Circle of Birds and Beasts (5e Subclass)
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Circle of Birds and Beasts
“Seek out the Brown wizard in the great wood, tell him of our need,” whispered the elf king.
“But sire, how will I find him?” Illuvian tentatively responded.
The king waved his hand dismissively. “He will find you; all the woodland creatures are his eyes and ears.”
Druids in the Circle of Birds and Beasts possess a deep understanding of natural creatures. They can use their powers to expand their knowledge of the world and to send messages. The creatures of the woods, the forests, the jungles, the coasts, and the deserts are their friends, allies, and spies. The Circle itself acts as a vast network of linked human and animal minds, but its thoughts are unknown to civilization and its members often secretive and obscure.
- Druidic Companion
At 2nd level, you gain the ability to call an animal companion. You conduct a ritual which takes 1 hour, at the end of which time a beast creeps cautiously into your presence. The beast must exist in your current environment, and will stay with you for a number of days equal to your druid level. The beast will have knowledge of local landmarks and flora and fauna, which it is able to communicate telepathically to you. However, its descriptions will reflect its animal intelligence. At the end of the duration, the animal leaves and you cannot call a replacement until you have completed a long rest. Your companion must be a Medium or smaller beast of CR 1/4 or lower.
- Tiny Messenger
From 2nd level onwards, you can call upon a tiny bird, insect, or animal to convey a message. This effect is similar to the animal messenger spell with the following differences:
- The duration of the effect, and therefore the distance which the messenger can travel, increases by a day per druid level.
- No spell slot is expended, but your druid will need a long rest before this can be attempted again.
- Agents of the Wild
At 6th level, you are able to use nearby beasts as spies. You can telepathically speak with all beasts within a radius of 1 mile per druid level. The creatures report the presence of anything unusual, such as humanoids or monsters that are not beasts. They will give an impression of direction, size and numbers, although they will not distinguish between friend and foe, or give more than a general description. (Typical descriptive examples would be “a large group of angry men,” “elves traveling swiftly,” or “a black dragon”).
- Mind of Bird and Beast
At 10th level, you can assume full control of the mind of a beast. You enter a trance, during which your skin grows cold and you appear to be sleeping. While in this state, you cannot take actions, but you may instantly dominate the mind of a beast with an intelligence score of 3 or less within a radius of 5 miles per druid level. You assume control of the creature and are able to use all of its senses and special traits. This domination effect lasts for a number of minutes equal to your druid level or until the creature dies, after which you exit from your trance. Once you use this feature, you can’t use it again until you finish a short or long rest.
- Call the Beasts
Starting at 14th level, you can use your action to call beasts to aid you. The beasts magically arrive within 1d4 rounds and act as allies to your party, attacking the nearest enemies without need for direction from you. You can summon four creatures with a challenge rating of 1, three creatures with a challenge rating of 2, or a single creature with a challenge rating of 6 or lower. You and your allies may use these creatures as mounts as long as they are at least one size category smaller than their mount. A beast summoned using this feature can carry up to two creatures at least one size category smaller than it. The summoned beasts depart when you are no longer in immediate danger. You cannot use this power again until you complete a long rest.