Druid
Base Class: Druid

The Circle of the Scarred is composed of those gifted—or cursed—with the scar of an animal attack, taking on the beast's aspects after the primal magic of nature permanently alters the druid. A wound in this druid's past grants the bearer the traits of what scarred them. Druids in this circle are generally reclusive as they adapt to the animal's influence, but have been known to create communities that embrace and enhance their bestial abilities.

Transformation

When you choose this circle at 2nd level, choose a beast with a challenge rating as high as 1 to be the origin of your scar. When using Wild Shape, you can expend two uses of Wild Shape at the same time to transform into this beast. You ignore the Max. CR column of the Beast Shapes table, as well as the other limitations there.

However, If you choose a beast that has a swimming speed, you cannot maintain concentration on a spell while being transformed by Wild Shape into your chosen beast until you reach level 4. If you choose a beast that has a flying speed, you cannot maintain concentration on a spell while being transformed by Wild Shape into your chosen beast until you reach level 8. 

While you are transformed by Wild Shape into your chosen beast, you gain the following benefits:

  • If you force a creature to make saving throws with a trait or attack of your chosen beast, you can use your Spell Save DC instead.
  • You can cast any druid spell you have prepared, provided the spell only requires a verbal component or a somatic component, but not both.
  • Your attacks in the form of your chosen beast use your Proficiency Bonus.

Mutation

Beginning at 2nd level, pick one physical characteristic of your chosen beast from the following options, which permanently alters your normal form.

Aggressive

You gain fangs, claws, horns, a stinger, or tusks, which counts as a natural weapon. You add your Wisdom modifier to the attack and damage rolls when you attack with this weapon. It deals 1d8 piercing, slashing, or bludgeoning damage on a hit, depending on the nature of the weapon.

Defensive

Due to your thick skin, fur, scales, shell, or carapace, you gain a +1 bonus to Armor Class.

Movement

You grow wings, fins, or insectoid mandibles. Wings increase your walking speed by 10 feet, but do not provide a flying speed. Fins grant you a swimming speed equal to your walking speed. If you already have a swimming speed, your swimming speed increases by 10 feet. Insectoid mandibles grant you a climbing speed equal to your walking speed. If you already have a climbing speed, your climbing speed increases by 10 feet.

Other

You can gain a different benefit, depending on DM's discretion.

Senses

Choose one of the following options. You can gain gills, allowing you to breathe underwater. You can gain echolocation, granting you blindsight out to a range of 10 feet. If you already have blindsight, its range increases by 5 feet. You can gain night vision, granting you 60 feet of darkvision. If you already have darkvision, its range increases by 30 feet. Your ears, eyes, or nose can become more sensitive, granting you advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell.

Adaptation

At 6th level, you accept your bestial mark as a part of you. While you are transformed by Wild Shape into your chosen beast, you gain the following benefits:

  • Your attacks in the form of your chosen beast count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • You can attack twice, instead of once, whenever you take the Attack action on your turn. If your chosen beast has the Multiattack action, you can make one extra attack when you take the Multiattack action.

In addition, you gain a different physical characteristic from the options provided by Mutation, or you can also instead choose to improve your previously chosen option.

Aggressive

When you use the Attack action to attack with your fangs, claws, horns, stinger, or tusks, you can attack twice.

In addition, your attacks using your fangs, claws, horns, stinger, or tusks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Defensive

Your thick skin, fur, scales, shell, or carapace becomes enchanted with your druidic magic, and you gain a +1 bonus to saving throws.

Movement

Your wings, fins, or insectoid mandibles become stronger. If you have wings, you gain a flying speed of 30 feet. If you already have a flying speed, your flying speed increases by 15 feet. If you have fins, your swimming speed increases by 30 feet. If you have insectoid mandibles, you gain the ability to move up, down, and across vertical surfaces while leaving your hands free.

Other

You can gain a different benefit, depending on DM's discretion.

Senses

Choose one of the following options. If you have gills, you gain advantage on Wisdom (Perception) checks and Intelligence (Investigation) checks made while underwater. If you have blindsight, its range increases by 10 feet. If you have darkvision, you can see normally in magical darkness. If you have larger ears or eyes, you gain advantage on Dexterity saving throws against effects you can see or hear.

Evolution

At 10th level, you become able to go beyond the limits of your chosen beast as you alter the essence of Wild Shape itself. Choose a trait of a beast with a challenge rating of 3 or lower, such as the Keen Smell trait of a Brown Bear or the Pounce trait of a Tiger. While you are transformed by Wild Shape into your chosen beast, you gain this trait. You can only gain a trait that your chosen beast can physically perform, but you may substitute aspects of a trait with the appropriate aspect of your chosen beast, according to DM's discretion. For example, you can substitute the claw attack required for the Pounce trait of a Tiger with the bite attack of your your chosen beast.

In addition, when you transform by Wild Shape into your chosen beast, the assumed Hit Dice are tripled and you can increase the Strength, Dexterity, or Constitution score of your chosen beast by 2 or increase two different scores by 1, up to a maximum of 20.

Domination

By 14th level, you have taken your rightful place as the ruler of your kind. When you Wild Shape into your chosen beast, you gain the benefits of Conjure Animals as if it were cast using a 3rd-level spell slot. You summon a number of your chosen beast as per the spell and the conjured beasts understand you while you are transformed into your chosen beast for the purpose of receiving commands. The spell requires no concentration, and lasts until you revert to your normal form or you dismiss it (no action required).

Once you use this feature, you can’t do so again until you finish a short or long rest.

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Previous Versions

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