Circle of the Sword (5e Subclass)
Circle of the Sword
Druids of the Sword seldom utilize many weapons. |
Masters of melee combat, druids of the circle of swords are extremely battle-hardened. They are tribal warrior-shamans, forest guardians, and fierce hunters of the ones who dare to mutilate and pervert the natural world. They often ally themselves with druids of the circle of the moon, along with paladins of the oath of the ancients. These druids seek to preserve and protect the natural worlds and processes, by absolutely any means necessary.
Druids who align themselves with this circle are very unusual, actually being very similar to paladins in that they swear an oath to protect the wild, with extreme punishments dealt to those who break this sacred promise. Most druids of the sword who break their oath and turn their back on the natural world are rejected and join one of the many groups of outcasts. The tenets of the Oath of the Circle of the Sword are as follows:
Perception. Always be ready to see the signs shown by the world. Nature will punish those who reject the fundamental truths.
Protection. The helpless creatures of the wild must be preserved, even when no one else will. Every defenseless beast slain for the advance of civilization is a tragic loss to be punished.
Retribution. The cruel destroyers of the wilds must themselves be destroyed for their misdeeds. If no remorse is given, then there should in return be no mercy.
Druid Level | Spells |
---|---|
3rd | Invisibility, Mirror Image |
5th | Blink, Haste |
7th | Guardian of Nature, Staggering Smite |
9th | Banishing Smite, Steel Wind Strike |
Protect your Companions
Starting at 2nd level, you can use a bonus action to give yourself and up to 3 other creatures within 30 feet of you that you can see temporary hit points equal to your double druid level + your Wisdom modifier. Beasts, Fey, Plants, and Elementals gain an extra 5 temporary hit points. These temporary hit points disappear after 3 hours, or until you take a rest. Once you use this feature, you cannot do so again until you finish a short or long rest.
Bonus Proficiencies
When you choose this circle at 2nd level, you gain proficiency with all martial weapons and Investigation skill.
Smite the Corrupted
At 6th level, you gain the ability to bond yourself with one weapon. At the end of a short or long rest, you must touch a melee weapon with which you have proficiency. This weapon becomes magically bound to you. It cannot be forcefully taken from you, and you can make it appear in your hand or within 10 feet of you as a bonus action. You can use your Wisdom score to determine the attack and damage bonuses for the weapon you are bound to.
Also beginning at this level, you can spend a use of your Wild Shape to deal an additional 1d8 damage to a target that you hit with a melee attack. This damage increases to 1d10 at 12th level. At 15th level, when you use this feature, the attack ignores damage resistance.
Give no Quarter
Beginning at 10th level, you can magically augment your bound weapon. You gain a +1 bonus to attack and damage rolls made with it, and it counts as magical for the purpose of overcoming damage resistances and immunities to non-magical damage. In addition, you can use it as a spellcasting focus for your druid spells.
Also at this level, you can attack twice instead of once when you take the Attack action with your bound weapon.
Guard the Wild
Starting at 14th level, you become a spirit of retribution and a primordial guardian of the wilds. You gain resistance to one damage type of your choice. You can change this damage type every time you finish a long rest. In addition, you can choose a creature type. You can expend two uses of your Wild Shape to grant yourself advantage on attack rolls against creatures with that type for 1 minute. When you finish a long rest, you can change that creature type.
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