Circle of the Ringmaster (5e Subclass)

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Circle of the Ringmaster

Druid Subclass

Druids of an enterprising or charismatic nature may utilise or exploit their unique affinity with the natural world for the purposes of entertainment. Individuals with a flair for the dramatic, or courageous sorts who dare to tangle and tame the fiercest of Nature's children find themselves at home amongst the sideshows and circuses that exist on the fringe of society. Disciples of the Circle of the Ringmaster excel at coaxing feral beasts, keeping the attention of an enraptured audience and fooling unsuspecting minds into believing their daring deeds. Their exploitation of the gifts bestowed by nature have seemingly restricted their composure and focus when shapeshifting, often creating wild and exotic results.

Carnival of Chaos

At 2nd level, your Wild Shape ability is chaotic and has unpredictable results. Roll 1d20 whenever the Wild Shape feature is used to determine the maximum CR of the Beasts available to be chosen by the Druid (refer to the Wild Shape Table below). If a 1 is rolled, the Druid loses the ability to control the Wild Shape and becomes a wild creature of a form decided by the DM, for 1d4 days.

Chaotic Wild Shape Table

Roll 1d20 Wild Shape CR Limit
1 Stuck in Wild Shape for 1d4 days. DM's choice of form, Druid is wild.
2-3 CR 0
4-5 CR 1/8
6-7 CR 1/4
8-9 CR 1/2
10-11 CR 1
12-13 CR 2
14-15 CR 3
16-17 CR 4
18-19 CR 5
20 CR 6(or 6+, DM's discretion). DM's choice of form.

Exotic Performance

At 2nd level, the Druid hones their ability to enthrall unsuspecting minds with images of daring feats and a silver tongue. The Druid gains proficiency in the Perform skill and gains the spell 'Minor Illusion' as a bonus cantrip.

Circle Spells

At 3rd, 5th, 7th, and 9th level you gain access to circle spells of talents that you've honed in front of audiences over the years. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Druid Level Spells
3rd charm person, silent image
5th hypnotic pattern, major image
7th charm monster, hallucinatory terrain
9th seeming, animate objects

Rabbit Out Of A Hat

At 6th level, the Druid channels their arcane energy into acts of conjuration and showmanship. As an action, the Druid can operate their arcane focus like a Bag of Tricks and conjure an animal from it (refer to the Gray Bag of Tricks table). The creatures operate under the same rules as described by the Bag of Tricks. This feature is expended after 2 uses and can be used again after a Long Rest.

Beast Tamer

At 10th level, the Druid has developed a fundamental connection with all beasts and can use this to charm or coerce the animals they encounter. Firstly, the Druid gains proficiency in Animal Handling and resistance to Slashing damage from Natural Weapon Attacks.Secondly, the Druid can use this feature as an action on a hostile beast as if using the spell 'Dominate Beast'. The Druid can use the feature on a friendly beast and gain the beast as a companion as per 'Ranger's Companion' Ranger Class Feature for 1d2 days. This feature can be used once before a long rest is required.

Master of the Sideshow

At 14th level, your consistent mastery of exploiting the chaos of nature's gifts has evolved your arcane talents. Firstly, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Secondly, your Wild Shape ability expands to new limits, refer to the 'Upgraded Wild Shape' table. Thirdly, your adventuring has exposed you to creatures of mystical and arcane origin, a Druid may pick one of the following benefits:

  • Experienced Arcanist: Your Spell DC increases by 1 and if your Wild Shape can speak, you can cast spells.
  • Exotic Forms: You can add one of the following creature types to your list of Wild Shapes: Aberrations, Celestials, Constructs, Elementals Fiends, Monstrosities, Oozes, Undead. If the chosen form possesses one of the following abilities, those abilities are not gained:

Spellcasting, Innate Spellcasting, Shapechanger, Change Shape, Rejuvenation, Regeneration, Teleport, Telepathy(any).

  • Lord of The Feral Wood: Add +1 CR to the maximum CR that is rolled when using the Wild Shape feature, as per 'Carnival of Chaos'.

Fourthly, your ability to exert your will over nature and reality allows for more options for the 'Rabbit Out Of A Hat' feature, refer to 'Upgraded Rabbit Out Of A Hat' table.

Evolved Chaotic Wild Shape Table

Roll 1d20 Wild Shape CR Limit
1 Stuck in Wild Shape for 1d4 days. DM's choice of form, Druid is wild.
2-3 CR 0
4-5 CR 1/4
6-7 CR 1/2
8-9 CR 1
10-11 CR 2
12-13 CR 3
14-15 CR 4
16-17 CR 5
18-19 CR 7
20 CR 8(or 8+, DM's discretion). DM's choice of form.

Upgraded Rabbit Out Of A Hat Table

Roll 1d12 Conjured Creature
1 4x Psionic Al-Mi'raj (only hostile to the Druid)
2 Honey Badger
3 Pixie
4 Giant Constrictor Snake
5 Dire Wolf
6 Giant Spider
7 Giant Crocodile
8 Giant Ape
9 Flock of Doves
10 Black Pudding
11 Froghemoth
12 Unicorn



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