Druid
Base Class: Druid

in some cases, martial might is required to  protect nature. druids of this circle  use their martial prowess and cavalry skills to defend sacred druidic areas. they tend to be  quite violent and boisterous compared to other druids. they are notable in that they almost exclusively use mounted combat, utilizing their skills to call animals to their side by use of a special wild shape. this wild shape instead changes their vocal cords to simulate the call of an alpha, which in turn allows them to not only call animals to fight, but control them as if they were an expertly trained mount. Their martial skills may pale in comparison to traditional fighters, but no mounted combatant is more dangerous.

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Beast caller

At second level when you choose this circle, you gain the ability  to call fearsome animals to your side and control them. You may use 2 uses of your wildshape to instead to call an animal to your side. when you gain this ability choose 1 of the following: a giant boar, a polar bear, giant spider, or a saber toothed tiger. This is the creature that comes to you when you use this feature. The animal is the same as the one found in the basic rules, however the following changes are applied.

- their hit points when called are equal to your wisdom modifier plus their con modifier plus 5 times your druid level.

- the animal is trained in mounted combat, and may use any action as opposed to the normal 3 actions for mounted combat.

-its initiative in combat is always immediately after yours

you may not use your wildshape while using this feature, and you can only have 1 creature summoned at a time. at the end of a short or long rest, you can heal your called animal to full hit points. in addition, when called you can elect to start that turn mounted on your summons as part of  the action to summon it. the creature disappears when its hit points reach zero or when dismissed (no action required.)

 

Circle training

you gain proficiency in a weapon of your choice, this weapon becomes your Circle weapon. you may use your spell casting modifier for its attack and damage rolls instead of strength or dexterity. in addition, you are gifted in directing and supporting animals you ride into combat, you gain proficiency in animal handling if you did not have it already

mounting animals gives the following benefits:

- you gain a bonus plus 2 to attack rolls using your circle weapon

- you and the mount both gain a bonus 2 to your AC 

- the animal adds your proficiency modifier to its attack rolls, and saving throw DCs

you may also use your bonus action to aide your mount in combat while riding it, focusing on supporting it for the turn. if you use this ability your mount gains one of the following bonuses dependent on type.

- you focus your efforts on defending your mount. your mount may add your proficiency to its AC and dexterity saving throws, in addition it can use its reaction to cause a failed saving throw to pass. (giant boar only)

- you direct your mount to roar. your mount may use its action to roar, causing creatures within 60 ft that can hear it to take a wisdom saving throw against your spell casting DC or be frightened until the start of your next turn. (polar bear only)

- you direct your mount to dodge and weave through the combat. your mount can use its reaction to disengage, dodge, or dash (please note that this action doesn't effect you in the case of the dodge or disengage actions) and can re roll damage die of 1, keeping the re rolled result even if it is another 1. (saber toothed tiger only)

- you direct your mounts aim, as well as bolster its webbing supply with druidic magic. your mount gains a use of its webbing, in addition it increases its range to 60ft/120ft (giant spider only)

using this skill prevents you from using magic until the end of your next turn, and will also cause you to lose concentration on spells you cast previously.

 

 

 

Primal Caller

The animals you call to battle are among the greatest specimens of their species, and your experience in battle  allows you two to support and protect each other. they gain the following bonus's, as well as an extra bonus depending on your specific beast.

-there attacks count as magical for the purposes of overcoming resistances.

-you can redirect attacks aimed at your mount to target you and vice versa.

- giant boars gain 10 temp hit points at the beginning of their turn, in addition, they ignore the damage requirement for their relentless ability and may use it a number of times equal to your wisdom modifier, regaining expended uses after completing a short or long rest.

- polar bears take 3 less damage from all sources except psychic, and has advantage in strength checks to push, pull, lift, or break objects, as well as advantage on attack rolls against constructs. in addition it may use its roar as a bonus action, it may use this special roar a number of times equal to your wisdom modifier, it regains uses of this ability at the end of a short or long rest.

- saber toothed tiger's movement do not trigger opportunity attacks from enemies it attacks, regardless if that attack hits or not (this bonus includes you if mounted), in addition their attacks deal an extra d4 die of damage to prone opponents equal to your proficiency modifier.

- giant spiders can use the web action up to d4 times a turn, rolling at the beginning of each turn to determine how many uses the charge has. in addition, your experience with spiders also allows you to handle their poison safely, during a short or long rest you may extract d4 vials of poison from a friendly giant spider. each vial can coat a weapon or up to 3 pieces of ammunition, this takes 1 action. A creature hit by a poisoned weapon must pass a DC 11+(your proficiency modifier) constitution saving throw or become poisoned for up to 1 hour. once applied the poison retains potency for 1 minute before drying. these poison vials have a gold value of 1 GP.

Expert rider

starting at 10th level, you may use your bonus action to direct your mount to disengage, dodge, or dash on its turn in addition to its normal action and bonus action. in addition mounting costs you no movement, and you have advantage on saving throws to stay  seated on your mount.

Mounted combat expert

starting at 14th level, you are an expert at fighting alongside your mount. when mounted both you and your mounts attacks are at advantage, in addition you always pass checks to stay seated on your mount.

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