Circle of Wildfighters (5e Subclass)

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Circle of Wildfighters[edit]

Druid Circle

Wildfighters are natural brawlers, who, inspired by the beasts that roam on wild places, learn how to fight with their own bodies, rather than relying on man made weapons. They hone their martial skill, striking trees and stones to build callused hands, and train their bodies against the extreme weather, developing a skin hard as hide. Wildfighters have a deep connection to beasts: they observe them to mimic the way they hunt and fight, translating for a humanoid body, and specially for their bodies. Each wildfighter have its own way of fighting, inspired by the beast that exist in the environment they have trained.

Often, wildfighters will forge strong relations with animals, and more often than not you will find a wildfighter followed by a beast, that helps and fight alongside them.

This is an adaptation from a 3.5e homebrew. For the 3.5e version, look at [1]

Wild Empathy

Starting at 2nd level, you can improve the attitude of an animal. As an action, you can interact with a beast, making a Wisdom (Animal Handling) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.

In addition, you have the find animal companion spell always prepared.

Barehanded Hit

Also at 2nd level, your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. Both damage die increase as you gain levels in this class: becoming respectively 1d8 and 1d10 at 6th, and 1d10 and 1d12 at 14th level.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. This damage increases to 1d6 at 6th level, and 1d8 at 14th level.

Wild Trance

At 2nd level, you can spend one use of your Wildshape to enter in a savage trance, where you can strike with great speed and agility. For the next 10 minutes, you gain the following benefits:

Though Skin. Your AC equals 13 + your Wisdom modifier, while not wearing armor. You can use a shield and benefit from this AC.
Wild Strikes. When you take the Attack action and make an attack with a melee weapon or unarmed strike, you can make an unarmed strike using your bonus action.
Woodland Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.

Savage Striker

At 6th level, while Wild Trance is active, your unarmed strikes are considered magical, for the purposes of overcoming resistances and immunity to non-magical damage.

In addition, when you take the Attack action and make an unarmed strike, you can attack twice, instead of once, as part of that action.

Venom Immunity

At level 10th level, your body can endure the poison of the most venomous of beasts are immune to poison damage, and to the poisoned condition.

Wild Style

Also at 10th level, when you enter in your Wild Trance, can create a specific wild style. Choose a beast with a CR 1 or lower you have seen. When you enter in your wild trance, you gain that creature's traits, actions and movement.

If the trait as a DC, it uses your Spell save DC instead. You use your proficiency and ability modifiers for the actions, instead of that of the creature.

You can't change the chosen style.

Animal Companion

When you reach the 14th level, you can empower your companion beast. You can spend one us of your wildshape to morph your animal companion into a more powerful beast. The empowered beast gain the characteristics of a beast spirit summoned by the the summon beast spell.

When you do so, the spell lasts for the same duration as the wildshape, and don't require concentration. However, you can't cast spells or concentrate on them while your animal companion is summoned. The type of spirit beast depend on the animal companion. If your animal companion has a flying speed, it is a beast of air; if it has a swimming speed greater than its normal speed, is a beast of land; otherwise, it is a beast of sea.

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