Circle of War (5e Subclass)
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Circle of War
Druid Subclass
Description
Druids of the Circle of War often know naught of the finer pleasantries of nature, and are raised from a young age to engage in bloody combat to protect the law of the forest. They do not receive the same formal training that most other druids are accustomed to, such as an in-depth magical education. However, their Wild Shape abilities are more refined for general combat use, and they can become more powerful beasts than a standard druid, as well as wield weapons that are created to be used as a beast.
Alignment
Born to become a ruthless denizen of the battlefield, Circle of War druids are rarely good-natured, many of them simply uphold the laws of nature indiscriminately, tearing those who disturb the balance of the forest asunder. Some others like to use their prowess to hunt prey endlessly in the wilds, becoming more beast than man. Even fewer of them end up becoming outlaws, falling in with groups of bandits or barbarian tribes, and use their terrifying powers to pillage towns and villages.
Circle of War Adventurers
Getting a Druid out of their isolated little conclave is always a tough time when figuring out the backstory of your character. In the case of Circle of War druids, who put a lot of confidence in their power and tend to have more aggressive tendencies, it could make sense for one to set off on their own due to a falling out with other circle members or simply feeling like their abilities are stagnating in their current environment. Also, with irregular or homebrew classes, it is always a good idea to consult your DM about the world your campaign is set in to see if your character fits.
Spellcasting
A Circle of War Druid only receives a limited education in spellcasting due to their extensive combat training, and can only cast up to 3rd level spells from their druid spell list.
Proficiencies
As a Circle of War druid, you are proficient in all Simple and Martial weapons, Shields, as well as Light and Medium armor, with the same restrictions regarding Metal equipment. You no longer have proficiency in INT saving throws, and gain proficiency in STR saving throws instead. You gain either Intimidation or Athletics as a bonus skill proficiency.
Mouthpick Weapons
You know how Mouthpick Weapons (melee weapons that can be wielded in the mouth of a creature that has a bite attack) are made and used, and can make one yourself if you have the proper skill and materials, or you can commission one from a Blacksmith (1.5x normal cost of weapon, rounding up). Versatile mouthpick weapons are treated as being 2-handed for damage purposes, mouthpick weapons cannot be used as thrown weapons, and Whips or Flails cannot be mouthpick weapons. You can use a mouthpick weapon any time you would get a bite attack normally, if your bite attack has special properties such as knocking an enemy prone, they do not apply to a mouthpick weapon attack. They can be enchanted as a normal weapon, but cannot be wielded as a normal weapon. As for the look of your mouthpick weapon, it can be flavored in any way that makes sense within these guidelines.
Features
Battle Shapeshift - 2nd lvl
A Circle of War druid can enter their Wild Shape both as a Bonus Action and during their movement (if the shape you change into has a longer movement, your movement on that turn is not adjusted). Furthermore, when attacked while in Wild Shape, you can consume one of your spell slots (up to level 3), and add the spell level to AC. You regain your 2 Wild Shape uses from a short or long rest just as any other druid, but can also regain uses of Wild Shape by killing enemies while in Wild Shape, up to a maximum of 3. This extra use of Wild Shape lasts until you take a short or long rest or until you use it.
War Forms - 2nd lvl
As a Circle of War druid, you have a more dangerous repertoire of beasts to choose from: your Wild Shape table is the same as the Circle of the Moon, however, Circle of War druids only bother learning the form of powerful beasts that are worthy of respect, and cannot transform into anything with a CR of below 1/2. You are still limited to beasts that you have seen, consult with your DM about encountering more powerful beasts or working beasts into your backstory.
Blade, Tooth, and Claw - 6th lvl
You can do an additional attack with your melee weapon. When doing an attack in your base form, you can choose to use Wild Shape and do your follow-up attack in the Wild Shape form that you transform into, and if your attack in your Wild Shape form is 2 attacks, you do both attacks. If you have a mouthpick weapon (as described above) on your person, you can instead draw it and attack with it as a part of this, and as mentioned in the Mouthpick Weapons section, if your wild shape attack is 2 attacks and one is a bite, you can substitute the bite for a mouthpick weapon attack. Additionally, you add your WIS modifier to all attack rolls in both base form and wild shape.
Wild Surge - 10th lvl
Expend a use of Wild Shape while in a Wild Shape form to gain an action similarly to a Fighter's Action Surge ability. Once you have used this feature 3 times, you must finish a short or long rest to use it again. You cannot use Wild Surge more than once per turn.
Bestial Power - 14th lvl
After exiting Wild Shape, you retain 1/4 of the STR, DEX, and CON of the form you were in, rounding down, for a number of hours equal to your proficiency bonus, and your stats reset when you enter a different Wild Shape. These scores are added on top of the scores you have in your base form, but you cannot exceed 20 in an ability score in your base form in this way. Additionally, your Wild Shape has become truly terrifying, enemies that see you transform must make a DC 10 + Proficiency bonus WIS save or become frightened.
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