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Circle of the Pack

Pack Bond

Starting at 2nd level, you can forge a bond with a family you choose. During a long rest, you can bring a number of willing creatures into your pack. A member of your pack can communicate complex ideas with any other pack member through animalistic noises and gestures, and can sense the current emotional state of any pack members they can see.   Your pack can be formed of up to 10 other creatures. A creature leaves the pack only if they die, choose to leave it, or if you choose to remove them from the pack.

Run With The Wolves

Beginning at 2nd level, you can use your action to touch a willing creature and expend a use of your Wild Shape feature. Using your Wild Shape, that creature transforms into a beast for a number of hours equal to half your druid level. Your druid level determines the beasts the creature can transform into, as shown in the Beast Shapes table.

Heart of the Pack

Starting at 6th level, when you or a member of your pack that you can see misses with an attack roll or fails an ability check or a saving throw, you can use your reaction to grant that creature a bonus to the roll equal to the number of members of your pack that you can see (maximum bonus equal to your Wisdom modifier).   You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Family Ties

At 10th level, the bond between your pack deepens. You and any members of your pack can't be charmed or frightened while within 10 feet of another member of your pack.

Howl at The Moon

Starting at 14th level, your pack runs as one. As an action, you can howl, shriek, screech, or roar to your pack. Each creature in your pack within 120 feet of you gains temporary hit points equal to your druid level, and can immediately transform into a beast using your Wild Shape feature without expending a use of your Wild Shape.   Once you use this feature, you can't use it again until you finish a short or long rest.

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