Uploaded by Alec Pollard

The Circle of Savagery

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6/30/22, 6:25 PM
The Circle of Savagery Class for Dungeons & Dragons (D&D) Fifth Edition (5e) - D&D Beyond
Circle of Savagery
This Subclass cannot be shared with the community for the following reasons:
This homebrew Subclass does not have the necessary class features with the correct required levels.
Remember, private homebrew is automatically shared with other users in your campaigns and does not need to be shared with the community for players to access.
Base Class: Druid
Druids from the Circle of Savagery meld and merge the shapes of beasts into their own, able to take on their abilities and strengths for a time.
Hybrid Form
2nd-level Circle of Savagery feature
As a bonus action, you can expend a use of your Wild Shape feature to take on up to two bestial aspects for up to 10 minutes. You also gain a number of temporary hit points equal
to 4 times your druid level, and can replace one of your physical ability scores with your Wisdom score for the duration.
While in your Hybrid Form, your appearance changes in a way consistent with the aspects you choose, but is not necessarily specific to any particular beast. For example, if you
choose the Blindsight aspect, your ears might change to resemble those of a bat, or you might grow organs that let you sense your surroundings using electroreception (like those
of a shark). The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.
When you reach 8th level in this class, you can manifest one additional bestial aspect when you assume your Hybrid Form.
If any aspect calls for a saving throw, the DC is the same as your spell save DC.
Aquatic Adaptation
4th-level Bestial Aspect
You can breath both air and water, and gain a swimming speed equal to your walking speed.
Blindsight
You gain blindsight out to a range of 30 feet.
Darkvision
You gain Darkvision to a range of 120 feet.
Digger's Claws
Your hands transform into claws that are specialized for digging. You gain a burrow speed of 10 feet, and you can use the claws to make unarmed strikes. When you hit with them,
the strike deals 1d4 + your Strength modifier slashing damage.
Fangs
Your mouth transforms into a fanged maw that you can use to make unarmed strikes. When you land a bite attack, the strike deals 1d6 + your Strength modifier piercing damage
on a hit. If you reduce a creature to 0 hit points with this bite, you temporary hit points equal to your Wisdom modifier (stacking with temporary hit points provided by this feature),
and can use your bonus action to move up to half your movement speed and make another bite attack.
Horns
You grow horns, tusks, or antlers that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage on a hit.
Additionally, if you move at least 20 feet straight towards a target and then hit it with this attack on the same turn, the target takes an extra 2d6 damage. If the target is a creature, it
must succeed on a Strength saving throw or be knocked prone.
Keen Senses
You gain advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell (choose 1).
Natural Armor
Your skin thickens or grows carapace, causing your base AC to become 13 + your Dexterity modifier. If you are wearing nonmetal armor, it is automatically unequipped as it is
incorporated into your natural armor, becoming equipped again when you end your transformation.
Natural Camouflage
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The Circle of Savagery Class for Dungeons & Dragons (D&D) Fifth Edition (5e) - D&D Beyond
You gain advantage on Dexterity (Stealth) checks.
Savage Claws
Your hands transform into claws that are specialized for combat. Your unarmed strikes deal 1d8 + your Strength modifier either bludgeoning or slashing damage (choose one when
you manifest), and when you take the attack action on your turn, you can make an additional unarmed strike as a bonus action.
Silk
You gain the ability to magically produce silk from your hands. When you take the attack action, you can replace one of your attacks with a ranged attack using your silk (range
60/90). On a hit, the silk sticks to the target, and you can continue to hold on to the other end of the silk line. If the target is a creature it is considered grappled and must make a
Strength saving throw or become restrained. On its turn, it can make a Strength (Athletics) check against the same DC to free itself. As a bonus action, you can pull yourself up to
20 feet directly towards the target, or you can force the target to make a Strength saving throw. On a failure, it is pulled up to 20 feet closer to you. The silk lasts until the end of your
Hybrid transformation, or until you lose concentration on it, as though you were concentrating on a spell. However, magically maintaining this silk does not take up your
concentration.
Spider Climb
You gain a climbing speed equal to your walking speed and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check, while also
leaving your hands free.
Stinger
You manifest a stinger somewhere on your body that you can use to make unarmed strikes. It deals 1d4 + your Dexterity modifier piercing damage on a hit, and the target must
make a Constitution saving throw, taking 3d6 poison damage on a failure or half as much on a success.
Swift Stride
Your walking speed increases by 10 feet, and you can use your bonus action to either dash or disengage.
Tentacles
Your arms transform into tentacles, up to two tentacles per arm. You can use these tentacles to make unarmed strikes, which deal 1d4 + your Strength modifier bludgeoning
damage on a hit and have a reach of 10 feet. When you take the attack action on your turn, you can make one additional tentacle attack as a part of the same action. If you hit a
creature with two or more tentacle attacks in one turn, you can attempt to grapple them as a bonus action.
Wings
8th-level Bestial Aspect
You grow wings, gaining a flying speed of 50 feet.
Extra Attack
6th-level Circle of Savagery feature
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Savage Strikes
6th-level Circle of Savagery feature
Starting at 6th level, your attacks in Hybrid or beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Bestial Soul
10th-level Circle of Savagery feature
Your Hybrid Form is enhanced. Your unarmed strikes using your forms natural weapons gain an additional damage die, and you can choose one of the following modifiers to
manifest alongside your other Bestial Aspects.
Hulking
Your size increases to large, your reach increases by 5 feet, you gain a +1 bonus to attack and damage rolls using your unarmed strikes, and you gain advantage on Strength checks
and saving throws.
Nimble
When you take damage you can use your reaction to reduce the incoming damage by half, and you gain advantage on Dexterity checks and saving throws.
Tough
You gain a +2 bonus to your Armor Class if you aren't wearing heavy armor, and you gain advantage on Constitution checks and saving throws.
Monstrous Hybrid
14th-level Circle of Savagery feature
You have discovered the secret of monstrous forms. When you assume your Hybrid Form, you can either manifest your normal Bestial Aspects, or you can manifest one of the
listed Monstrous Aspects. If you expend both uses of your Wild Shape at the same time, you can manifest both at the same time.
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The Circle of Savagery Class for Dungeons & Dragons (D&D) Fifth Edition (5e) - D&D Beyond
Elemental Body
You burn with internal fire, your blood turns to acid, or you freeze the air around you. Choose either fire, acid, or cold. You gain resistance to that damage type, and when a creature
hits you with a melee attack, they immediately take 2d10 damage of the same type.
Elemental Breath
Choose either acid, cold, fire, lightning, or poison when you manifest this aspect. When you take the attack action on your turn, you can replace one of those attacks with an
exhalation of magical energy in a 15 foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 5d10
of the chosen damage type, or half as much on a success.
Haunting Charm
Your voice gains an intensely melodic intonation, and those who hear it cannot help but be enraptured by its haunting beauty. You gain advantage on Charisma (Persuasion)
checks involving speech, and can cast the charm person spell at will outside of combat. During combat, you can use your bonus action to focus this power into a song directed at a
single creature within 60 feet of you, forcing them to make a Wisdom saving throw. On a failure, they become charmed by you for one minute. While charmed in this way, the
creature is stunned. When you take damage from a creature, the charmed creature must immediately use its reaction (ending the stunned condition) to move as close to the
creature that damaged you as it can safely and make a single melee or ranged attack against them. If they have multiple attack options, you choose which one they use. The charm
effect ends after the attack is resolved, and continues if the charmed creature was unable to attack (causing them to become stunned again). If a creature succeeds on the initial
saving throw against being charmed, it becomes immune to this effect for the next 24 hours.
Petrifying Gaze
Your eyes gain the texture and color of slate. If you can see into the eyes of another creature within 30 feet of you and they can see you, you can use your bonus action to attempt
to turn them into stone. They must make a Constitution saving throw. On a failure, they magically begin to turn to stone and are restrained. At the end of their next turn, they must
make another Constitution saving throw. On a success, the effect ends. On a failure, they completely turn to stone and become petrified. You must use your bonus action on
subsequent turns to maintain the effect. If you cannot see them at the end of one of your turns, they are freed and the effect ends.
Regeneration
Your wounds close nearly as quickly as they are inflicted. If you have temporary hit points from your Hybrid Form remaining at the start of your turn, you can add 10 temporary hit
points to the total. If you don't, you regain 10 hit points at the start of your turn, even if you have 0.
Terrifying Speech
Your voice becomes unsettling to those around you, and you can focus this power into a blood-chilling shriek or roar. You gain advantage on Charisma (Intimidation) checks
involving speech, and while you are speaking with a creature outside of combat, you can force them to make a Charisma saving throw. On a failure, they become frightened of you
for one minute. On a success, they experience a moment of unease and cannot be targeted by this ability for another minute. As a bonus action, you can emit a vocalization of pure
horror audible up to a range of 500 feet. Each creature within 60 feet of you must make a Charisma saving throw. On a failure, they become frightened of you for one minute. They
can repeat the saving throw at the end of each of their turns, ending the fear on a success. On a success, a creature becomes immune to this effect for one hour.
Unnatural Speed
Your form blurs as you move with terrifying quickness. All of your current movement speeds are doubled, all opportunity attacks made against you have disadvantage, and you gain
an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. Additionally,
when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and
only half damage if you fail.
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