Base Class: Druid
Druids of the Circle of Duality find companionship in a manifestation of their Druidic magic in the form of a beast. This creature is an extension of the Druid, inheriting some of their traits and characteristics but is still its own entity forged from the wild magic of the world. As the Druids magic grows, the bond between them does as well helping them to become more powerful and granting them special abilities. Circle of Duality Druids get access to additional spells to buff and assist their allies making them very good team players.
Expanded Spell list
| Expanded Spell List | |
| 3rd | Expeditious Retreat, Heroism |
| 5th | Enlarge/Reduce, Haste |
| 7th | Fire Shield, Greater Invisibility |
Druidic Companion
At 2nd level you gain the ability to create a Druidic companion bound to you through your wild magic. Using 1 charge of Wildshape and completing an 4 hour ritual will create a beast that embodies your connection to nature. You may use any creature you could Wildshape into at your level as its current form for its abilities and stats, but cosmetically alter it to fit your druid's personality as it is a manifestation of your magic. You can chose a creature with CR 1/2 at 2nd level even though you can't Wildshape into a CR 1/2 creature yet. It functions as a normal creature except its intelligence is 6 and has a general understanding of your thoughts and ideas, and the basic meaning of anyone speaking a language you know although it can only communicate simple ideas to you through feelings and images.
You may add your proficiency bonus to their natural armor class and its to hit when attacking. Its hit point maximum may be calculated as 8 base + (Its Constitution Modifier + 3) multiplied by your your Druid level or the forms original hit points whichever is higher. Your companion also has a pool of 1d8 hit dice to heal when short resting equal to your druid level and will add its constitution to the roll.
Your companion takes its turn on your initiative, and will defend itself and you regardless of if you have given it a command, and will attack enemies approaching it or you. On your turn, you can verbally or mentally command the Companion where to move and what action to take (no action required by you). You can command it to take the Attack, Dash, disengage, Dodge, or Help action. If you are incapacitated or absent, your companion acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attacks, but can be instructed to use it in certain ways.
Your companion is a part of you and cannot truly die as long as you are alive. While their body is dead you can feel their presence but cannot communicate with them. You can spend 10 minutes to regenerate their physical form, reviving them to half heath.If you expend a use of Wildshape while performing this ritual they will return to full health. Although linked to you, your companion isn't your slave and isn't forced to obey your commands. Your companion can sense your thoughts and knows if you mean it harm, and it may become hostile to you if you do. If you die your companion will die also. However if you are transported to another plane your companion will be transported with you.
Druidic Evolution
At 3rd level Your companion begins to grow stronger along with you. Leveling up in this class will allow you to increase your companion's ferocity, cunning, and vitality making them a more potent ally.
Lvl 3: Your companion begins to gain basic bonuses to its attacks, abilities, and health. You may choose one trait to increase, and you may choose additional traits at lvl 5 and lvl 7.
Lvl 6: Your companion begins to evolve traits they have previously chosen granting additional benefits. This will happen once more at lvl 11.
Lvl 14: One of the traits you have evolved at level 6 or 11 will be perfected in a keystone ability.
Cunning
Your companion is attuned the flow of battle and can use its reaction more tactically. When a creature within 5 feet of your companion makes an attack against you or an ally, you may have your companion use their reaction to make an attack against the attacking creature, reducing their speed to 0 until the end of their turn if it hits.
Ferocity
Your companion's primal instincts and combat prowess are increased through your bond. Your companion gains +1 to hit and damage, and their attacks will count as magical for overcoming resistances to bludgeoning, piercing, and slashing damage.
Vitality
Your companion gains a natural defense to reduce incoming damage. If they would take damage from any source, they take that much damage minus 1. This is applied after any resistances to damage your companion may have.
Fluidity of Forms
At 6th level you learn to channel your Wildshape feature across your bond and gaining the ability to alter and protect your companion.
You gain the ability to spend a use of Wildshape to heal your companion for 2x your Druid level plus your companions Constitution modifier.
Additionally you learn to use Wildshape to alter your companion. This functions the same as using Wildshape on yourself except they will not gain any temp HP but may stay in the new form until Wildshaped again.
Druidic Evolution: Attributes previously chosen from Druidic Evolution can be chosen again to be enhanced at 6th and 11th level.
Evolved Cunning
When you evolve Cunning your companion gains a special trait Pack Tactics which gives your companion advantage to hit when they are within 5 feet of you or an ally. If their current form naturally provides Pack Tactics already you may instead add +5 to their rolls while Pack Tactics is in effect.
Evolved Ferocity
Your companion gets an additional +1 to hit and damage, additionally they may re-roll 1's and 2's on their attacks damage dice and must take the new roll.
Evolved Vitality
Your companion's body gains an additional layer of natural protection, increasing damage reduction for all sources to -2. Additionally your companion gains hp equal to your druid level, and will gain 1 additional hp each time you level up.
Entwined Souls
At lvl 10 you learn to allow magic to pass between you and your companion. Spells that you cast targeting yourself may have their effects copied to your companion long as it is a passive and the duration is not 0. If the spells effect ends on you, it also ends on your companion. If your companion is under the effects of a spell due to this ability and you are concentrating on that spell, you must make a concentration check if your companion takes damage.
Rebounding Bond
At 14th level whenever you deal damage through a spell, your companion may become empowered from that damage type. They will gain temp HP for up to 1 minute equal to your proficiency modifier and enemies that damage them while they have the temp hp will take 2d8 of that damage type as long as your companion can see them. (Can have only one instance of this effect active at a time.) You may use this ability a number of times equal to your wisdom modifier, regaining all uses after a long rest.
Damage increases to 2d10 at lvl 18.
Druidic Evolution: At lvl 14 your companion hones one of its 3 traits to a new level, granting it a key ability.
Perfected Cunning
Your companion gains an additional +5 to stealth rolls, 5ft Blindsight, and may use a bonus action to attempt to hide while lightly obscured . They also gain a special trait Ambush Predator which allows them to add damage equal to your proficiency modifier to the first attack made against enemies while hidden, against opponents who are surprised, prone, restrained, or incapacitated, and when making an attack of opportunity.
Perfected Ferocity
Your companion gains an additional +1 to hit and damage, as well as as a special trait improved critical allowing it to score critical hits on rolls of 19 and 20. On critical hits creatures within 15 ft of your companion must make a DC 14 wisdom save or become afraid of your companion until the end of your next turn.
Perfected Vitality
Your companion gains resistance to non magical bludgeoning, slashing, and piercing damage and their damage reduction increases to -3 for all sources. Additionally your companion gains the ability to attempt to protect an ally from harm. If an enemy within 5 ft of your companion makes an attack against an ally also within 5 ft of your companion, they may use their reaction to split the damage between themselves and the ally.
Comments