Base Class: Druid
This Druid starts the campaign with a beast of 1/2 challenge rating or lower and a size no larger than medium.
Beastial Connection
If the Druid uses Wild Shape and is within 5 feet of the creature, they both then gain an increase in AC, attack rolls, and damage rolls.
If the creature takes more than 1/3 damage in a single hit, it gives the druids next attack Advantage.
Your creature obeys commands to the best of its abilities. It takes its turn on your initiative. When it’s your turn, you can tell your creature where to move (does not use any of your action). You can then use your action to command it to Attack, Dash, Help, or Disengage as action. If you can’t, or don’t issue a command on that turn, the creature immediately uses the Dodge action.
Increased connection
The user no longer has to cast communicate with animals to be able to speak with any creatures.
now it only takes an attack dealing 1/4 attack damage to your creature in order to gain an Attack Advantage.
Forest connection
You begin with the ability to befriend smaller or less intelligent creatures in the world.
Friendship Speech
You have the ability to use Animal Friendship on any creature within 30 feet of you as long as you have the ability to speak.
Summon spirit
At the 3rd level you gain the ability to summon your companions spirit at the cost of a short rest, granted it has been killed. This spirit can then inhabit any beast of your choosing with medium size or lower, and a challenge rating no more than 1/2 or lower. If the beast is put into a new creatures body, it gains the following disadvantages until the Druid can take a long rest:
it has disadvantage on ability checks
its speed is reduced by half
Beasts adaption
When you choose this option your companion can adapt to the body of the species, over the next 7 days your companion has the following disadvantages:
the beast has disadvantage on all ability checks
the beasts speed is reduced by half
it has disadvantage on all attack rolls
it has disadvantage on all saving rolls
After the 7 days are up your beast loses all disadvantages and can now inhabit the body of this creature any time it dies, without having any disadvantage.
cannot choose beasts knowledge if you choose this.
Beasts knowledge
Your companion no longer needs to have a long rest to remove disadvantages
you cannot choose beasts adaptation if you choose this
Training Regimine
At 3rd level, by training with your beast you began to learn from each other. The beast and the Beastmaster will become more skillful in the areas of their training. To train a beast, the Beastmaster will roll a D10 x the amount of hours of training and add their Animal Handling bonus to the roll. After the player's rolls add up to 100, they will have successfully trained in that skill. The types of training are as follows:
- Movement- You train to move as one with your beast. Upon successful training of this skill the player and the beast can move stealthy at a fast pace in non difficult terrain.
- Protect- You teach your beast the value of protecting it's allies. Upon completion of training the beast will gain the Protect action. The Protect action compels the beast to take all actions and reactions to attack enemies attempting to do harm to the protected individual or object. The Armor Class of an individual will increase by 2 if being protected. By commanding this action the beast will protect any person or object the Beastmaster identifies. If the Beastmaster fall unconscious or is incapacitated the beast will automatically take the Protect action on the Beastmeaster.
- Stalk- Your beast learns to locate by using scent. Upon completion of this skill the beast will have advantage on locating creatures or objects it has encountered in the past. A sample of a creature or object's scent can be used, if available.
- Alert- You fine tune your beast's awareness. Upon completion of this skill the beast will have advantage on perception checks while resting.
Exceptional training
At level 7, on any of your turns where your beast doesn’t attack, you can use a bonus action to command them to Dash, Disengage, or Help action on its turn.
In addition the beasts attacks are now considered magical with the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Bestial Fury
At level 10, when you command your beast to take the Attack action, the beast can make two attacks, or it can use the Multiattack action if it has that action.
Spell share
At the beginning of level 15, when you cast a self targeting spell, it can also affect your beast if it’s within 30 feet of you unless:
you are in wild shape
If you are in wild shape, the distance between you and the beast increases to 45 feet.
Bonus Cantrip
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know.
Natural Recovery
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
Circle Spells
Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land — arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark — and consult the associated list of spells.
Once you gain access to a circle spell, 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.
Arctic
| Druid Level | Spells |
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3rd |
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5th |
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7th |
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9th |
Coast
| Druid Level | Spells |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Desert
| Druid Level | Spells |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Forest
| Druid Level | Spells |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Grassland
| Druid Level | Spells |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Mountain
| Druid Level | Spells |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Swamp
| Druid Level | Spells |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Underdark
| Druid Level | Spells |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Land’s Stride
Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Nature’s Ward
When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.
Nature’s Sanctuary
When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its attack against you.
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