Circle of War (5e Subclass)

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Circle of War[edit]

Druid Subclass

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.

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.

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.

Bonus Proficiencies

As a Circle of War druid, you are proficient in all Simple and Martial weapons, Shields, as well as Light and Medium armor. 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.

Battle Shapeshift

Starting at 2nd level, you can use Wild Shape both as a Bonus Action and during your movement(if the shape you change into has a larger movement, your movement on that turn is not adjusted). You regain your maximum of 2 Wild Shape uses from a short or long rest just as any other druid, but can also go past that limit when your blood is boiling in combat. When you have no more uses of Wild Shape remaining, you may make a DC 10 constitution saving throw, and transform once more on a success. On a failure, you gain a level of exhaustion. The DC is increased by 5 every time you attempt the transformation, which resets on a long rest.

War Forms

Also at 2nd level, you have a more dangerous repertoire of beasts to choose from. You can use your Wild Shape to transform into a beast with a challenge rating as high as 1(you ignore the Max. CR column of the Beast Shapes table), but you are still restricted by the table dictating your ability to take on the form of creatures with different movement types.

Additionally, starting at 4th level, you can transform into a beast with a challenge rating as high as your druid level ÷ 3, rounded down. However, after 4th level, you cannot transform into a beast that is less than half your maximum CR to transform into.

Blade, Tooth, and Claw

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Control Of The Wild Urge

When in your Wild Shape form, You have been trained into being completely aware of your surroundings, unlike most of your peers. Starting at 10th level, you can cast druid spells while in wild shape, ignoring verbal and somatic components as well.

Bestial Residue

Your beastial forms are so powerful, they carry over to your normal form. Starting at 14th level, when you exit wild shape, you may choose to keep the Strength, Dexterity, or Constitution score of the form you had taken for the next minute.

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