Circle of The Wilds

"We are not alone. Where we walk, the wild walks with us."

The Circle of the Wilds honors druids who forge deep bonds with nature’s spirits, calling forth guardians, predators, and unseen watchers. These druids stand behind their summoned allies, weaving magic to strengthen their companions and shelter allies.

Subclass Features

3rd Level

Spirit Commander

  • Your Spirit Beast gains enhanced presence:
  • Pack Tactics: Your Spirit Beast has advantage on attack rolls if an ally is within 5 ft of the target.
  • Bolstering Roar: As a bonus action, your Spirit Beast can grant temporary HP equal to your Wisdom modifier to one creature within 30 ft (uses = Prof bonus per long rest).
  • When you cast a Conjure spell (e.g. Conjure Animals), your Spirit Beast's attacks count as magical if they don't already.

6th Level

Wild Host Synergy

  • When you summon or conjure a creature (including your Spirit Beast), it gains:
  • +1 to AC
  • +2 to damage rolls
  • Temporary HP equal to your druid level
  • Your summoned creatures and Spirit Beast gain resistance to non-magical bludgeoning, piercing, and slashing damage while within 30 ft of you.

10th Level

Wild Host Tactics

Once per turn, when one of your summoned creatures (including your Spirit Beast) hits a creature with an attack, you can choose another summoned creature within 30 feet to make a weapon attack against the same target (no reaction required).

14th Level

Avatar of the Wild Host

When your Spirit Beast or any summoned creature drops to 0 HP, it makes one final attack or action before vanishing.

Your summoning spells are empowered:

  • Your Spirit Beast gains an aura (30 ft): Allies within the aura have advantage on saving throws vs frightened or charmed.


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