Circle of Beasts (5A)

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This is a Druid circle for 5A.

The Circle of Beasts embodies a friendship with the beasts of the world. United in focus, beast and druid work as one to fight the monstrous foes that threaten the wilderness. Joining the Circle of Beasts means committing yourself to this ideal, working in partnership with an animal as its companion and friend.

Source: Original, adapted from Ranger Beast Master Conclave from Player's Handbook and Tasha's Cauldron of Everything.

Subclass Features

Primal Companion

At 2nd level you can magically summon a primal beast, 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. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.

In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dash or Dodge actions, 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 incapacitated, the beast can take any action of its choice, not just Dash or Dodge.

If the beast has died within the last hour, you can use your action to touch it and expend a use of the Wild Shape ability. 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 primal beast. 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.

Beast of the Land

Medium beast

Armor Class: 13 + PB (natural armor)
Hit Points: 5 + five times your Druid level (the beast has a number of Hit Dice [d8s] equal to your Druid level)
Speed: 40 ft., climb 40ft.

STR 14 (+2) DEX 14 (+2) CON 15 (+2) INT 8 (−1) WIS 14 (+2) CHA 11 (+0)

Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge:
Proficiency Bonus (PB): equals your bonus
Charge: If the beast 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 beast makes.

Actions

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

Beast of the Sea

Medium beast

Armor Class: 13 + PB (natural armor)
Hit Points: 5 + five times your Druid level (the beast has a number of Hit Dice [d8s] equal to your Druid level)
Speed: 5 ft., swim 60ft.

STR 14 (+2) DEX 14 (+2) CON 15 (+2) INT 8 (−1) WIS 14 (+2) CHA 11 (+0)

Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge:
Proficiency Bonus (PB): equals your bonus
Amphibious: The beast can breathe both air and water.
Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast 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.

Beast of the Sky

Small beast

Armor Class: 13 + PB (natural armor)
Hit Points: 4 + four times your Druid level (the beast has a number of Hit Dice [d6s] equal to your Druid level)
Speed: 10 ft., fly 60ft.

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

Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge:
Proficiency Bonus (PB): equals your bonus
Flyby: The beast 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 the beast makes.

Actions

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

Primal Bite

Beginning at 6th level, the beast’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Bestial Fury

Starting at 10th level, when you command your beast companion to take the Attack action, the beast can make two attacks.

Share Spells

Beginning at 14th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.

Editor's Notes

This is a little-concealed Beast Master ranger remained as a druid circle. Besides changing the levels as appropriate to a druid subclass and using Wild Shape to revive the companion, the edits are very small.