Base Class: Druid
Druids from the Circle of the Pack form strong bonds with the beasts of the wild, allowing them to summon a powerful companion to fight by their side. What's more, these druids train to fight alongside their bestial friend, getting up close and personal with their enemies to give their allies an opening to strike. Circle of the Pack druids never take on their enemies alone, preferring to work as teams to accomplish what no individual could by themselves. By sticking close to the druid, their allies can often find themselves stronger, faster, and more ready than ever to take on the world.
Ironwood Armaments
By 2nd level, you have grown proficient in adapting wood of the ironwood tree into weapons and armor, and can replace any metal parts with natural components. As such, you may equip any gear you are proficient with, regardless of if it is made with metal.
The magical properties of the ironwood tree allow you to more easily swing your weapon, letting you use your Wisdom modifier for attack and damage rolls made with magical weapons. You also have proficiency with all simple and martial weapons, as well as Woodcarver's Tools and Carpenter's Tools.
Bestial Companion
At 2nd-level, you can magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block—Beast of the Land, Beast of the Sea, or Beast of the Sky—which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block.
In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block, such as the Attack action, or some other action, such as Dodge or Help. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action, but you cannot have it take the Attack action more than once per turn. If you are incapacitated, the beast can take any action of its choice, not just Dodge.
If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.
When you finish a long rest, you can summon a different companion. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.
Beast of the Land
In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block, such as the Attack action, or some other action, such as Dodge or Help. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action, but you cannot have it take the Attack action more than once per turn. If you are incapacitated, the beast can take any action of its choice, not just Dodge.
BEAST OF THE LAND
Medium beast
Armor Class 13 + PB (natural armor)
Hit Points 5 + five times your druid level (the beast has a number of Hit Dice [d8s] equal to your druid level)
Speed 40 ft., climb 40 ft.
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Maul. Melee Weapon Attack: your spell attack modifier for attack and damage, reach 5 ft., one target. Hit: 1d8 slashing damage.
Roar. Your companion lets out a might roar, causing hostile creatures within 15 feet to become frightened until the end of your next turn.
Beast of the Sea
In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block, such as the Attack action, or some other action, such as Dodge or Help. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action, but you cannot have it take the Attack action more than once per turn. If you are incapacitated, the beast can take any action of its choice, not just Dodge.
BEAST OF THE SEA
Medium beast
Armor Class 13 + PB (natural armor)
Hit Points 5 + five times your druid level (the beast has a number of Hit Dice [d8s] equal to your druid level)
Speed 5 ft., swim 60 ft.
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Amphibious. The beast can breathe both air and water.
Slippery. The beast has advantage on saving throws against effects which would cause it to become restrained.
Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Binding Strike. Melee Weapon Attack: your spell attack modifier for attack and damage rolls, reach 5 ft., one target. Hit: 1d6 piercing or bludgeoning damage (your choice), and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the beast can’t use this attack on another target.
Beast of the Sky
In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block, such as the Attack action, or some other action, such as Dodge or Help. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action, but you cannot have it take the Attack action more than once per turn. If you are incapacitated, the beast can take any action of its choice, not just Dodge.
BEAST OF THE SKY
Small beast
Armor Class 13 + PB (natural armor)
Hit Points 4 + four times your druid level (the beast has a number of Hit Dice [d6s] equal to your druid level)
Speed 10 ft., fly 60 ft.
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Flyby. The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Blinding Strike. Once per turn, on a successful melee hit your companion can attempt to blind the target. Target must make a successful Constitution saving throw against your Spell Save DC or is blinded until the end of it's next turn.
Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Shred. Melee Weapon Attack: your spell attack modifier for attack and damage, reach 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage.
Circle Spells
Your mystical connection to the grove infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to spells from the Circle of the Grove spell list.
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.
Circle of the Grove
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2nd |
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3rd |
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5th |
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7th |
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9th |
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11th |
Primal Warriors
At 6th level, when you use the Attack action to cast a cantrip that does not require you to make a melee weapon attack as part of it, you may also make a melee weapon attack as part of the same action. Also, your Bestial Companion's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Party of Two
When you reach 6th level, you and your Bestial Companion have learned to fight more tactically together. You may use both you and your companion's reaction to direct them in the following ways:
- Distracting Cry. You cause your companion to let out a loud cry, distracting hostile creatures within 5 feet. If you do, the next melee or ranged attack made against one of the effected creature before the end of your next turn is done so with advantage.
- Shake It Off. Your companion calls upon residual traces of your nature magics and restores a number of hit points equal to 5 x your Proficiency Bonus. If your companion cannot recover any more hit points, they gains temporary hit points instead. All temporary hit points disappear at the end of combat.
- Challenging Roar. Your companion issues a challenging cry, causing all hostile creatures within 5 feet to have disadvantage on the next attack roll they make against any creature other than your companion before the end of your next turn.
- Cover. If a creature would make a successful attack roll against you or a friendly creature within 5 feet of your companion, you may have your companion throw itself in front of the attack, taking the damage instead.
Pack Tactics
Starting at 10th level, you and your companion work in tandem to frustrate your enemies. When you and your companion are within 5 feet of each other, you both have advantage on your melee weapon attacks. Also, when you command your pet to take the Attack action, it makes two attacks instead of one.
If you cast a spell with only a single target, and that target is either you or your Bestial Companion, you may instead target both of you as part of the same spell. Spells cast in this way will only effect either of you when you are both within 10 feet of each other. If you do, any hit points you would restore are split evenly between you, and the spell only lasts for 1 minute or half it's normal time, whichever is shorter.
We Fight Together!
When you reach 14th level, your Wild Companions have absorbed some of your nature magic, allowing them to take on additional duties. If you cast a spell with a range of touch, you may cast it through your companion as though you were in their place. If you would need to concentrate on a spell or ability, you may instead have your companion do the concentrating for you, though you may still only have one concentration spell up at a time.
As an action, you may also use your Wild Shape ability to transform into the same type of Wild Companion as the one you chose (land, sea, sky). You can look identical to your companion or appear as a different type of animal. You retain your normal attributes, gain temporary hit points equal to your companions maximum total hit points, and use the same stat block and abilities as your Wildlife Companion. You change back into your base form at will, after one hour, or when you lose all of your temporary hit points.
Once you use this ability, you may not do so again until you finish a short or long rest.
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