Druid
Base Class: Druid

The goal of this subclass is to have a Druid that plays like a normal druid, with the ability to weave spellcasting and Wild Shape, but give them an animal companion that is with them permanently.

Two subclasses in particular are going to be tapped to create this subclass: The Moon Druid will be contributing a lot of the Wild Shape capability but not the expanded CR, and with a tweak to the healing and some of the other abilities you gain at later levels, and, the Ranger, Revised: Beast will be contributing the animal companion, it will be CR adjusted and have some additional abilities chosen by the player instead of some of the abilities it already gains at later levels.

Twin Moon Combat Wild Shape

When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use an action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended, you may instead channel this healing to your Animal Companion.

Rising Moon Animal Companion

At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.

With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select your companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area.

The initial choices are all below CR 1, however, as you gain Druid levels the CR of your Companion changes, and you get a free change of body ritual during your level up to change the CR of your companion.  There is a Table, the table is loosely based on a formula from a Pathfinder Druid Pet, (Druid Level - 4) * (⅔), this formula is then adjusted for below level 5 and at higher levels for balance and to loosely align with traditional Druid subclass leveling:

Druid Lvl

2-3

4-5

6-7

8-9

10-13

14+

CR

1/4

1/2

1

2

3

4

 

At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time.

If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.

If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.

Rising Moon Companion Bond

Your animal companion gains a variety of benefits and changes while it is linked to you.

The animal companion loses its Multiattack action, if it has one.

If your animal companion does not have Pack Tactics, it gains Twin Moon Pack Tactics, if within 5ft of you, and within 5t of an enemy that is also within 5ft of you, your animal companion gains advantage on melee attack rolls against that enemy.

The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The druid who travels with me is a beloved companion for whom I would gladly give my life.”

d6

Trait

1

I’m dauntless in the face of adversity.

2

Threaten my friends, threaten me.

3

I stay on alert so others can rest.

4

People see an animal and underestimate me. I use that to my advantage.

5

I have a knack for showing up in the nick of time.

6

I put my friends’ needs before my own in all things.

 

d6

Flaw

1

If there’s food left unattended, I’ll eat it.

2

I growl at strangers, and all people except my ranger are strangers to me.

3

Any time is a good time for a belly rub.

4

I’m deathly afraid of water.

5

My idea of hello is a flurry of licks to the face.

6

I jump on creatures to tell them how much I love them.

 

Twin Moon Primal Strike

Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. At 10th Level your Animal Companion gains this benefit.

Twin Moon COMBO X2!

Starting at 6th level, select 2 moves from the following list, each of these moves has one individual charge that refills on a short rest.  You may swap one move at new druid levels similar to cantrips.  Additionally, whenever you Wild Shape you gain an additional Coordinated Attack that has a single charge that does not refill, this special move is created by the DM and player based on the combination of animals (there aren’t infinite, but you can see why i didn’t make a whole list), this new move is now canon (obv the DM can overrule this if needed), and every time your Wild Shape/Animal Companion combination appears again then this move is activated.  KEEP A LIBRARY ON YOUR CHARACTER SHEET OF YOUR NEW MOVES WITH RELATED COMBINATION.

 

  • High/Low: If at least one of you is flying you can both make melee strikes against the same target with Advantage and then move away without incurring attacks of opportunity from the target. You must have the movement to reach the target and move away after for this to work, you don’t gain the Advantage unless you both are planning on ending your turns out of melee range (spell effects or other effects could restrain you of course, other reactions are not canceled, only Opportunity Attacks). This happens at your initiative, uses your Action, and your Animal Companion uses its Reaction to participate.
  • Elemental Attack: You both attack the same target with a single Melee Weapon attack and add 1d6 damage each of Cold, Fire, Thunder, Lighting, or Acid damage type. If your Animal Companion already has an attack that deals one of these damage types then this attack must use that damage type.  This happens at your initiative, uses your Action, and your Animal Companion uses its Reaction to participate.
  • Double Team: At your initiative make a combined Athletics Check vs a single target.  The target makes either an Athletics or Acrobatics Check, the DC is your 2 totals combined.  On a failed Check the target is Grappled, Restrained, and all 3 of your prone.  You may end this effect at the start of any of your turns as a Free Action, or at any time using your Reaction.  Until you end this effect neither you, your Animal Companion, nor the target, may use Actions, Bonus Actions, or Reactions, and the target repeats the opposed check at the end of each of it’s turns. This move does not work on creatures that are larger than you and larger than your animal companion.
  • You’re Surrounded: As a Free Action on your Turn, Target a creature that is within 5ft of you and within 5ft of your Animal Companion, this target cannot gain the effects of Sneak Attack, Cover, any type of Unarmored Defense, or use any Reactions until the start of your next turn.
  • Whirlpool: If you both have a swim speed, and are both within 10ft of a creature, you and your Animal Companion start swimming around that creature at your swim speed and create a whirlpool that traps that creature in place, it must use its entire movement at the start of its turn to escape the whirlpool on future turns and moves 5ft in any direction it is able to move in and the effect ends, if it chooses not to try to escape the whirlpool it has disadvantage on all attacks, saving throws, and skill checks and the effect continues until you fail to use both of your movements to maintain it.
  • Hold on Tight: If both you and your Animal Companion have a Climbing Speed or a Flying Speed then you both grab at a target that is within 5ft of both of you and begin to attempt to throw it off a surface it is climbing on.  You each choose whether you are distracting (Performance or Sleight of Hand, DC 15 + targets DexMod) or attacking the target (Melee Attack Roll), if you both succeed the target falls.. and is more than 5ft from the surface they fell from. This happens at your initiative, uses your Action, and your Animal Companion uses its Reaction to participate.

 

Twin Moon Ultimate Form!

Starting at 10th Level you can expend both uses of Wild Shape to turn into a copy of your Animal Companion.  The Coordinated Attack Combo X2 Special Move for this should be pretty important so don’t mess it up..

While just changing into a copy of your companion may not sound special, keep in mind that at level 10 you may Wild Shape into a CR 1 beast, meanwhile your Companion is CR 3 at level 10, meaning you can Wild Shape into a significantly better beast if it is a copy of your companion.

Twin Moon Super Ultimate Form Ultimate Move

Starting at 14th Level, when in Twin Moon Ultimate Form, you and your Animal Companion skip your entire turns and start to do a fancy coordinated dance.  As long as neither of you is incapacitated before the round ends then your dance completes at Initiative 0.  At the end of your dance, you are standing next to each other, facing a single enemy, with your index fingers pointed towards the sky, you bend over at the waist to touch your index fingers to each others, and a beam of lifeforce sprouts from your touching fingers and sprays forth in a line 60ft long and 5ft wide, any creature hit by this beam that you consider a friend is healed for 3d8 HP, and any creature hit by the beam that you consider an enemy must make a Dexterity Saving Throw against your Spell Save DC or take 3d8 Necrotic Damage on a failed save, half damage on a successful save.  If you don’t have index fingers you don’t have to do this specific dance and you can do something else instead as long as it follows the same mechanical rules.

Previous Versions

Name Date Modified Views Adds Version Actions
1/3/2024 12:24:49 AM
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1
Coming Soon
6/9/2024 7:48:25 AM
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1.01a
Coming Soon

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