Base Class: Druid
Crown of the Oathbreaker © 2022, Elderbrain, Inc.; Authors: Gabor Dan, David Feher, and Tamas Marton
Druids of the Circle of the Savage Bloods perceive monstrosities as a more evolved form of life. They are inspired by the wild variety of their powers and abilities that have developed to overcome the challenges they face in life. Savage Blood druids befriend and live amongst these creatures, helping them survive and learning from them what they can.
Bonus Cantrip
When you choose this Circle at level 2, you gain access to the True Strike cantrip that is always prepared
Monstrous Form.
Starting at 2nd level, you acquire the ability to transform into monstrous forms. You can use your Wild Shape to transform into a monstrosity instead of a beast.
Monstrous Aspect.
Starting at 2nd level, you can transform your body to manifest the feature of a monstrosity. As a bonus action, you can apply one of the features to your body from the options below.
- Gallop of the Centaur. Your two legs turn into those of a centaur and become powerful. Your speed increases to 50 feet.
- Wings of the Cockatrice. You sprout two feathery wings that allow you to fly. You gain a fly speed of 40 feet.
- Claws of the Griffon. Your hands turn into savage claws like those of a griffon. You can use your attack action to make a claw attack that deals 2d4 slashing damage plus your Strength modifier.
- Horns of the Minotaur. Horns grow from your forehead. You can use your attack action to make a gore attack that deals 1d8 bludgeoning damage plus your Strength modifier. If the target is a creature, it must succeed on a Strength saving throw (DC equals 8 + your Proficiency Bonus + your Strength modifier) or be pushed up to 10 ft. away and knocked prone.
This manifestation persists for 1 minute or until you’re incapacitated. Once you use this feature, you can’t use it again until you finish a short or long rest.
Circle Spells.
Starting at 2nd level, you gain access to the true strike cantrip and the following circle spells, which are always prepared and don’t count towards the number of spells you can prepare each day.
3rd: Enhance Ability, Enlarge/Reduce
7th: Dominate Beast, Polymorph
9th: Antilife Shell, Hold Monster
Monster Caller.
Starting at 6th level, you can summon monstrous creatures that obey your commands. Your conjuration spells can summon monstrosities instead of beasts.
Master of Monsters.
Staring at 10th level, you can affect monstrosities with your spells that would otherwise affect beasts. You can target monstrosities with spells that normally affect beasts.
Monster Friend.
Starting at 14th level, monstrosities sense your connection to their kind and become hesitant to attack you. When a monstrosity wants to attack you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you.
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