Druid
Base Class: Druid

Like the Circle of the Shepherd, druids of the Circle of Command recognize that all living things play a role in the natural world, yet there are some who question the roles they are given. These druids, while respecting the spirits of the wild and nature, think highly of themselves and believe nature should work for them. To become a part of the Circle of Command, druids are forcibly cut off from their connection to nature to prove they can command their powers returned. As a result, druids of the Circle of Command lose their ability to wild shape and instead call the form of a beast to their side.

Members of this circle become adventurers to gain renown or notoriety in the lands, knowing when they call, the flora and fauna of the world listens obediently, either by fear or respect.

Wild Call

At 2nd level, by taming the fey magic that courses through you, you lose the ability to wild shape by trading it for your newfound skill to give the beasts within, a physical form and personality. When using the wild shape ability, instead of changing into your desired form, you summon the creature to fight by your side. The creature appears in an unoccupied space you can see within 30 ft, and the creature disappears when it drops to 0 hit points or when the spell ends.

Roll initiative for the creature, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.

All creatures summoned this way shares the same intelligence as the caster.
The creature can understand and speak the same languages

Command Understanding

At 3rd level, your control over your druidic energies allows creatures of the land to listen to what you say.

All beasts can understand you completely, but you cannot understand them.

Aura of Obedience

At 6th level, your command over your druidic powers and fauna grants an aura that effects animals' temperament towards you and your allies.
Beasts within 10 feet of you have disadvantage on attacks against you and your allies.

At 12th level, the range of this aura increases to 30 feet and beasts have disadvantage on checks against being charmed.

At 18th level, hostile beasts refuse to attack you and allies while in the aura.

Sentient Protection

At 10th level, As an action, you touch an empty space within 5 ft of yourself, and a 15-foot-long, 10-foot-high wall of sentient vines that try to protect you from harm appear, centered on that point. This spell can't be used on man-made surfaces like worked stone and wooden floors.
Any creature that occupies the space the wall appears on is pushed 5ft in a direction of your choice.

You and your allies, if behind the wall, gain total cover and gain advantage on area of effect saving throws.
Allies and ranged attacks allies make can move freely through the vines.
Finishing a turn on the space the vines occupy forces the vines back into the ground.

Once you use this feature, you must finish a long rest before you can use it again.

Sharing of the Burden

At 14th level, your Wild Call beast is magically obligated to share your pain. If the Wild Call Beast is within 60 feet of the caster, half of any damage the caster takes (rounded up) is transferred to the Wild Call beast.

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