Base Class: Druid
The Druids of the Circle of Taming are the most avid animal tamers on the planet, with their specialized magic items they are able to form unbreakable connections with their tamed animals. Their abilities are centered on forming connections with animals and making them more powerful.
Capture Cubes
You can target any creature with an Intelligence score of 5 or lower and a challenge rating equal to 1/3 of your Druid level rounded down and cause them to make a Charisma saving throw, on a failed save the creature is trapped within the cube and is charmed by you indefinitely. Creatures that are Incapacitated, Paralyzed, Unconscious, Petrified, Stunned, or below half of their hotpoint maximum have disadvantage on their saving throw. Creatures captured in the cube are unable to see, smell, or otherwise sense any information from the outside world and sit in a rejuvenating, dreamless sleep. Creatures that spend 8 hours in the cube gain the benefits of a long-rest and will gain the benefits of a short rest after spending 1 hour inside the cube. You can release a creature from the cube for up to 12 hours at a time with an action before the enchantment weakens and it can make another attempt at the saving throw. A creature that is charmed in this way will obey any simple commands you give them to the best of their abilities.
In combat, the captured creatures take their turns immediately after you and will take the actions you verbally command of them using your Bonus Action. You can command them to use any of the actions on their stat block or will use the Disengage action if you do not give them an order. You can capture a number of creatures equal to 1 plus your Wisdom modifier (minimum of 2) but can only have one of them outside of their cube at a time.
Battle Enhancement
You may expend one of your uses of Wild Shape to give one of your captured creatures the following benefits for 1 minute.
- The creature gains a number equal to your 5 x your Wisdom Modifier
- It can add your proficiency bonus to any roll it makes that use its proficiency bonus.
Bolstering Charms
Your depend connection gives renewed vigor to the creatures you are bound to. While they are outside of the cube, creatures that you previously captured gain a bonus to their Strength, Dexterity, and Constitution scores equal to your Wisdom modifier (minimum of 1) this bonus cannot put their scores above 30.
Connected to the Elements
Your ability to bend nature to your will has deepened to the extent that you can bind the elements themselves to your service to give your creatures a boost. As an action you can give your summoned creatures the following benefits for 1 minute.
Acid. With the Acid affinity, your summoned creature gains a resistance to Acid damage, if the creature is already resistant, they instead gain an immunity. Additionally, all of their melee attacks deal an additional 1d8 Acid damage.
Acidic Retaliation. When your creature is hit by a melee attack, their attacker takes 1d8 Acid damage.
Cold. With the Cold affinity, your summoned creature gains a resistance to Cold damage, if the creature is already resistant, they instead gain an immunity. Additionally, all of their melee attacks deal an additional 1d8 Cold damage.
Bone-Chilling Attacks. Once per round, creatures hit by melee attacks from your summoned creature must make a Constitution saving throw against your spell save DC or be unable to regain hit points until the start of your next turn.
Fire. With the Fire affinity, your summoned creature gains a resistance to Fire damage, if the creature is already resistant, they instead gain an immunity. Additionally, all of their melee attacks deal an additional 1d8 Fire damage.
Immolation. When a creature is hit with a melee attack from your summoned creature, it must make a Constitution saving throw against your spell save DC\ or be engulfed in flames. A creature who fails this saving throw takes 1d8 Fire damage at the start of its turn and may repeat their saving throw at the end of their turn.
Lightning. With the Lightning affinity, your summoned creature gains a resistance to Lightning damage, if the creature is already resistant, they instead gain an immunity. Additionally, all of their melee attacks deal an additional 1d8 Lightning damage.
Dampening Senses. If a single target takes more than 10 lightning damage or more in round from your summoned creature, they are unable to take reactions until the end of your summoned creature's next turn.
Poison. With the Poison affinity, your summoned creature gains a resistance to Poison damage, if the creature is already resistant, they instead gain an immunity. Additionally, all of their melee attacks deal an additional 1d8 Poison damage.
Hyper Toxicity. When a creature takes poison damage from your summoned creature, they must make a Constitution saving throw against your spell save DC, or be Poisoned. If a creature is immune or resistant to poison damage, they loose this resistance while Poisoned.
Double-Battles
You may have 2 captured creatures out at one time. Both of them gain any benefit from your class features.
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