Circle of Beasts (5e Subclass)

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Animal Companion[edit]

Beginning at 2nd level, you can magically summon an animal companion, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block — Beast of the Land, Beast of the Sea, or Beast of the Sky — which uses your proficiency bonus (PB) in several places, all detailed at the end of this subclass description. You decide what your animal companion looks like, including height, weight, coloration, hair length, and other distinguishing features, choosing a kind appropriate for the stat block. Whatever kind you choose, the animal companion bears primal markings, indicating its mystical origin.

In combat, your animal companion acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are unable to issue commands, your animal companion can take any action of its choice, not just the Dodge action. While you are incapacitated, it will attempt to protect you with its life, and remove you from combat when possible.

If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.

When you finish a long rest, you can summon a different animal companion. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.

Companion Forms[edit]

The rites of your circle grant you the ability to transform your animal companion into more dangerous animal forms. Starting at 2nd level, you can expend two uses of your Wild Shape at the same time and touch your animal companion to transform it into a beast, as in the Wild Shape class feature, except where noted here. Your animal companion can transform into any beast with a challenge rating as high as 1, and it ignores the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

Starting at 6th level, you can transform your warbeast into any beast with a CR equal to or less than your druid level divided by 3 (round down).

Vicious Strikes[edit]

Starting at 6th level, your animal companion's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, it gains a +1 bonus to its attack and damage rolls in all forms.

Storm of Fang and Claw[edit]

At 10th level, your animal companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.

Spirit Bond[edit]

At 14th level, your spirit has merged with your companion's. Now effectively one spirit in two bodies, you have become intrinsically linked to each other, and any damage sustained is suffered by both.

As long as your animal companion is on the same plane as you, you gain the following benefits:

  • You share a telepathic bond with your animal companion.
  • You have resistance to all damage types.
  • Whenever you take damage, your animal companion takes the same amount. This damage can't be reduced by Spirit Bond, and the damage doesn't trigger itself.
  • You regain 3 hit points at the end of each of your turns. You do not gain this benefit if you have 0 hit points.

As long as you are on the same plane as your animal companion, it gains the following benefits.

  • Your animal companion shares a telepathic bond with you. It can take any action on its turn, without the need to use your bonus action to command it.
  • Your animal companion has resistance to all damage types.
  • Whenever your animal companion takes damage, you take the same amount. This damage can't be reduced by Spirit Bond, and the damage doesn't trigger itself.
  • Your animal companion regains 3 points at the end of each of your turns. It does not gain this benefit if it has 0 hit points.

Additionally, you can use a bonus to see through your animal companion's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that your animal companion has. During this time, you are deaf and blind with regard to your own senses.

Animal Companions[edit]

Companion of the Land

Medium beast, any alignment


Armor Class 13 + PB (Natural Armor)
Hit Points 5 + 5 times your druid level (your animal companion has a number of Hit Dice [d8s] equal to your druid level)
Speed 40 ft., climb 40 ft.


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 8 (-1) 14 (+2) 11 (+0)

Senses Darkvision 60 ft., passive Perception 12 + PB
Languages understands the languages you speak


Powerfully Built. Your animal companion counts as one size larger when determining its carrying capacity, whether or not a creature can mount it, and the weight it can push, drag, or lift.

Charge. If your animal companion moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the animal companion makes.

ACTIONS

Maul. Melee Weapon Attack: your spell attack modifier to hit, range 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage.




Companion of the Sea

Medium beast, any alignment


Armor Class 13 + PB (Natural Armor)
Hit Points 5 + 5 times your druid level (the animal companion has a number of Hit Dice [d8s] equal to your druid level)
Speed 5 ft., swim 60 ft.


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 8 (-1) 14 (+2) 11 (+0)

Senses Darkvision 60 ft., passive Perception 12 + PB
Languages understands the languages you speak


Powerfully Built. Your animal companion counts as one size larger when determining its carrying capacity, whether or not a creature can mount it, and the weight it can push, drag, or lift.

Amphibious. Your animal companion can breathe both air and water.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that your animal companion makes.

ACTIONS

Binding Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB piercing or bludgeoning damage (your choice), and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the beast can’t use this attack on another target.




Companion of the Sky

Small beast, any alignment


Armor Class 13 + PB (Natural Armor)
Hit Points 4 + 4 times your druid level (your animal companion has a number of Hit Dice [d6s] equal to your druid level)
Speed 10 ft., fly 60 ft.


STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 11 (+0)

Senses Darkvision 60 ft., passive Perception 12 + PB
Languages understands the languages you speak


Powerfully Built. Your animal companion counts as one size larger when determining its carrying capacity, whether or not a creature can mount it, and the weight it can push, drag, or lift.

Flyby Your animal companion doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that your animal companion makes.

ACTIONS

Shred. Melee Weapon Attack: your spell attack modifier to hit, range 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage.





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