Base Class: Druid
A druid rests against a tree as three poachers surround him. The leader of the group sneers, “Your alone and surrounded, should’ve run when you had the chance.” The druid glances up as his eyes glow a soft green and softly replies, “I’m never alone.” Two of the poachers scream as large wolves with glowing markings leap from the dark and start to tear them to shreds. The leader stares in fright as the druid stands, the forest glowing with thousands of hungry eyes. “You should’ve known better than to hunt in my woods…”
The beast thrashes as foam drips from its mouth. “It’s alright…” a druid softly calls out as they approach. Their hand glows softly as they gently caress the beast. “I’m here now.” Madness slowly leaves the beast’s eyes has healing magic pours over it.
Wardens of the Wilds, a Circle of Beast druid focuses their energies on the bond between the beasts of the earth and the civilized races. They protect the rare beasts from poachers and overzealous hunters. They redirect giant herds from endangering themselves from coming too close to civilization. They seek to protect the natural balance of the animal kingdom.
Natural Recovery
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
Summon Primal Beast
At 2nd level, You can summon a primal beast, which draws strength from your bond with nature. As an action, you can expend one use of your Wild Shape feature to summon a primal beast, rather than assuming a beast form. It appears in an unoccupied space of your choice within 30 feet of you.
The beast is friendly to you and your companions and obeys your commands. Choose its stat block-Beast of the Land, Beast of the Sea, or Beast of the Sky-which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.
In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.
The beast manifests for a number of hours equal to half your druid level, until it is reduced to 0 hit points, you dismiss it (no action required), or until you die. You can only have one beast at a time and can’t summon one while your beast is present.
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Beast of the Land |
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Medium beast |
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Armor Class: 13 + PB (natural armor) |
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Hit Points: 5 + five times your druid level (the beast has a number of Hit Dice [d8s] equal to your druid level) |
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Speed: 40 ft., climb 40ft. |
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STR |
DEX |
CON |
INT |
WIS |
CHA |
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14 (+2) |
14 (+2) |
15 (+2) |
8 (−1) |
14 (+2) |
11 (+0) |
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Senses: darkvision 60 ft., passive Perception 12 |
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Languages: understands the languages you speak |
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Challenge: — |
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Proficiency Bonus (PB): equals your bonus |
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Charge: If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra ld6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone. |
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Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes. |
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Actions |
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Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage. |
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Beast of the Sea |
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Medium beast |
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Armor Class: 13 + PB (natural armor) |
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Hit Points: 5 + five times your druid level (the beast has a number of Hit Dice [d8s] equal to your druid level) |
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Speed: 5 ft., swim 60ft. |
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STR |
DEX |
CON |
INT |
WIS |
CHA |
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14 (+2) |
14 (+2) |
15 (+2) |
8 (−1) |
14 (+2) |
11 (+0) |
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Senses: darkvision 60 ft., passive Perception 12 |
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Languages: understands the languages you speak |
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Challenge: — |
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Proficiency Bonus (PB): equals your bonus |
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Amphibious: The beast can breathe both air and water. |
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Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes. |
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Actions |
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Binding Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB piercing or bludgeoning damage (your choice), and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the beast can't use this attack on another target. |
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Beast of the Sky |
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Small beast |
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Armor Class: 13 + PB (natural armor) |
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Hit Points: 4 + four times your druid level (the beast has a number of Hit Dice [d6s] equal to your druid level) |
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Speed: 10 ft., fly 60ft. |
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STR |
DEX |
CON |
INT |
WIS |
CHA |
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14 (+2) |
14 (+2) |
15 (+2) |
8 (−1) |
14 (+2) |
11 (+0) |
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Senses: darkvision 60 ft., passive Perception 12 |
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Languages: understands the languages you speak |
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Challenge: — |
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Proficiency Bonus (PB): equals your bonus |
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Flyby: The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach. |
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Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes. |
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Actions |
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Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage |
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Circle Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Circle of Beasts Spells table. These spells count as druid spells for you, but they don’t count against the number of druid spells you prepare.
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Circle of Beasts Spells |
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Druid Level |
Circle Spells |
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3rd |
Find Familiar, Sanctuary |
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5th |
Summon Beast, Warding Bond |
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7th |
Conjure Animals, Counterspell |
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9th |
Banishment, Dispel Evil and Good |
Summoner’s Bond
At 6th level, the bond between you and your summons enhance each other in the following ways:
- Whenever you cast a spell that deals damage or restores hit points while your primal beast is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.
- Whenever you cast a spell with a range other than self, the spell can originate from you or your primal beast.
- The damage dealt by your primal beast and any creature created by a spell that you cast is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Primal Fury
Starting at 10th level, when you command your primal beast to take the Attack action, the beast can make two attacks. Additionally, whenever you summon your primal beast, you can change its’ size to Large. If it lacks the room to become Large, its’ size doesn’t change.
Bond of Ancients
By 14th level, your bond with beasts reaches the pinnacle of its power. You gain the following benefits:
- Master Summoner. You can now have two primal beasts at the same time. You can summon two with the same action (but not the same Wild Shape Use), and can command both of them with the same bonus action. You determine whether the beasts are identical to each other or different. You can’t summon a third beast while you have two.
- Reflexive Resistance. Whenever you or one of your primal beasts take damage while you’re within 30 feet of each other, you can use your reaction to give yourself or the beast resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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Posted Jan 13, 2023really useful