Druid
Base Class: Druid

Druids of the Circle of the Old Ways hail from the Gruul Clans of Ravnica, specifically the the Zhur-Taa Clan (also called the skull bleachers). They worship the Utmungr, "gods of the deep earth," and await the awakening of Ilharg, the Raze Boar, an ancient boar god who will mount a fiery rampage and raze the over-civilized world once and for all. The druids believe that civilization will never be eradicated by scattered raids and petty skirmishes. They cling to the idea of a coming apocalypse and that the world will return to a state of nature in which the lawless code of muscle and savagery will reign once again.

Primal Visitation

Gruul shamans believe all sentient beings have the soul of savagery inside them, an animal form clawing to escape. Starting at 2nd level, in place of Wild Shape you instead gain the ability to magically assume the physical characteristics of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your druid level determines the beasts you can assume the physical characteristics of. You can stay in a beast shape for a number of minutes equal to your druid level. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply in place of the standard Wild Shape rules:

  • You retain your game statistics, alignment, personality, and ability scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has any legendary or lair actions, you can't use them.
  • When you transform, you retain your hit points and Hit Dice and assume half of the beast's hit points as temporary Hit Points.
  • You can cast spells and retain your ability to speak and take any action that requires hands. Transforming doesn't break your concentration on a spell you've already cast or prevent you from taking actions that are part of a spell that you've already cast.
  • You retain the benefit of any features from your class, race, or other source and gain any new traits, senses, actions, and reactions that the beast you are assuming the physical characteristics of possesses. If the creature has the same sense as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours, otherwise you maintain your sense.
  • While this transformation persists, you have advantage on Strength checks and Strength saving throws, and your movement speed is increased by 10. When you make a melee weapon attack, you gain a bonus to the damage roll equal to 1 + half of your druid level (rounded down).

Predator's Rapport

At 2nd level you have formed a close and harmonious bond with the predatory species of the Gruul wildlands. Your proficiency bonus is doubled for Animal Handling checks and you learn one language of your choice: Draconic, Giant, or Primordial.

In addition, any spell that would allow you to Charm a beast also works on monstrosities for you, and creatures have disadvantage on rolls to resist these spells.

Circle Spells

When you join this circle at 2nd level, you have formed a bond with the Gruul wilds. Your link with this primal wilderness grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the Old Ways Spells table.

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Old Ways Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of the Old Ways Spells
Druid Level Spells
2nd

Animal Friendship, Beast Bond

3rd

Summon Beast, Shatter

5th

Conjure Animals, Plant Growth

7th

Charm Monster, Dominate Beast

9th

Destructive Wave, Wrath of Nature

Gift of Strength

Starting at 6th level you gain the ability to cast the Enlarge effect of the Enlarge/Reduce spell without expending a spell slot, without material components, and without needing to maintain concentration.

Additionally, as you reach 10th and 14th level, the effects of this spell become more potent, and you can choose the extent to which the target is altered:

  • 10th level: The target's size triples in all dimensions, and its weight is multiplied by sixteen. This growth increases its size by two categories-- from Medium to Huge, for example. If there isn't enough room for the target to triple its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 2d4 extra damage.
  • 14th level: The target's size quadruples in all dimensions, and its weight is multiplied by twenty-four. This growth increases its size by three categories-- from Medium to Gargantuan, for example. If there isn't enough room for the target to quadruple its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 3d4 extra damage.

Once you use this feature, you can't use it again until you finish a long rest.

End-Raze Forerunner

Starting at 10th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, the damage from the natural weapons of creatures that have been summoned or charmed by you are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and creatures that have been summoned or charmed by you gain a bonus to attack and damage rolls equal to half of your proficiency bonus.

Rhythm of the Wild

Starting at 14th level, your ability to bond with and command the predators of the wild has reached its pinnacle. When you cast a spell that summons or conjures a creature, twice as many creatures are summoned instead, and you have advantage to maintain concentration on the spell. When you succeed on a spell that charms a creature, the duration of the spell is doubled, and the target has disadvantage on saving throws to resist the spell if it takes damage.

Previous Versions

Name Date Modified Views Adds Version Actions
12/6/2021 5:04:52 AM
6
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes