Circle of the Hunt (5e Subclass)
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Circle of the Hunt[edit]
Druids of the circle of the hunt have focused on honing their natural forms into swift and deadly hunters.
- Hunter's Magic
When you prepare your spells, you can choose spells from the ranger spell list, in addition to the druid spell list. You must obey all other restrictions for preparing those spells, and they count as druid spells for you.
- Bonus Proficiency
When you choose this circle at 2nd level, you gain proficiency with all martial weapons.
- Favored Enemy
By the time you choose this circle at 2nd level, you have gained significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilderness
Choose a type of favored enemy: beasts, fey, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You gain a +2 bonus to damage rolls with your weapon attacks against your favored enemies, and you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
You also learn one language of your choice, ideally one spoken by your favored enemy or creatures commonly associated with it.
- Unarmored Defense
Starting from when you choose this circle at 2nd level, while you are not wearing any armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.
- Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
- Unarmored Movement
At 6th level, while you are not wearing any armor or wielding a shield, your movement speed increases by 10 feet. This increases further when you gain higher levels: when you reach 10th level, your movement speed is instead increased by 15 feet, and when you reach 14th level, your movement speed is instead increased by 20 feet.
- Second Favored Enemy
By 10th level, you have become accustomed to hunting deadlier game. You gain a second favored enemy, choosing from aberrations, celestials, constructs, dragons, elementals, fiends, or giants. Your bonus to damage against all your favored enemies increases to +4, and you gain one additional language, ideally one spoken by your second favored enemy or creatures commonly associated with it. Additionally, you have advantage on saving throws against effects and abilities used by your favored enemies, including spells.
- Run and Hide
Starting at 14th level, your hunting experience allows you to move and act quickly. As a bonus action on each of your turns, you can take the Dash or Hide action.
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