Base Class: Druid
Druids of the Circle of the Hunt love nothing more than the thrill of tracking and hunting wild beasts. They are also staunch defenders of the natural order of the wilderness and often dedicate their lives to hunting unnatural creatures should they pose a threat to the world.
These druids differ in their attitudes to creatures in the world. While most druids would prefer to befriend and leave natural creatures unharmed out of respect for the creatures and natural balance, Circle of the Hunt druids demonstrate their respect for the natural world by hunting beasts for the purpose of controlling population, halting the spread of animal-borne diseases, and other altruistic reasons.
Druids of this circle are usually greatly opposed to unnatural creatures such as Aberrations and Monstrosities, as they are seen as threats to the natural order of the world through their abilities to mutate the land and creatures around them or destroy entire ecosystems with their superior abilities. Through this, these druids recognised that in order to destroy these unnatural enemies, they must be able to become them and borrow their abilities.
Much like Circle of the Moon druids, these druids have become much more adept at using their wildshaping abilities to reach even greater heights. However, these druids are also expert trackers and survivalists who are less opposed to using metallic equipment, and will often prefer the use of ranged weaponry.
Circle of the Hunt Features
| DRUID LEVEL | FEATURE |
|---|---|
| 2nd | Bonus Proficiency, Circle Forms |
| 6th | Circle Forms, Monstrosity Wildshape |
| 10th | Cloak of the Earth |
| 14th | Superior Senses |
Circle Spells
Your focus on survival in the wilderness and abilities to stalk your prey grants you access to certain spells. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Hunt Spells table.
Once you gain access to one of these spells, 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 Hunt Spells
| Druid level | Spells |
|---|---|
| 3rd | Locate Animals or Plants, Pass Without Trace |
| 5th | Create Food and Water, Tiny Hut |
| 7th | Faithful Hound, Freedom of Movement |
| 9th | Commune with Nature, Tree Stride |
Bonus Proficiency
When you choose this circle at 2nd level, you gain proficiency with Blowgun, Longbow, Net and Shortbow. Additionally you become proficient in Survival and can add double to your proficiency bonus when making Wisdom (Survival) checks, instead of your normal proficiency bonus, to track a creature.
Circle Forms
The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).
Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.
Circle Forms
The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.
Monstrosity Wildshape
Starting at 6th level, you are able to use your Wildshape to transform into select Monstrosity-type creatures. You gain these special forms (listed below) like you would your normal wildshape forms.
Additionally when you wildshape in this way, you only stay in the form for half the amount of hours of your regular wildshape (rounded up).
Monstrosity Forms
|
CR |
Creature |
|
1/8 |
Young Kruthik |
|
1/4 |
Bone Whelk, Male Steeder |
|
1/2 |
Amphisbaena (Monstrosity), Hippocamp, Worg |
|
1 |
Death Dog, Female Steeder, Hippogriff |
|
2 |
Adult Kruthik, Peryton |
|
3 |
Giant Ice Toad, Owlbear, Winter Wolf |
|
5 |
Bulette, Sea Lion (Monstrosity), Young Remorhaz |
|
6 |
Chimera |
Cloak of the Earth
Starting at 10th level, you can spend 1 minute creating camouflage for yourself by magically manipulating the nature around you.
Once you are camouflaged in this way, you can try to blend into your surroundings so long as you have the room to do so. You gain a +10 bonus to Dexterity (Stealth) checks and a +5 to Wisdom (Perception) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
Additionally, you can spend an additional minute to camouflage a number of willing creatures equal to your Wisdom modifier (minimum of 1) to give them a bonus to Dexterity (Stealth) checks equal to your Wisdom modifier (minimum of 1). This camouflage is broken once they move or take an action or a reaction.
Superior Senses
By 14th level, you have learned to use magic to heighten your tracking and sensory skills. You can cast the Locate Creature spell at will.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/23/2020 6:17:30 AM
|
12
|
0
|
1
|
Coming Soon
|
Comments