Circle of the Barrel (5e Subclass)
Circle of the Barrel[edit]
Druid Subclass
Many a druid finds their home in the depths of the wilderness, living amongst the animals and, in many cases, becoming part of the ecosystem itself through a phenomenon known as Wild Shape. Other druids, however, are far less content with just becoming part of nature: they aim to dominate through force of will and by exercising their right to lay claim to the untamed wilds through their command over steel.
Steel Yourself[edit]
When you choose this circle at 2nd level, you gain proficiency in Firearms, and you may use and equip items that contain metal, disregarding this restriction of the Druid class.
Additionally, when you choose to Wild Shape, you may take the form of any weapon, approved by the Dungeon Master, listed in the Firearms table located on p. 268 of the Dungeon Master's Guide. For some campaigns, vanilla ranged weapons found in the Player's Handbook may be preferred.
In this form, you have health equal to half your hit point maximum, rounded down, and maintain your current hit dice. Additionally, your creature type becomes Construct. Another player may grab and equip you as a weapon, and they are considered proficient when wielding a Circle of the Barrel Druid. You will, however, take recoil damage equal to the damage dealt by your weapon form. Once you reach 0 hit points, you return to your normal form as usual.
Iron Will[edit]
You gain a greater ability to maintain your weapon form. At 6th level, while Wild Shaped as a firearm, you may expend a hit dice as a reaction to being dropped to 0 hp and maintain your form, restoring half of your weapon form's max health.
Additionally, while shaped as a firearm you gain a hovering speed equal to half your walking speed, rounded down to the nearest 5 foot mark, and are able to make ranged attacks unassisted by an ally. You are considered proficient with firearms when attacking in this way, and ignore any ammunition cost of your chosen form.
You are also considered a +1 weapon while in weapon form.
Guns Akimbo[edit]
Your mastery over your gun form increases. At 10th level, on a turn in which you deal damage while in your weapon form, you are considered resistant to all forms of non-magical damage, including recoil damage.
Additionally, you gain the extra attack feature while attacking either with firearms or in your weapon form. This does not stack with other instances of extra attack, either from the player or the ally wielding them. When you gain extra attack in this way, you may ignore the loading property of the ranged weapon.
You are now considered a +2 weapon while in weapon form.
Legendary Trigger[edit]
Your marksmanship, both with and as a firearm, are now unmatched. At 14th level, while in weapon form or wielding a firearm, and before making your first attack of the round, you may declare one of the following options to augment your attack that lasts until the beginning of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
In addition to the below choices, you are now considered a +3 weapon while in weapon form.
- Powder Kegged
Roll an additional damage die when calculating damage for a firearm. For example, a weapon that deals 2d10 damage would instead deal 3d10.>
- Pinpoint Accuracy
Gain advantage on all attack rolls made with a firearm.
- Debilitating Wound
Roll with disadvantage on the attack, but you may choose to afflict the target with the Blinded, Deafened, Prone, or Frightened status condition until the end of their next turn.
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