Circle of Science (5e Subclass)

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Nature isn't simply something to protect and enjoy - it's something to study. The Circle of Science believes that, by inhabiting the shapes of beasts, they can gain some deeper understanding of nature itself. Academics at heart, Science druids often engage in flashy, sometimes dangerous biological experimentation.

File:Science.png
Druids of this circle sometimes show permanent physical effects due to the overuse of Alter Self.

Anatomical Experimentation[edit]

Starting at 2nd level, you have the ability to modify your beastly form with the aspects of other animals. When you wildshape, you may choose one of the following augmentations for your animal form:

  • Claws. Your animal form, if it is Medium or smaller, can burrow into the ground at the rate of half of its walking speed. This counts as movement.
  • Ears. Your animal form has proficiency in the Perception skill and gains advantage on Wisdom (Perception) checks involving hearing.
  • Fangs. Your animal form, if it has a Bite attack, deals 4 additional damage with that attack. If it has no Bite attack, it gains one; it is a melee attack that deals 1d6+STR piercing damage and has finesse.
  • Fat. Your animal form begins with an amount of additional hit points equal to your Wisdom modifier times 5.
  • Fins. Your animal form has a swimming speed equal to its walking speed.
  • Haunches. Your animal form has +20 ft. walking speed.
  • Humanoid. Your animal form is Medium and vaguely human in shape. With a big enough cloak, you could pass for a humanoid.
  • Scales. Your animal form has +1 AC.

Bonus Proficiencies[edit]

Also at 2nd level, you gain proficiency in three of the following: Arcana, History, Nature, Religion, Alchemist's Kit, Herbalist's Kit, or Poisoner's Kit. You may pick one of these skills or tools and add double your proficiency modifier to it.

Lasting Wildshape[edit]

Starting at 6th level, your wildshape doubles in duration and you gain the ability to speak in all languages you know while wildshaped. In addition, as long as your wildshape has taken no damage, you can change your wildshape's form using an action.

Alchemical Wildshaping[edit]

At 10th level, you have learned to create poultices that can aid your animal form. You can make any of the following potions by spending 4 hours crafting them. The potions require tool kit checks, the DCs of which are listed.

  • All-Purpose Antivenom. Drink this before wildshaping. While wildshaped, you are immune to poison damage, the poisoned condition, and any poison effects. Herbalist's / Poisoner's kit, DC17.
  • Combat Oil Mk. VI. Keep this on your person. As soon as you wildshape, your animal form deals an additional 2d4 poison damage with each basic attack and the oil is consumed. Poisoner's kit, DC13.
  • Mishra's Poultice. Drink this before wildshaping. As soon as your animal form drops to 10 hit points, it heals 4d4+4 hit points. Herbalist's / Alchemist's kit, DC13.
  • Paralysis Oil. Keep this on your person. As soon as you wildshape, your animal form's first six basic attacks may paralyze. Any creature hit by these attacks must make a DC15 Constitution saving throw or become Paralyzed until the end of your next turn. The oil is then consumed. Poisoner's kit, DC19.
  • Potion of Freedom. Drink this before wildshaping. Your animal form gains 30 feet of swimming movement if it didn't have it already. In addition, your animal form gains the ability to move up, down, and across vertical surfaces and upside down along ceilings while leaving its hands free. Alchemist's kit, DC17.
  • Potion of Lightning. Drink this before wildshaping. As a bonus action in your animal form, you can activate the potion, which electrifies your skin or fur for 1 minute. Whenever a creature ends their turn within 5 feet of you, they take 2d6 lightning damage. Alchemist's kit, DC15.
  • Potion of Resistance. Drink this before wildshaping. While wildshaped, you have resistance to one type of energy damage of your choosing. Herbalist's kit, DC17.
  • Potion of Spell Storage. Drink this before wildshaping and choose one spell you can cast for which you have slots. While wildshaped, you can cast that spell once, requiring no material components. Alchemist's kit, DC19.

Grand Polymorph[edit]

At 14th level, you learn the polymorph spell. It counts as a druid spell for you but doesn't count against the number of spells you can prepare. In addition, you can stay in your animal form indefinitely, though you still return to your human form when your animal form is reduced to 0 hit points. At 17th level, you may remove polymorph from your spell list and add true polymorph in its place.


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