Hey fellow adventurers! I'm a very new DM with a very new group of players. We recently switched from the Pathfinder system to the 5e system because the math was getting a little overwhelming with a party of six players, all of whom are new to table top gaming.
The only unfortunate part of this switchover was our lovely Druid who absolutely loves her Cheetah animal companion named Shira. Looking online, I've seen a few people suggest just having an animal NPC that tags along in the party, but I don't feel like that's very satisfying.
Lo and behold, my Homebrew subclass of Druid: Circle of the Beast. I took some pieces of the Ranger companion rules and added some of my own. I could very much use some feedback on this, especially with balancing. What do y'all think?
Circle of the Beast
Primal Bond:
You have a deep connection with a wild beast, who accompanies you. It can be no larger than medium, and must have a challenge rating of 1/4 or lower.
Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. It’s max hp equals the normal maximum or four times your druid level, whichever is higher. Additionally, it gains ability score increases when you do.
The beast acts on your turn. If it is not given a command, the beast will do nothing. You must use your action to give it one of the following commands: Attack, Dash, Disengage, Dodge, or Help. The beast will continue the action until it is given a new command, or until it can no longer do the action.
If you are attacked by an obvious target, your companion will attack that target without you commanding it on your turn.
If your animal companion is killed, its soul stays with you. You may find your companion's soul a new beast to embody by completing a 24 hour ritual with a new animal in the wilderness. Upon completion, the new animal takes on the personality and training of your previous companion, your connection remains intact.
Undaunted Pair:
Beginning at level 2, as long as you are within 30 ft of your companion, you gain advantage on all saving throws against fear.
Impressive Training:
Beginning at level 6, on a turn you do not command your beast to attack, you may command the beast to Dash, Disengage, Dodge, or Help as a bonus action.
Multiattack:
At level 10, your beast companion can make an additional attack when you command it. If you do not command your companion to attack this turn, it does not get this bonus.
Mystic Connection:
At level 14, any spell you cast that targets yourself now targets your companion as well. Additionally, your companion's natural attacks are now always treated as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Wild Understanding:
Starting at level 2, while in wild shape, you may command your companion as a bonus action.
At level 6, while in wild shape, you and your companion can sense each other, regardless of distance. You know when your companion is in danger and vice-versa.
At level 10, while in wild shape, you may converse telepathically with your animal companion as if it were humanoid. This connection is not limited by range.
At level 14, while in wild shape, you and your beast companion fight together in perfect unity. When you and your companion attack the same target while you are in wild shape, you both gain advantage on the attack.
Very nice. I have a player who wants to port over a druid from long ago that also has the same issue: animal companion that would be lost under the PHB druid variants. This helps immensely. Any chance you are going to get it added to the homebrew content of the Compendium so it could be used in the character builder?
I also stumbled in another subclass with the exact same name and intent that someone posted about a year ago. I think I like this one better though. We'll see how it plays in my game :)
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Hey fellow adventurers! I'm a very new DM with a very new group of players. We recently switched from the Pathfinder system to the 5e system because the math was getting a little overwhelming with a party of six players, all of whom are new to table top gaming.
The only unfortunate part of this switchover was our lovely Druid who absolutely loves her Cheetah animal companion named Shira. Looking online, I've seen a few people suggest just having an animal NPC that tags along in the party, but I don't feel like that's very satisfying.
Lo and behold, my Homebrew subclass of Druid: Circle of the Beast. I took some pieces of the Ranger companion rules and added some of my own. I could very much use some feedback on this, especially with balancing. What do y'all think?
Circle of the Beast
Primal Bond:
You have a deep connection with a wild beast, who accompanies you. It can be no larger than medium, and must have a challenge rating of 1/4 or lower.
Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. It’s max hp equals the normal maximum or four times your druid level, whichever is higher. Additionally, it gains ability score increases when you do.
The beast acts on your turn. If it is not given a command, the beast will do nothing. You must use your action to give it one of the following commands: Attack, Dash, Disengage, Dodge, or Help. The beast will continue the action until it is given a new command, or until it can no longer do the action.
If you are attacked by an obvious target, your companion will attack that target without you commanding it on your turn.
If your animal companion is killed, its soul stays with you. You may find your companion's soul a new beast to embody by completing a 24 hour ritual with a new animal in the wilderness. Upon completion, the new animal takes on the personality and training of your previous companion, your connection remains intact.
Undaunted Pair:
Beginning at level 2, as long as you are within 30 ft of your companion, you gain advantage on all saving throws against fear.
Impressive Training:
Beginning at level 6, on a turn you do not command your beast to attack, you may command the beast to Dash, Disengage, Dodge, or Help as a bonus action.
Multiattack:
At level 10, your beast companion can make an additional attack when you command it. If you do not command your companion to attack this turn, it does not get this bonus.
Mystic Connection:
At level 14, any spell you cast that targets yourself now targets your companion as well. Additionally, your companion's natural attacks are now always treated as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Wild Understanding:
Starting at level 2, while in wild shape, you may command your companion as a bonus action.
At level 6, while in wild shape, you and your companion can sense each other, regardless of distance. You know when your companion is in danger and vice-versa.
At level 10, while in wild shape, you may converse telepathically with your animal companion as if it were humanoid. This connection is not limited by range.
At level 14, while in wild shape, you and your beast companion fight together in perfect unity. When you and your companion attack the same target while you are in wild shape, you both gain advantage on the attack.
I love it. No clue how balanced it is, but I love it.
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Very nice. I have a player who wants to port over a druid from long ago that also has the same issue: animal companion that would be lost under the PHB druid variants. This helps immensely. Any chance you are going to get it added to the homebrew content of the Compendium so it could be used in the character builder?
I also stumbled in another subclass with the exact same name and intent that someone posted about a year ago. I think I like this one better though. We'll see how it plays in my game :)