Circle of Savagery (Malar) (5e Subclass)

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Circle of Savagery (Malar)[edit]

Druid Subclass

Druids of the Circle of Savagery (Malar) embrace their animalistic nature by reveling in the hunt. They focus on improving their Wild Shape and leading other beasts to hunt down the most formidable pray in their territory. Unlike druids of the Circle of the Shepherd and the Moon that aim to protect animals and fey creatures that have difficulty defending themselves, the druid of the Circle of Savagery (Malar) believe in the survival of the fittest.


Circle Spells[edit]

2nd-level Circle of Savagery (Malar) feature

Starting at 2nd level, you always have certain spells prepared after you reach particular levels in this class. These spells count as druid spells for you, but they don’t count against the number of druid spells you prepare.


Druid Level Spell
2nd primal savagery, hunter's mark
3rd flock of familiars, summon beast
5th aura of vitality, summon fey
7th conjure woodland beings, dominate beast
9th awaken, wrath of nature


Savage Transformation[edit]

2nd-level Circle of Savagery (Malar) feature

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.

The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1/2 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

Starting at 4th level, you can transform into a beast with a challenge rating as high as your druid level divided by 4, rounded down.


Boons of the Hunt[edit]

2nd-level Circle of Savagery (Malar) feature

When you choose this circle at 2nd level you gain the ability to improve your Wild Shape. While you are transformed by Wild Shape, you can use a bonus action to expend a spell slot to gain one of the Boons of the Hunt (Malar). A druid can be affected by more than one Boon of the Hunt (Malar) at a time, but a different one must be chosen each time. These effects last 1 round per level of the spell slot expended.

  • Pack Tactics: You have advantage on attack rolls if an ally of yours is within 5 feet from the target.
  • Tough Hide: You have resistance to bludgeoning, piercing, and slashing damage from non magical attacks not made with silvered weapons. Additionally, while you are not wearing heavy armor, you have a +1 bonus to AC.
  • Savage Strikes: Your attacks count as magical for the purpose of overcoming resistance and immunity to non magical attacks and damage.


Leader of the Pack[edit]

6th-level Circle of Savagery (Malar) feature

Starting at 6th level, beasts and fey that you conjure are more resilient and ferocious than normal. Any beast or fey summoned or created by a spell that you cast gains one of the benefits below. You can use a spell slot one level higher to give the summoned beasts or fey both benefits.

  • The creature gets extra hit points equal to twice your druid level. If multiple creatures are summoned, divide the extra hit points evenly among them rounding up if necessary.
  • The creature can use a bonus action to make a single attack with one of its attack actions.


Call the Pack[edit]

10th-level Circle of Savagery (Malar) feature

Beginning at 10th level you can cast spells that summon beasts or fey even while you are transformed by Wild Shape.

Additionally beasts and fey within 10 ft of you gain all benefits from Boons of the Hunt that you have active.


Spirit Host[edit]

14th-level Circle of Savagery (Malar) feature

Starting at 14th level, the need to continue the hunt allows you to possess beasts or fey when you are the most defenseless. If you are reduced to 0 hit points, your spirit can leave your body and possess any beast or fey summoned by your spells that are within 30 ft. of you, no action required. You can also attempt to possess a beast not summoned by your spells. If the beast is not willing it must roll a charisma saving throw against your spell save DC. If it fails you possess the beast. If the beast succeeds on its saving throw it is immune to this effect for 24 hours.

When you change into your spirit form, by being reduced 0 hit point, you do not loose concentration on spells that summoned creatures and you can maintain concentration for the rest of the spell's duration. While in spirit form you are immune to all damage and can’t be interacted with. You gain 120 ft. flying speed and the only action that you can take during your turn is to possess a viable creature.

While possessing a creature your game statistics are replaced by the statistics of the creature as if you Wild Shaped into that creature. Additionally, upon successfully possessing a creature, if you are on 0 hit points, your body stabilizes and you don’t have to roll death saving throws unless your body takes damage.

If the possessed creature is reduced to 0 hit points, banished by a spell or disappear at the end of a spell's duration that summoned it, you must roll a death saving throw. If you don’t die you return to spirit form and can use your reaction to attempt possessing another viable creature within 30 ft.

When you make a death saving throw while in spirit form and roll a 1 on the d20, it counts as only 1 failure. If you roll a 20 on the d20 while in spirit form you can choose to immediately return to your body and regain 1 hit point. You can also choose to immediately return to your body if any source return you to at least 1 hit point.

To return your spirit to your body from a possessed creature requires the creature to be in contact with your body. If the possessed creature is in contact with your body at the beginning of your turn you can roll a death saving throw (as per the normal death saving throw rules) with advantage. If you succeed your spirit enters your body and you gain 1 hit point.

Starting at 17th level you have such mastery over your metabolism that you can use an action to voluntarily reduce your hit points to 0.


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