Feral druids assume the forms of great and deadly beasts to protect their allies and hunt their foes.
Druid Level - Spells
3rd - Compelled Duel, Expeditious Retreat
5th - Enhance Ability, Eyes of the Eagle
9th - Haste, Ursol's Vortex
13th - Dominate Beast, Freedom of Movement
17th - Awaken, Tree Stride
When you choose this specialization at 3rd level, you refer to the Feral Spellasting table to determine your cantrips known and spell slots gained whenever you gain a level in this class. You may prepare a number of druid spells equal to your Wisdom modifier + half your druid level, rounded down (minimum of one spell). You otherwise follow the rules for druid spellcasting as described earlier in the class description.
Also at 3rd level, you align your spirit with a particular beast form. Your choice offers you several immediate benefits, and an additional benefit at 14th level.
Spirit of the Claw : You have aligned yourself with the mighty Spirits of the Claw, and gain the following benefits:
Transforming into a Spirit of the Claw does not count against the uses of your Spirit Shape feature.
While in Spirit of the Claw form, you add half your own Strength modifier to the following: attack and damage rolls; Strength checks and saving throws; and armor class.
Any creature you hit with a melee weapon attack on your turn has disadvantage on any attack roll that isn't against you, until the end of your next turn.
Spirit of the Fang : You have aligned yourself with the deadly Spirits of the Fang, and gain the following benefits:
Transforming into a Spirit of the Fang does not count against the uses of your Spirit Shape feature.
While in Spirit of the Fang form, you add half your own Dexterity modifier to the following: attack and damage rolls; Dexterity checks and saving throws; and armor class.
You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Finally at 3rd level, you gain an additional wild gift, which does not count against your number of wild gifts known. You also gain additional wild gifts at 7th, 11th, and 15th level.
Beginning at 6th level, once on your turn when you make a weapon attack, you can make an additional weapon attack as part of the same action.
In addition, your attacks in spirit shape count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Finally, you learn to channel your spiritual power in new and savage ways. While shapeshifted, you may use your spell slots to do the following:
Ferocious Bite : When you hit a creature with a melee weapon attack, you can expend one spell slot to deal extra damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.
Frenzied Regeneration : You can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
At 10th level, you can use this feature on your turn (no action required) to be able to cast spells even while shapeshifted, until the end of your turn. During this time, you can 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 a spell. In addition, while using this feature you can treat spells with a casting time of 1 action as if their casting time is 1 bonus action instead.
Once you use this feature, you can't use it again until you finish a short or long rest.
When you reach 14th level, you have been blessed with the power of the Ancients. You gain one of the following features, depending on your favored form:
Spirit of the Claw: Nature's Guardian : Your Spirit of the Claw form gains resistance to all damage except psychic damage.
Spirit of the Fang: Razor Claws : When you deal extra damage to a target with your Spirit of the Fang's Ravage feature, it must make a Constitution saving throw. On a failed save, its speed is halved and it has disadvantage on ability checks until the end of its next turn, at which time it takes your Ravage damage again.