks for a player of this Circle to choose from.

d6 Quirk
1 You dress in hides and skins, and disdain crafted clothing.
2 You sleep curled up in a ball.
3 You snarl in your sleep.
4 Wild animals freely approach you to nuzzle your legs and lick your hands.
5 You have never bathed. You don't see the point.
6 You prefer your meat bloody-rare.

Appendix 1: Red of Tooth Forms

Your Red of Tooth feature grants you a series of additional powerful forms you can transform into using your Wild Shape. These forms have some of their statistics linked to your druid's abilities, and scale as you increase in level.

If a form references a saving throw, it uses your druid spell save DC. If a form inflicts the grappled condition, the escape DC equals your druid spell save DC.

Level 2 Forms


Bear

Large beast


  • Armor Class 10+PB (natural armor)
  • Hit Points 6+6 times your druid level
  • Speed 35 ft.
  • Skills Perception

20 10 16
STR(+5) DEX(+0) CON(+3)

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.


Actions

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Claws. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.


Boar

Medium beast


  • Armor Class 12+PB (natural armor)
  • Hit Points 5+5 times your druid level
  • Speed 40 ft.
  • Skills Intimidation

16 14 14
STR(+3) DEX(+2) CON(+2)

Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.

Relentless (1 use). If the boar would be reduced to 0 hit points, it is reduced to 1 hit point instead.


Actions

Tusk. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.


Elk

Medium beast


  • Armor Class 13+PB (natural armor)
  • Hit Points 5+5 times your druid level
  • Speed 50 ft.

16 14 12
STR(+3) DEX(+2) CON(+1)

Charge. If the stag moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw or fall prone.


Actions

Antlers. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Hooves. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.


Hyena

Medium beast


  • Armor Class 13+PB (natural armor)
  • Hit Points 4+4 times your druid level
  • Speed 50 ft.

12 16 13
STR(+2) DEX(+3) CON(+1)

Pack Tactics. The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally isn't incapacitated.


Actions

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.


Lion

Medium beast


  • Armor Class 12+PB (natural armor)
  • Hit Points 5+5 times your druid level
  • Speed 40 ft.
  • Skills Stealth

16 14 13
STR(+3) DEX(+2) CON(+1)

Pounce. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.

Running Leap. With a 10-foot running start, the lion can long jump up to 25 feet.


Actions

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 7 (1d10 + 3) piercing damage.

Claws. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) slashing damage.


Lizard

Medium beast


  • Armor Class 12+PB (natural armor)
  • Hit Points 4+4 times your druid level
  • Speed 30 ft., climb 30 ft.
  • Senses Darkvision 60 ft.

15 14 15
STR(+2) DEX(+2) CON(+2)

Actions

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) piercing damage + 3 (1d6) poison damage.

Tail. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 6 (1d8+3) bludgeoning damage.


Spider

Medium beast


  • Armor Class 12+PB (natural armor)
  • Hit Points 4+4 times your druid level
  • Speed 30 ft., climb 30 ft.

12 16 15
STR(+1) DEX(+3) CON(+2)

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Walker. The spider ignores movement restrictions caused by webbing.


Actions

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage + 7 (2d6) poison damage.

Web. Ranged Weapon Attack: your spell attack modifier to hit, range 30/60 ft., one target. Hit: The target is restrained until the end of its next turn.


Wolf

Medium beast


  • Armor Class 12+PB (natural armor)
  • Hit Points 5+5 times your druid level
  • Speed 40 ft.
  • Skills Survival

16 14 12
STR(+3) DEX(+2) CON(+1)

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Hamstring. As a bonus action when it hits with an attack, the wolf can force a target to make a Strength saving throw or be knocked prone.


Actions

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) piercing damage.

Level 5 Forms

These forms become available once you are level 5, and may offer swim speeds or more complicated abilities.


Ape

Medium beast


  • Armor Class 11+PB (natural armor)
  • Hit Points 5+5 times your druid level
  • Speed 30 ft., climb 30 ft.
  • Skills Athletics, Acrobatics

Features

Primate Fury. When the ape hits with any of its attacks, it can make one attack as a bonus action.


16 13 15
STR(+3) DEX(+1) CON(+2)

Actions

Fist. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Rock. Ranged Weapon Attack: your spell attack modifier to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.


Crocodile

Large beast


  • Armor Class 13+PB (natural armor)
  • Hit Points 5+5 times your druid level
  • Speed 30 ft., swim 40 ft.

18 12 14
STR(+4) DEX(+1) CON(+1)

Hold Breath. The crocodile can hold its breath for 30 minutes.


Actions

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 10 (1d10 + 4) piercing damage, and the target is grappled. Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

Tail. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 9 (1d8 + 4) bludgeoning damage.


Giant Octopus

Large beast


  • Armor Class 12+PB (natural armor)
  • Hit Points 4+4 times your druid level
  • Speed 15 ft., swim 30 ft.

16 12 14
STR(+3) DEX(+1) CON(+2)

Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.

Air Reserves. The octopus can breathe only underwater, but can hold its breath for 1 hour when out of water.


Actions

Tentacles. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled. Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.

Beak. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one grappled target. Hit: 7 (1d8+3) piercing damage.

Ink Cloud (1 use) . A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can Dash as a bonus action.


Shark

Medium beast


  • Armor Class 12+PB (natural armor)
  • Hit Points 5+5 times your druid level
  • Speed 0 ft., swim 40 ft.

18 12 13
STR(+4) DEX(+1) CON(+1)

Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Water Breathing. The shark can breathe only underwater.


Actions

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage.



Giant Scorpion

Large beast


  • Armor Class 13+PB (natural armor)
  • Hit Points 5+5 times your druid level
  • Speed 40 ft.
  • Senses Blindsight 30 ft.

14 14 14
STR(+2) DEX(+2) CON(+2)

Hasty Strike. When the scorpion rolls a 1 for a Sting attack, it stings itself.


Actions

Claws. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage, and the target is grappled. The scorpion has two claws, each of which can grapple only one target. It can't attack with a claw that's grappling a creature.

Sting. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must make a Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one.


Poisonous Snake

Small beast


  • Armor Class 11+PB (natural armor)
  • Hit Points 4+4 times your druid level
  • Speed 30 ft., swim 30 ft.
  • Senses Blindsight 10 ft.

11 19 14
STR(+0) DEX(+4) CON(+2)

Venomous Fangs. The first time on your turn you hit a creature with your Bite, you can force them to make a Constitution saving throw. On a failure, they take (22) 4d10 poison damage and are poisoned for 1 hour. On a success, they take half as much damage and are not poisoned. A poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Actions

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2 (1d4 + 0) piercing damage.


Constrictor Snake

Large beast


  • Armor Class 11+PB (natural armor)
  • Hit Points 5+5 times your druid level
  • Speed 30 ft., swim 30 ft.

17 14 10
STR(+3) DEX(+2) CON(+0)

Actions

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Wrap. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target of your size or smaller. Hit: 6 (1d6+3) bludgeoning damage, and the target is grappled. Until this grapple ends, the creature is restrained, the snake's speed is 0, and the snake can't use this attack again.

Constrict. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one grappled target. Hit: 14 (3d6+3) bludgeoning damage.

Level 11 Forms

These additional forms become available once you are druid level 11. They include flying and Huge creatures.


Elephant

Huge beast


  • Armor Class 12+PB (natural armor)
  • Hit Points 6+6 times your druid level
  • Speed 40 ft.

19 9 15
STR(+4) DEX(-1) CON(+2)

Trampling Charge. If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.


Actions

Gore. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Stomp. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one prone creature. Hit: 7 (1d6 + 4) bludgeoning damage.


Giant Eagle

Large beast


  • Armor Class 12+PB (natural armor)
  • Hit Points 4+4 times your druid level
  • Speed 5 ft., fly 80 ft.
  • Skills Perception

17 13 15
STR(+3) DEX(+1) CON(+2)

Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.


Actions

Beak. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Talons. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 10 (3d4 + 3) slashing damage.


Giant Owl

Medium beast


  • Armor Class 11+PB (natural armor)
  • Hit Points 3+3 times your druid level
  • Speed 5 ft., fly 60 ft.
  • Skills Stealth

16 15 13
STR(+3) DEX(+2) CON(+1)

Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.


Actions

Talons. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 7 (2d4 + 3) slashing damage.


Orca

Huge beast


  • Armor Class 12+PB (natural armor)
  • Hit Points 6+6 times your druid level
  • Speed 0 ft., swim 60 ft.
  • Senses blindsight 120 ft.
  • Skills Survival

18 12 13
STR(+4) DEX(+1) CON(+1)

Hold Breath. The whale can hold its breath for 30 minutes.

Keen Hearing. The whale has advantage on Wisdom (Perception) checks that rely on hearing.


Actions

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Appendix 2: Retheming

Don't be afraid to retheme the Red of Tooth forms if you want to transform into an animal not in the list. Consider the animal you want to transform into, and then find a stat block in the list that shares its most distinctive feature. A rhinoceros or triceratops might use the Elk stat block, while any big cat could use the Lion stat block. Red of Tooth's forms aren't meant to comprehensively model every beast, but to provide a set of balanced archetypes that cover most of the major abilities you expect out of beasts.

Appendix 3: Build-a-Beast

If you wish to create additional beasts for your Red of Tooth forms, you can work with your DM to produce balanced options. Here are a few guidelines to follow.

  • Generally, beasts with higher AC and hit points should have somewhat less damage output.
  • AC should range from 10+PB to 13+PB.
  • Hit points should range from 3+3 times your druid level to 6+6 times your druid level.
  • A beast's Str, Dex, and Con modifiers usually sum to a +6.
  • Grab features and attacks appropriate to the beast you want to model, and rebalance their damage. Make sure to take into account advantage or occasional-use features like Pounce and Charge. (Generally, treat those as providing 1/3 their stated damage - assume they get used once per 3-round encounter).
  • Damage output should be as follows:
    • Levels 2-5: 7-13 damage per round (DPR)
    • Levels 6-13: 16-25 DPR
      • The sweet spot here is around 20, but lower damage is appropriate for creatures with exceptionally powerful features, and higher damage for creatures with damage gated on strong saving throws.
    • Level 14+: There are two different formulas to apply here based on Ferocious Transformation, but both will usually be in the 25-32 DPR range.
  • Flying creatures should generally be on the low end for both defenses and damage, since flying is a huge tactical advantage.
  • Forms with complicated attacks, strong control abilities, or swim speeds should be limited to level 5 and up.
  • Huge forms and forms with flight should be limited to level 11 and up.

Changelog

v0.6

  • Fixed a few stat modifier errors
  • Buffed giant octopus tentacles to 10' reach

v0.5.1

  • Renamed Savage Blows to Savage Attacks
  • Some reformatting to stat blocks (no mechanical changes)

v0.5

  • Added Orca
  • Reworked Ape

v0.4.2

  • A couple small buffs to Ape

v0.4.1

  • Renamed Colossal Transformation back to Ferocious Transformation
  • Fixed some incorrect damage types
  • Buffed Ape's HP

v0.4

  • Buffed Lion damage
  • Embiggened Elephants
  • Made magic attacks explicit on Primal Power
  • Improved theming on Colossal Transformation
  • Gave Owls stealth

v0.3

  • Finished level 5 and level 11 statblocks
  • Reworked Ferocious Transformation into Colossal Transformation
  • Added appendices 2 & 3
  • Made King of Beasts benefits carry over into Wild Shape
  • Clarified duration on Primal Power

v0.2

  • Some small cleanups to the statblocks

v0.1

  • WIP Draft
Credits & References:

Circle of Fang and Claw created by somanyrobots
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Art

Somberwald Beastmaster, by Marta Nael, © Wizards of the Coast LLC


Background Image Stains

Jared Ondricek



Fan Content Policy

This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.