Circle of the Graft (5e Subclass)

From D&D Wiki

Jump to: navigation, search
Broom Icon.svg.png This page needs grammatical help. Reason: Unreadable.


You can help D&D Wiki by improving the grammar on this page. When the grammar has been changed so that this template is no longer applicable please remove this template. If you do not understand the English language please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing grammatical help

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete. See the 5e Class Design Guide#Subclasses if you need help.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

      1. Druid: Circle of the Graft

Much like a tree with grafted branches that grows diverse kinds of fruit, Druids of the Circle of the Graft have the ability to take the form of one beast grafted onto another. Most members of this order never sought druidic power, but instead were led by fate or chance to a secret meeting place of this group, being initiated by the druids that convene there though throat-singing rites.

The simple philosophy of this circle is to help the disadvantaged help themselves, whether they be beast or man. Individual interpretation of this doctrine can be quite flexible; the high council of this circle is notorious for accepting strange interpretations of the word "disadvantaged". Nevertheless, Druids of the Circle of the Graft are mostly good beings that celebrate the differences present in all living creatures.

          1. Circle of the Graft Features

| Class Level | Feature | |:----:|:-------------| | 2nd | Defense Wild Shape | | 3rd | Grafted Wild Shape | | 6th | Primal Strikes | | 10th | Bestial Reflex Mastery| | 14th | New Graft |


        1. Defense Wild Shape

When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to reduce the damage of the next attack that targets you or a specific ally you choose within your reach by 1d8 hit points per level of the spell slot expended. Using this feature twice cancels out the previous effect.


        1. Grafted Wild shape

The rites of your circle grant you the ability to transform into hybrid animal forms. Starting at 3rd level, you can expend two uses of Wild Shape at the same time to transform into a combination of two beasts you can normally transform into, merging the features of both. The specifics of this feature can be found in the 'Specifics' text box.

![Deer Owl](https://cdna.artstation.com/p/assets/images/images/036/714/298/large/charley-canova-fulven-2021-1.jpg?1618415241) {width:360px,mix-blend-mode:darken}


        1. Primal Strikes

Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

        1. Bestial Reflex Mastery

At 10th level, other creatures provoke an opportunity attack from you when they enter your reach while Wildshaped.

If your form is reduced to 0 hp while transformed and you have a use of wildshape left, you may transform automatically into another beast that automatically receives any extra damage you may still receive. You may use this feature once per long rest. ___

        1. New Graft

By 14th Level, you gain another use of wildshape. You may now expend three uses of wildshape at the same time to transform into a combination of three beasts.

Also, you may now wildshape into a beast with a CR as high as 2. ___


{{note

          1. Specifics
  • You must use the higher of the beasts' AC, Speed, STR, DEX, and CON scores.
  • You gain the rest of the traits and features of each beast, including vulnerabilities. If there is a duplicate resistance or vulnerability, you may use the better one. A resistance and vulnerability of the same type cancel each other out.
  • You gain hp equivalent to the sum of the beasts' hp, and reach equivalent to the sum of the reach of one action off of each beast's sheet.

}}

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: