Difference between revisions of "Circle of Territory (5A)"
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| valign=top align=center | 7 ||valign="top"| [http://dnd5e.wikidot.com/spell:charm-monster Charm Monster], [http://dnd5e.wikidot.com/spell:guardian-of-nature Guardian of Nature] | | valign=top align=center | 7 ||valign="top"| [http://dnd5e.wikidot.com/spell:charm-monster Charm Monster], [http://dnd5e.wikidot.com/spell:guardian-of-nature Guardian of Nature] | ||
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− | | valign=top align=center | 9 ||valign="top"| [http://dnd5e.wikidot.com/spell:hold-monster Hold Monster], [http://dnd5e.wikidot.com/spell:insect-plague Insect Plague] | + | | valign=top align=center | 9 ||valign="top"| [http://dnd5e.wikidot.com/spell:hold-monster Hold Monster], [http://dnd5e.wikidot.com/spell:insect-plague Insect Plague] |
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Revision as of 09:30, 2 June 2022
Starfox's 5th Edition Fan Page |
This is a Druid circle for 5A.
- “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.
This druid circle is very good at keeping watch over a large area and collecting information, less good at general adventuring.
Source: En5ider 9.
Subclass Features
Circle Spells
When you join this circle at 2nd level, you learn spells from the spirits others fail to recognize. These spells become druid spells to you and are always prepared without counting against your limit on prepared spells.
Druid Level | Spells |
2 | Animal Friendship, Beast Bond |
3 | Beast Sense, Summon Beast |
5 | Clairvoyance, Fly |
7 | Charm Monster, Guardian of Nature |
9 | Hold Monster, Insect Plague |
Local 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 have a challenge rating of 1/4 or less, 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 or when you dismiss it as an action, the animal leaves and you can call a replacement.
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 and you can use this ability at will.
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 and a challenge rating no greater than your level within a range of 5 miles per druid level. You cannot pick a specific creature and need not even know a creature is available. Just specify a simple condition such as "the elk closest to Brown Hill" or "The most powerful beast within 1 mile". If no beast fulfills the condition the power fails. You assume control of the creature and are able to use all of its senses and special traits. This domination effect lasts while you spend an action each round to maintain your trance or until the creature dies, after which you exit your trance.
Call the Beasts
Starting at 14th level, you can use your action to call beasts to aid you. The beasts magically arrive and act as allies to your party, attacking the nearest enemies without need for direction from you. You can summon creatures with a total challenge rating equal to twice your level, with no creature having a challenge of more than half your level. 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 disappear when unconscious or when you stop concentrating, as concentrating on a spell. You cannot use this power again until you complete a long rest.