Nothing Special   »   [go: up one dir, main page]

Druid Circles: Circle of The Beast

Download as pdf or txt
Download as pdf or txt
You are on page 1of 4

Additionally, you can cast the spell beast bond on it as a

Druid Circles ritual. At 3rd level, you can cast beast sense. You do not need
to have these spells prepared to cast them as rituals on your
Circle of the Beast animal companion.
Circle of the Beast druids share a deep love and respect for
the beasts of the wild. When initiating into the circle, they
bond with a life-long animal companion. Their companions Expanding Companion Options
are often an extension of themselves as well as their physical Depending on the nature of your campaign, or if
and emotional connection to nature. you ask nicely, the DM might choose to expand the
options for your animal companion. As a rule of
Animal Companion thumb, a beast can serve as an animal companion if
At 2nd level, you learn to use your magic to create a powerful it is Medium or smaller, has 15 or fewer hit points,
and cannot deal more than 8 damage with a single
bond with a creature of the natural world. attack. In general, that applies to creatures with a
With 8 hours of work and the expenditure of 50 gp worth of challenge rating of 1/4 or less, but there are
rare herbs and fine food, you call forth an animal from the exceptions.
wilderness to serve as your faithful companion. You normally
select you companion from among the following animals: an
ape, a black bear, a boar, a giant badger, a giant weasel, a
mule, a panther, or a wolf. However, your DM might pick one Companion Wild Shape
of these animals for you, based on the surrounding terrain Starting at 6th level, you may touch your companion to use
and on what types of creatures would logically be present in your Wild Shape to shape shift it into a form of your
the area. choosing. You may choose any form that obeys the druid Wild
At the end of the 8 hours, your animal companion appears Shape limitations or to enhance its current form as if it were
and gains all the benefits of your Companion’s Bond ability. under the effects of enlarge. If your companion is shape
You can have only one animal companion at a time. shifted, it follows the transformation rules of Wild Shape. It
If your animal companion is ever slain, the magical bond retains the benefits of your Companion's Bond feature, but it
you share allows you to return it to life. With 8 hours of work does not lose its Multiattack action, if the new form has one.
and the expenditure of 25 gp worth of rare herbs and fine
food, you call forth your companion’s spirit and use your
magic to create a new body for it. You can return an animal Natural Selection
companion to life in this manner even if you do not possess At 10th level, your animal companion gains one of the
any part of its body. following traits, if it doesn't have it already. If your companion
If you use this ability to return a former animal companion dies and you bond with a new one, you may select a different
to life while you have a current animal companion, your trait for it.
current companion leaves you and is replaced by the restored Onslaught. Your companion can use its action to make a
companion. melee attack against each creature of its choice within 5 feet
of it, with a separate attack roll for each target.
Companion's Bond Pack Tactics. Your companion gains advantage on an
Your animal companion gains a variety of benefits while it is attack roll against a creature if at least one of your allies is
linked to you. within 5 feet of the creature and the ally isn't incapacitated.
The animal companion loses its Multiattack action, if it has Pounce. If your companion moves at least 20 feet straight
one. toward a creature and hits it with a melee attack on the same
The companion obeys your commands as best it can. It turn, the creature must make a DC 8 + your proficiency
rolls for initiative like any other creature, but you determine bonus + your pet's Strength modifier Strength saving throw
its actions, decisions, attitudes, and so on. If you are or be knocked prone. If the target is knocked prone, your
incapacitated or absent, your companion acts on its own. companion can make a single melee attack against it.
Your animal companion has abilities and game statistics Rampage. Once per round, when your companion reduces
determined in part by your level. Your companion uses your a creature to 0 hit points with an attack on its turn, it can to
proficiency bonus rather than its own. In addition to the areas move up to half its speed and make a single melee attack.
where it normally uses its proficiency bonus, an animal Relentless. If your companion takes damage equal to your
companion also adds its proficiency bonus to its AC and to its druid level or less that would reduce it to 0 hit points, it is
damage rolls. reduced to 1 hit point instead. This can only be used once and
Your animal companion gains proficiency in two skills of recharges on a short or long rest.
your choice. It also becomes proficient with all saving throws. Resistance. Choose acid, cold, fire, lightning, necrotic, or
For each level you gain after 3rd, your animal companion poison. Your companion gains resistance to the selected
gains an additional hit die and increases its hit points damage type.
accordingly.
Whenever you gain the Ability Score Improvement class Fight As One
feature, your companion’s abilities also improve. Your When you reach 14th level, when you cast a spell or make an
companion can increase one ability score of your choice by 2, attack, your companion can move up to half its speed and
or it can increase two ability scores of your choice by 1. As make a melee attack against a creature targeted by that spell
normal, your companion can’t increase an ability score above or attack as a part of that action.
20 using this feature, unless specified otherwise.
PART I | CLASSES 1
In addition, when you and your companion can see each Fertilize
other, you both gain advantage on saving throws to resist or At 14th level, you can use your action to decompose one dead
overcome being charmed or frightened. or rotting plant, beast, or humanoid that you touch. Whenever
you decay something this way, the biomass is absorbed into
the ground and you can harness its energy in one of the
Circle of the Deathbloom following ways as part of the action. Corpses decomposed
The Circle of the Deathbloom is composed of druids who this way cannot be raised as corporeal undead.
revere the process of decomposition as the ultimate form of Grow a mundane plant or fungus. The size of the plant
rebirth and renewal. They often spend their lives in solitude, that grows cannot exceed the size of the corpse decayed.
releasing the energy trapped in the dead and imbuing the Cause plants to overgrow. If the corpse is medium or
earth with fertility and growth. The druids have a strong larger, the area in a 5 foot radius around the corpse becomes
affinity for the fungus and vermin who act as natural difficult terrain. If the corpse is small or smaller, the 5 foot
decomposers. Although they are commonly associated with area surrounding the corpse is treated as difficult terrain. If a
the dark art of necromancy, these druids consider undeath creature is standing on an area when it becomes overgrown,
the ultimate violation of nature and the cycle of life. they must make a DC 13 Dexterity saving throw or become
entangled in the undergrowth. If the creature fails its save, it
Natural Necromancy is grappled until it succeeds a DC 13 Strength check to break
At 2nd level, you learn how to cast certain necromancy spells. free of the brush.
Abi-dalzam's horrid wilting, ray of enfeeblement, ray of Siphon its trapped life energy. You gain temporary hit
sickness, revivify, and vampiric touch are added to your druid points equal to the corpse's hit die. Follow the Hit Dice by
spell list. Size table in the Monster Manual. For example, if you
decomposed a medium creature, you would gain 1d8
Fungal Wild Shape temporary hit points.
When you take this circle at 2nd level, you may also take the Enrich the land for one season. All plants in a 50 foot
shape of blights, fungi, and spores when using Wild Shape. radius centered on the corpse become enriched for one
When assuming a beast form with Wild Shape, you can season. The plants yield twice the normal amount of food
choose to apply the Spore Servant template to it. when harvested.
Regrowth Circle of the Fountain
Starting at 2nd level, you can harness the energy of the fallen Myths of a mystical fountain where anti-aging water flows
to germinate new life. Up to 1 minute after a Small or larger have filled tomes for centuries. The Circle of the Fountain is
creature's death, you can use an action to magically rumored to have partaken in the waters which enhance their
decompose its corpse to grow plants or plant creatures. You healing magic. No one but the Circle knows for sure, but
may summon any number of plant creatures whose combined Fountain druids use the rejuvenating properties of water to
challenge rating does not exceed your druid level divided by 4 repair and enhance the body and nature itself.
(rounded down to the nearest 1/2). CR 0 creatures count as
1/8 for the purpose of calculating combined challenge rating. Additional Cantrips
The summoned creatures are friendly to you and your When you join this circle at 2nd level, you learn the spare the
companions. Roll initiative for the summoned creatures as a dying and shape water cantrips. If you already know one or
group, which has its own turns. They obey any verbal both of these cantrips, you may learn 1 additional druid
commands that you issue to them (no action required by you). cantrip.
If you don’t issue any commands to them, they defend
themselves from hostile creatures, but otherwise take no Enchant Water
actions. The DM has the creatures’ statistics. Beginning at 2nd level, when you are preparing your spells
The creatures will return to their spawning location when after a long rest, you can enchant vials of water with healing
you take a long rest and will not obey further commands from power. You have the power for a number of enchantments
you. You must finish a long rest before you can use this equal to one half your druid level (rounded up). You may also
feature again. Corpses decomposed this way cannot be raised choose to expend spell slots to enchant additional vials. Each
as corporeal undead. expended spell slot grants you a number of enchantments
Return to the Earth
equal to the spell's level. You may imbue a vial with more than
When you reach 6th level, you can return the energy used to 1 enchantment, but with no more than 6. When fully
summon plant or beast creatures back to the earth. You can consumed, the water restores hit points equal to 1d8 per
use a bonus action, or a reaction if the creature is reduced to enchantment plus your Wisdom modifier. When healed by an
0 hit points, to destroy and release a burst of healing energy enchanted vial, the target is considered to have been healed
from the creature. The creature within 5 feet regain 1d8 hit by a spell cast by you. When you take a long rest, all
points for every 1 challenge rating the summoned creature enchanted vials lose their magical properties and become
had. Creatures with a challenge rating lower than 1 do not mundane water.
release enough energy to heal. Circle Spells
Putrid Inoculation
At 3rd, 5th, 7th, and 9th level you gain access to circle spells.
Beginning at 10th level, you are immune to disease and nce you gain access to a circle spell, you always have it
poison. You also have resistance to necrotic damage. prepared, and it doesn’t count against the number of spells

2 PART I | CLASSES
you can prepare each day. If you gain access to a spell that Empowered Conjuration
doesn’t appear on the druid spell list, the spell is nonetheless Upon reaching 6th level, when you summon or conjure
a druid spell for you. creatures using a higher-level spell slot you can choose to
Druid Level Circle Spells increase the challenge rating of the summoned creatures
instead of the amount. If you could summon twice as many
3rd aid, cure wounds creatures with the higher-level spell slot, you may double the
5th revivify, wall of water maximum challenge rating of creatures summoned instead. If
7th control water, death ward you could summon three times as many, triple the maximum
challenge rating, and so on.
9th mass cure wounds, raise dead
Thick Hide
Life Giving Starting at 10th level, any creature that you summon or
At 6th level, whenever you spend a druid hit die to heal during create with a conjuration spell has a natural armor bonus of
a short rest, you may instead choose to restore 8 + your half of your Wisdom modifier (rounded down).
Wisdom modifier + the target's Constitution modifier hit
points to a target. Attuned to the Planes
Beginning at 14th level, you no longer need to concentrate to
Soothing Waters maintain conjured beings, but you may only have one
When you reach 10th level, you gain swim speed equal to conjuration spell active. You may cast and concentrate on
your walking speed and you can breathe and speak in water other spells.
as if it were air.
In addition, when at least half of your body is submerged in
water and you are conscious, you regain 1 hit point at the
start of each of your turns (10 hit points each minute).
Treant Sprout
Healing Flow Tiny plant, chaotic good
Starting at 14th level, any creature that is healed by one of
your druid spells regains hit points equal to the spell's level at Armor Class 13 (natural armor)
the start of each of their turns for a number of turns equal to Hit Points 13 (3d4 + 6)
your Wisdom modifier. A creature can only benefit from the Speed 20ft.
flow of one spell at a time.
STR DEX CON INT WIS CHA
Circle of the Planes 12 (+1) 6 (-2) 14 (+2) 7 (-1) 10 (+0) 5 (-2)
Druids initiated into the Circle of the Planes have imbued a
portion of themselves in planes of existence, primarily the Damage Resistances. bludgeoning, piercing
Feywild and the Elemental Planes, where the natural and Damage Vulnerabilities. fire
primordial reign. This tether allows them to easily summon Senses passive Perception 10
creatures from these planes into the Material plane. Languages Elvish, Sylvan
Challenge 1/2 (100 XP)
Summon Nature's Ally
At 2nd level, when you join this circle, you learn the find False Appearance. While the sprout remains
familiar spell. You always have this spell prepared and it does motionless, it is indistiguishable from a normal
not count against the number of spells you can prepare each sprout.
day. When you cast the spell, you choose one of the normal Magic Resistance. The sprout has advantage on
forms for your familiar, or one of these special forms: saving throws against spells and other magical
golemite, treant sprout, sprite, or flying snake. If the familiar effects.
is a beast or plant, it is fey instead.
Additionally, when you take the Attack action, you can forgo Actions
your own attack to allow your familiar to make one attack of
its own. Roots. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 5 (1d4 + 3) bludgeoning damage,
and the target must succeed on a DC 11 Dexterity
Planecaller saving throw or become grappled (escape DC 13).
Also at 2nd level, you can use your action summon a creature Until this grapple ends, the creature is restrained,
of the beast, plant, fey, or elemental type of challenge rating and the sprout can't use its roots on another target.
1/8 or less. If the summoned creature is a plant or beast, it is
also considered fey. The creature will not attack or otherwise
put itself in harm's way, but will obey your commands. The
creature disappears after 1 hour, when you use this feature
again, or if it takes any damage.

PART 1 | CLASSES
3
Golemite
Tiny elemental, chaotic neutral

Armor Class 14 (natural armor)


Hit Points 10 (3d4 + 3)
Speed 30ft.

STR DEX CON INT WIS CHA


10 (+0) 12 (+1) 12 (+1) 8 (-1) 10 (+0) 8 (-1)

Damage Resistances bludgeoning, slashing, and


piercing
Damage Immunities poison, other (see elemental
origin)
Condition Immunities poisoned
Senses passive Perception 10
Languages Primordial
Challenge 1 (200 XP)

Elemental Origin. Each golemite is summoned from


an elemental plane: Fire, Air, Water, or Earth. The
plane it is summoned from determines the type of
elemental damage it deals and its immunity to
damage. Fire golemites deal and are immune to fire
damage. Air golemites deal and are immune to
thunder damage. Water golemites deal and are
immune to cold damage. Earth golemites deal
bludgeoning damage and are immune to lightning
damage.

Actions
Fists. Melee Weapon Attack: +3 to hit, reach 5ft.,
one target. Hit: 5 (1d4 + 3) bludgeoning damage
plus 2 (1d4) elemental damage (see elemental
origin).
Breath. (1/Day) The golemite exhales a 15-foot cone
of primordial energy. Each creature in the area must
succeed a DC 11 Dexterity saving throw, taking 5
(2d4) elemental damage (see elemental origin) on a
failed save, or half as much on a successful one.

Credits
    Homebrewery Template by stolksdorf
(homebrewery.naturalcrit.com/)
Druid Circles by Stray Chow Chow

4 PART 2 | CREATURE STATISTICS

You might also like