Base Class: Druid
Druids of the Circle of The Outsider are dedicated to the strength of the individual. Often lone wolves, the Outsider Druid wanders the world in search of cultivating their own place in the natural order. They shun the pack mentality of other circles and wander alone, seeking peace among the wilds.
Druids of of The Outsider hold particular affinity for the far reaches, places far from civilisation and animals that excel at independent survival. To some they may seem melancholy, standoffish or brooding, but in the heart of an Outsider their lies a wildness tamed and honed over the years and turned into deadly power.
Nocturnal Animal
2nd level Circle of The Outside class featurel
When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn without expending a Wild Shape charge, if you use it at night or in total darkness. You also gain the skills of an isolated nocturnal hunter. You have Darkvision, which persists through all your Wild Shape forms.
Additionally, you have learned to walk among the creatures of the night and can call on them for help. You can use Summon Nocturnal Animal to summon a Nocturnal or Crepuscular beast companion that will accompany you until defeated or dismissed. The potential summoned beasts at this level are as follows:
- Black Cat
- Gray Wolf
- Raven
- Red Fox
- Tawny Owl
- Vampire Bat
- Wolf Spider
- Hyena
- Black Rat
Companion options are expanded at higher levels.
Lone Wolf
2nd level Circle of The Outsider class feature.
You have spent years travelling on your own, and have learned to become the ultimate self sufficient hunter.
When you choose this circle at 2nd level, you gain proficiency with all simple and martial weapons. You can also choose two sets of bonus proficiencies from the list below.
Agility
Gain proficiency in Athletics and Acrobatics
Ambusher
Gain +1 to initiative rolls
Deviant
Gain proficiency in Deception and the Poisoner's Kit
Stalker
Gain proficiency in Stealth and with Thieves' Tools
Tough Skin
You gain +1 to Armor Class whilst in your natural form and Wild Shape forms.
Tracker
Gain proficiency in Investigation and Perception
Well Travelled
You gain two bonus languages.
Silent Practice
3rd level Circle of The Outsider class feature
You have mastered meditation and communion with natural forces. You can now recover spell slots by engaging in silent, isolated meditation. The length of time you must spend meditating is equal to the level of spell slot you wish to recover (Level 1 slot = 1 hour of meditation.)
Meditation can be performed any time you are not in combat. If being performed at night, the time requirement for recovery is halved.
Predator
6th level Circle of The Outsider class feature
Starting at 6th level, you can make an additional attack whenever you take the attack action in combat. This applies to both your natural form and your Wild Shape forms.
Additionally you can Dash, Hide or Disengage as bonus actions whilst in Wild Shape.
Nature's Wrath
10th level Circle of The Outsider class feature.
Starting at 10th level you can now call upon much stronger nocturnal or crepuscular beasts to aid you on your journey. You can now use the Summon Greater Nocturnal Animal ability alongside the Summon Nocturnal Animal ability.
Your expanded list of potential animal companions is as follows:
- Dire Wolf
- Giant Rat
- Giant Spider
- Polar Bear
- Sabre-Toothed Tiger
- Panther
- Giant Vulture
- Young Owlbear
You can only have ONE creature from this list summoned at a time.
Additionally, you gain immunity to poisons and diseases.
Guardian of The Night
14th level Circle of The Outsider class feature
Starting at 14th level, you have become a fierce warrior and protector of nature's forces. Channeling the magic of the night, you now deal an additional 1d12 cold damage whenever you make a weapon attack, or attack in wild shape.
Also, both you and your Wild Shapes are now competent stalkers. You can hide, disengage and dash as bonus actions both in natural form and Wild Shape.
Additionally, you have become such an ally to the creatures of the night that when rolling intiative, there is a chance one of them will come to aid you. The DM picks a number each time you roll initiative and, if you roll this number, a temporary nocturnal companion appears. It can be controlled by you, and will leave if defeated or when the fight ends.
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