Circle of the Companion Druid (5e Subclass)

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Circle of the Companion[edit]

These Druids seem to find themselves enamored by their adorable companion that they have cared for from a young age.

Chosen companion

At 2nd Level the druid can choose an animal companion below, the companion have their own initiative at the start of a battle.

  • Badger: Your companion is a badger, wolverine, or other mustelid
  1. Size: Small
  2. Attacks: Bite +2 to hit (1d8+4 piercing), Claw +2 to hit (1d6+4 slashing)
  3. Stats: Str +2, Dex +2, Con +2, Int -4, Wis +2, Cha +0
  4. Armour class: 13+PB
  5. Hit points: 8+5xDruid level
  6. Skills: Survival
  7. Speed: 25 ft, Burrow/Climb 10 ft
  8. Beginner Maneuver: The Badger burrows under the position of the creature and must do a Dex save or fall prone.
  9. Advanced Maneuver: The Badger digs underneath a creature and try to pull it underground, the creature must do a Dex save or be pulled under, at a success the Badger has advantage on it's attack and gets an additional 2 claw attacks.
  • Bear: Your companion is a black, grizzly, polar, or other types of bear.
  1. Size: Small
  2. Attacks: Bite +3 to hit (1d8+4 piercing), Claw +3 to hit (1d6+4 slashing)
  3. Stats: Str +3, Dex +2, Con +2, Int -4, Wis +1, Cha +0
  4. Armour class: 13+PB
  5. Hit points: 8+5xDruid level
  6. Skills: Intimidation
  7. Speed: 35 ft
  8. Beginner Maneuver: The Bear can growl towards creatures in a 30-foot cone and must succeed on a Wis saving throw or drop whatever it is holding and become frightened for a minute nd must use their movement, action, reaction to run away from the Bear. The creatures may do another Wis save at the end of their turn.
  9. Advanced Maneuver: The Bear can attempt to grapple a creature after successfully attacking with it's claw attack and can bite the grappled creature as a bonus action.
  • Bird: Your companion is a bird of prey, such as an eagle, hawk, or owl.
  1. Size: Small
  2. Attacks: Bite +3 to hit (1d6+4 piercing), Talon +3 to hit (1d4+4 slashing)
  3. Stats: Str +2, Dex +3, Con +1, Int -4, Wis +2, Cha +0
  4. Armour class: 13+PB
  5. Hit points: 8+5xDruid level
  6. Skills: Stealth
  7. Speed: 10 ft, 60 ft fly
  8. Beginner Maneuver: The Bird flies around a creature distracting it enough for one of your allies to have advantage on 1 attack.
  9. Advanced Maneuver: The Bird pecks the eyes of a creature and have said creature to make a Con save or be blinded for a minute. At the end of each of their turn, the creature can make another Con save.
  • Cat: Your companion is a big cat, such as a leopard, tiger, or lion.
  1. Size: Small
  2. Attacks: Bite +3 to hit (1d6+4 piercing), Claw +3 to hit (1d4+4 slashing)
  3. Stats: Str +2, Dex +3, Con +1, Int -4, Wis +2, Cha +0
  4. Armour class: 13+PB
  5. Hit points: 8+5xDruid level
  6. Skills: Stealth
  7. Speed: 35 ft
  8. Beginner Maneuver: The Cat pounces towards a creature distracting it enough for one of your allies to have advantage on 1 attack.
  9. Advanced Maneuver: The Cat can pounce at a creature if it moves 30 feet before attacking with a claw attack and, if the attack hits, the creature must make a Str save or be knocked prone. The Cat can also use it's bite attack as a bonus action if the creature fails it's save. If the Cat is undetected until it pounces with it's claw attack they gain an additional +4 to hit.
  • Dromaesaur: Your companion is a dromaesaur (raptor), such as a velociraptor or a deinonychus.
  1. Size: Small
  2. Attacks: Bite +3 to hit (1d8+4 piercing), Claw +3 to hit (1d6+4 slashing)
  3. Stats: Str +2, Dex +3, Con +2, Int -4, Wis +1, Cha +0
  4. Armour class: 13+PB
  5. Hit points: 8+5xDruid level
  6. Skills: Acrobatics
  7. Speed: 50 ft
  8. Beginner Maneuver: The Dromaesaur can flank a creature without provoking a creature to use it's reaction for an attack of opportunity.
  9. Advanced Maneuver: The Dromaesaur can pounce at a creature if it moves 30 feet before attacking and if the attack hits, the creature must make a Str save or be knocked prone. The Dromaesaur can also use it's bite attack as a bonus action if the creature fails it's save.
  • Horse: Your companion is a horse, pony, or similar equine.
  1. Size: Medium or Large
  2. Attacks: Hoof +3 to hit (1d6+4 bludgeoning)
  3. Stats: Str +3, Dex +3, Con +2, Int -4, Wis +1, Cha +0
  4. Armour class: 13+PB
  5. Hit points: 8+5xDruid level
  6. Skills: Athletics
  7. Speed: 60 ft
  8. Beginner Maneuver: When mounted on the Horse, you may use it's reaction to move, adding +2 AC towards the Horse and creatures mounted on them, against a ranged attack or ranged spell attack. Additionally you may also use the Horse's reaction to successfully save on any spell with an area of effect (AOE) and take half damage, such as fireball or lightning bolt.
  9. Advanced Maneuver: The Horse can ram a creature and knock them prone, if it fails a Str saving throw, if so the Horse may use it's hoof attack on the proned creature twice.
  • Snake
  1. Your companion is a constrictor snake, such as a boa or python.
  2. Size: Small
  3. Attacks: Bite +3 to hit (1d8+4 piercing)
  4. Stats: Str +3, Dex +3, Con +1, Int -4, Wis +1, Cha +0
  5. Armour class: 13+PB
  6. Hit points: 8+5xDruid level
  7. Skills: Stealth
  8. Speed: 30 ft, climb 20 ft, swim 20 ft
  9. Beginner Maneuver: The Snake may now use constrict, with +Dex mod to hit, dealing (2d8+4 bludgeoning), a creature and be grappled, if the creature fails a strenght saving throw (DC 16).
  10. Advanced Maneuver: When the Snake is successful with it's constrict the snake is given additional 2 bite attacks on it's grappled opponent and may use it's bonus action to bite.
  • Wolf: Your companion is a wolf or other canine creature, such as a dog.
  1. Size: Small
  2. Attacks: Bite +3 to hit (1d8+4 piercing)
  3. Stats: Str +2, Dex +3, Con +2, Int -4, Wis +1, Cha +0
  4. Armour class: 13+PB
  5. Hit points: 8+5xDruid level
  6. Skills: Survival
  7. Speed: 40 ft
  8. Beginner Maneuver: The Wolf can bite the tendon of a creature's leg to reduce it's movement by half.
  9. Advanced Maneuver: The Wolf goes wild against it's opponent to try and knock them prone and have 2 additional bite attacks towards the proned creature.
Through the companion

At 6th level the druid can become one with their companion and perceive through the companion's senses using the modifiers of the Druid.

Companion growth

At 10th level the Druid's companion matures increasing 1 of it's modifiers (Str, Dex, Con, Wis) by 1 point. The creature's attack now deal an additional die and if your creature is medium or smaller it grows by one size. The creature also learns it's Beginner Maneuver.

Companion maturity

At 14th level the creature may be Nimble or Savage: Nimble, the creature increases it's Dex modifier by 2 and it's Str, Con, and Wis modifiers by 1. It's attack deal an additional 2 points. Savage, the creature increases it's Str modifier by 2 and it's Dex, Con, and Wis by 1. It's attack deals an additional 3 points. Additionally the creature learns it's Advanced Maneuver and if the creature is medium or smaller it grows by one size and their attacks become magical for the purpose of ignoring resistance.

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