Base Class: Druid
The Circle of the Cull recognize the important role of predatory animals in any ecosystem; without them, their prey quickly exceeds a healthy population, stripping and devouring the very land that sustains them to the detriment of all. Members of the Circle of the Cull take it upon themselves to fill the role of the predator where nature has no answer. Thus the mundane actions of this circle involve removing invasive plants and culling animal populations that exceed their natural bounds. However, members of Circle of the Cull are united by a recognition that (certain forms of) Civilization is the single greatest threat to and imbalance within the natural world. Therefore the more central actions of the Circle involve resisting and--where possible--reversing Civilization's expansion through sabotage, raids, key assassinations, and/or political intrigue.
The complicated reality of the Circle of the Cull's relationship with all forms of life has lead to it's ostracization from other Druid Circles. Members of the circle are regarded with suspicision and sometimes anger and animosity by other Druids.
Though their convictions might lead them to violent and sometime brutal acts, member of this circle do not revel in them, nor are they motivated by hate or anger. Rather it is with great inner pain that they execute their duties, and with great tenderness and respect they return their victims to the earth. Members of this circle are pragmatically able to separate the macroscopic problem of any given population from the identities of any specific member of that population. Practically this means that though in a given year they may need to cull the deer population, they bear no ill will towards any specific deer. Similarly, though all members of this circle recognize the need to fight the expansion of civilization--sometimes barbarically and horrifically--they have no issue with befriending humans, dwarves, and other creatures of civilization. That being said, many members of the circle forgo these complicated relationships.
Aspect of the Predator
Due to their complicated relationship with nature--and unlike other druids--members of the Circle of the Cull are not able to experience the form of any beast they choose. Rather, members dedicate themselves to a certain predatory family and perfect that transformation through decades of practice.
When you choose this subclass at level 2, choose a predatory aspect below. You may only use your druidic Wild Shape ability to assume the shape of beasts from the aspect you choose as dictated by your druid level.
Additionally:
- You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.
- You may stay in the beast form up to 24 hours
- You may use Wild Shape any number of times (ignore the twice limitation), however, upon exiting and re-entering wild shape, your best form hit points is the same as when you left it (it is not replenished). Once any of your beast forms HP falls to zero, you must take a short or long rest before using the feature again.
- Each aspect augments a different ability trait. At levels 2, 4, 8, 20, add +1 to the trait of your aspect.
All other limitations of the main class's Wild Shape apply.
Finally, you also learn the Rite of the Prey cantrip when you choose this subclass at level 2.
Aspects
Canis (Intellect)
You can transform into the following creatures based on your Druid Level:
| DRUID LEVEL | Creature |
|---|---|
|
2nd |
Mastiff or Wolf (1/4) |
|
4th |
Dire Wolf (1) |
|
8th |
Winter Wolf(3) |
|
10th |
Guardian Wolf(4) |
At level 3, you are always able to speak with any creature in the above table, or beast that can be considered a canine. When you use wild shape to turn into one of the creatures above, you may simultaneously cast Summon Beast without using a spell slot or action, and without knowing the spell. The spell level for this casting counts as half your druid level (rounded down). The beast you summon must take canine form (Land, not air or water). You may only use this once but taking a long or short rest replenishes your ability.
At Level 6, any beast in the above table or considered a canine within 30 feat of you is automatically charmed. If you or one of your companions harms the target, the effect ends.
Crocodilia (Constitution)
You can transform into the following creatures based on your Druid Level:
| DRUID LEVEL | CREATURE |
|---|---|
|
2nd |
Lizard(0) or Crocodile(1/2) |
|
4th |
Two-Headed Crocodile(1) |
|
10th |
Giant Subterranean Lizard(4) |
|
13th |
Giant Crocodile(5) |
At level 3, you are always able to speak with any creature in the above table, or beast that can be considered a lizard. Additionally, you gain proficiency in heavy armor (but you still may not wear armor made of metal). You may use wild shape as a reaction when a creature you can see makes an attack roll or starts to cast a spell
At Level 6, any beast in the above table or considered a lizard within 30 feat of you is automatically charmed. If you or one of your companions harms the target, the effect ends.
Arachnida (Dexterity)
You can transform into the following creatures based on your Druid Level:
| DRUID LEVEL | CREATURE |
|---|---|
|
2nd |
Spider(0) or Giant Wolf Spider (1/4), |
|
4th |
Giant Spider(1) |
|
6th |
Swarm of Spiders(1/2) |
|
10th |
Phase Spider(3) |
At level 3, you are always able to speak with any creature in the above table, or beast that can be considered an arachnid. You learn the Web spell and Web cantrip. The spell is always prepared and neither the spell nor cantrip take an existing slot.
At Level 6, any beast in the above table or considered a arachnid within 30 feat of you is automatically charmed. If you or one of your companions harms the target, the effect ends.
Felinae (Strength)
You can transform into the following creatures based on your Druid Level:
| DRUID LEVEL | CREATURE |
|---|---|
|
2nd |
Cat(0) or Panther(1/4) |
|
4th |
Tiger(1), Lion(1) |
|
6th |
Saber Toothed Tiger (2) |
|
10th |
Fleecemane Lion (3), Bristled Moorbounder(3), |
At level 3, you are always able to speak with any creature in the above table, or beast that can be considered a feline. You gain proficiency with martial weapons.
At Level 6, any beast in the above table or considered a feline within 30 feat of you is automatically charmed. If you or one of your companions harms the target, the effect ends. Beginning with this level, you can attack twice instead of once whenever you take the attack action on your turn.
Serpentes (Charisma)
You can transform into the following creatures based on your Druid Level:
| DRUID LEVEL | CREATURE |
|---|---|
|
2nd |
Poisonous Snake(1/8),Constrictor Snake(1/4), |
|
4th |
Giant Poisonous Snake(1/4) |
|
6th |
Giant Constrictor Snake(2) or River Serpent(2) |
|
10th |
Giant coral Snake(4) |
At level 3, you are always able to speak with any creature in the above table, or beast that can be considered a serpent. When you ready an attack or spell, you gain advantage on the attack role. You learn the Poison Spray cantrip as an additional cantrip.
At Level 6, any beast in the above table or considered a serpent within 30 feat of you is automatically charmed. If you or one of your companions harms the target, the effect ends.
Raptor (Wisdom)
You can transform into the following creatures based on your Druid Level:
| DRUID LEVEL | CREATURE |
|---|---|
|
2nd |
Velociraptor(1/4) |
|
4th |
Hawk(0) or Eagle(0) |
|
6th |
Giant Eagle(1) or Valenar Hawk(1/8) |
|
8th |
Peryton(2) |
At level 3, you are always able to speak with any creature in the above table, or beast that can be considered a raptor. As an extra bonus action at the end of your turn you may use wild shape (either to return to your original form or to change from your original form into one of the creatures in the table above).
At Level 6, any beast in the above table or considered a raptor within 30 feat of you is automatically charmed. If you or one of your companions harms the target, the effect ends.
Mask of the Wild
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Beast Cantrips
Beginning at the 4th Level, you can cast many of your druid cantrips in any of your predatory forms. You can perform the somatic and verbal components of a druid cantrip while in a beast shape, but you aren’t able to provide material components.
Prey Mimicry
Starting at level 10, when you gain at least 1 hitpoint as a result of Rite of the Prey, for 24 hours, you can use your action to magically assume the shape of the creature killed as long as it's challenge rating is equal to or less than your druid level. You can only transform into the last target killed by rite of the prey and you may only transform into that target once.
You can stay in a shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. Each time you take damage, make a saving throw on the trait of your predatory aspect or revert to your normal form. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of the creature, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
- When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
- Unless you transform into a humanoid or a creature capable of casting spells, you can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your creature form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast. Additionally, the effects of beast spells and beast cantrips apply if you transform into a beast.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Land’s Stride
Starting at the 14th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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1/5/2021 3:38:19 AM
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6
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0.1
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Coming Soon
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6/24/2021 1:11:13 PM
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18
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3
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0.2
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Coming Soon
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