Whether as tribal totems or sigils of noble houses, people have always looked to various creatures for inspiration and symbolic aid. Occasionally, certain druids will choose to serve as ambassadors of nature and utilize their wild shapes to transform into "mascots"-- providing aid and inspiration to those they deem worthy. While most Druids aren't capable of transforming into true dragons or beholders, druids of the circle of mascots are able to assume costume forms of such creatures in order to aid friends in need. While some parties and teams get a little too attached to their patron mascot, this is a burden the circle of mascots is prepared to "bear."
Form Of A Mascot:
Starting when you choose this circle, you learn to adopt new forms better suited to cheering on your allies. As a bonus action, you can expend a use of your wild shape to shift to a hybrid form, taking on a more bestial appearance. You gain a number of temporary hit points equal to twice your druid devel plus your Wisdom modifier, and gain the following abilities based on your chosen form:
Howling Owlbear. You become physically more imposing, sprouting a beak and claws. While in this form, you and allies within 15 feet of you gain a bonus to your strength checks and saving throws equal to your Wisdom Modifier (minimum of 1).
Dancing Dragon. You grow pseudo-wings and smoke begins to pour out of your nose. You exude an aura of menace in a 20-foot radius. Whenever a creature enters your aura for the first time, they must make a Wisdom Saving throw or become frightened for 1 minute, repeating the saving throw at the end of each of their turns.
Boisterous Beholder. You sprout eye stalks, granting you the ability to see attacks more clearly. Whenever creatures within 15 feet of you make an opportunity attack against your or your allies, they do so with a disadvantage.
Maddening Mimic. You become covered in an amorphous, constantly shifting fluid that serves to obscure you. You and any allies within 5 feet of you gain a bonus to Dexterity (Stealth) checks equal to your Wisdom modifier (minimum of 1).
This form lasts for 10 minutes until your supply of temporary hit points are exhausted, or until you willingly end it as a bonus action. You automatically revert back if you fall unconscious, drop to 0 hit points, or die.
Claws and Teeth Of A Mascot:
Starting at the 6th level, when you assume your mascot form, you gain powerful natural weapons. These natural weapons take on an appearance that is relevant to your mascot form. Whatever form they take, they have the finesse property and deal 1d8 damage on a successful hit. You choose what damage your natural weapons do, from bludgeoning, slashing, or piercing. These natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Greater Mascot Form:
Starting at the 10th level, your mascot form gains new abilities. You gain the following enhancements while in the respective form, as well as all other abilities of that form:
Howling Owlbear. When you take the attack action, you can make an additional attack with your natural weapons as a bonus action immediately after.
Dancing Dragon. You gain a flight speed of 30 feet for the duration.
Boisterous Beholder. You gain a special energy attack that deals the same amount of damage as your natural weapons. It has a range of 60/120 feet and uses your Wisdom modifier for the attack and damage rolls. You choose whether the attack deals lightning, force, fire, or acid damage.
Maddening Mimic. You gain a +2 bonus to your AC.
Heart Of Team:
Starting at 14th level, you learn to harness your motivational power in order to sustain your allies. As a reaction when a friendly creature within 30 feet would drop to 0 hit points, you can instead cause them to drop to 1 hit point. When you do so, they also gain an amount of temporary hit points equal to half your Druid level (rounded down). You can use this ability a number of times equal to your Wisdom Modifier (minimum of 1), regaining spent uses upon finishing a long rest.
Even if we did you wouldn’t be able to use it. If for example, I were to build it, I couldn’t share it with the community because it isn’t my original work, so you wouldn’t be able to add it to your collection for you to use.
Can you convert this subclass for me.
Title: Circle of Mascots
Description:
Whether as tribal totems or sigils of noble houses, people have always looked to various creatures for inspiration and symbolic aid. Occasionally, certain druids will choose to serve as ambassadors of nature and utilize their wild shapes to transform into "mascots"-- providing aid and inspiration to those they deem worthy. While most Druids aren't capable of transforming into true dragons or beholders, druids of the circle of mascots are able to assume costume forms of such creatures in order to aid friends in need. While some parties and teams get a little too attached to their patron mascot, this is a burden the circle of mascots is prepared to "bear."
Form Of A Mascot:
Starting when you choose this circle, you learn to adopt new forms better suited to cheering on your allies. As a bonus action, you can expend a use of your wild shape to shift to a hybrid form, taking on a more bestial appearance. You gain a number of temporary hit points equal to twice your druid devel plus your Wisdom modifier, and gain the following abilities based on your chosen form:
Howling Owlbear. You become physically more imposing, sprouting a beak and claws. While in this form, you and allies within 15 feet of you gain a bonus to your strength checks and saving throws equal to your Wisdom Modifier (minimum of 1).
Dancing Dragon. You grow pseudo-wings and smoke begins to pour out of your nose. You exude an aura of menace in a 20-foot radius. Whenever a creature enters your aura for the first time, they must make a Wisdom Saving throw or become frightened for 1 minute, repeating the saving throw at the end of each of their turns.
Boisterous Beholder. You sprout eye stalks, granting you the ability to see attacks more clearly. Whenever creatures within 15 feet of you make an opportunity attack against your or your allies, they do so with a disadvantage.
Maddening Mimic. You become covered in an amorphous, constantly shifting fluid that serves to obscure you. You and any allies within 5 feet of you gain a bonus to Dexterity (Stealth) checks equal to your Wisdom modifier (minimum of 1).
This form lasts for 10 minutes until your supply of temporary hit points are exhausted, or until you willingly end it as a bonus action. You automatically revert back if you fall unconscious, drop to 0 hit points, or die.
Claws and Teeth Of A Mascot:
Starting at the 6th level, when you assume your mascot form, you gain powerful natural weapons. These natural weapons take on an appearance that is relevant to your mascot form. Whatever form they take, they have the finesse property and deal 1d8 damage on a successful hit. You choose what damage your natural weapons do, from bludgeoning, slashing, or piercing. These natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Greater Mascot Form:
Starting at the 10th level, your mascot form gains new abilities. You gain the following enhancements while in the respective form, as well as all other abilities of that form:
Howling Owlbear. When you take the attack action, you can make an additional attack with your natural weapons as a bonus action immediately after.
Dancing Dragon. You gain a flight speed of 30 feet for the duration.
Boisterous Beholder. You gain a special energy attack that deals the same amount of damage as your natural weapons. It has a range of 60/120 feet and uses your Wisdom modifier for the attack and damage rolls. You choose whether the attack deals lightning, force, fire, or acid
damage.
Maddening Mimic. You gain a +2 bonus to your AC.
Heart Of Team:
Starting at 14th level, you learn to harness your motivational power in order to sustain your allies. As a reaction when a friendly creature within 30 feet would drop to 0 hit points, you can instead cause them to drop to 1 hit point. When you do so, they also gain an amount of temporary hit points equal to half your Druid level (rounded down). You can use this ability a number of times equal to your Wisdom Modifier (minimum of 1), regaining spent uses upon finishing a long rest.
Convert it? Into what?
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
A Subclass For DND Beyond
Even if we did you wouldn’t be able to use it. If for example, I were to build it, I couldn’t share it with the community because it isn’t my original work, so you wouldn’t be able to add it to your collection for you to use.
I can however help you build it for yourself.
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