Saturday, December 13, 2014

5e Playtest: Circle of Beasts

This is a playtest of my house rules.  Please, if you have something to say, both good or bad, say it.  Please be constructive.

The Circle of Beasts came about because the druid's animal companion in the old 3.0/3.5e games where missing in the 5e games.  So here we have them.

What is coming up that I am doing for 5e: the Moon Domain for the clerics, the Fey Bloodline for the sorcerers and the Celestial otherworldly patron for the warlock.  I want to do more backgrounds and I am going to make other magic items that pertain to the world of Eave.

The Circle of Beasts
  •  Druid's Companion: At 2rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your druid level, whichever is higher. The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.
  • Friend of Beasts: At 2nd level, the druid can speak with animals at will without casting the spell.  They also have advantage on all social skill checks with animals.
  • Symbiotic Actions: At 6th level the druid's connection with her companion is so great, that whenever the druid makes and Attack, Dash, Disengage or Dodge action, the animal companion makes the same action on the same target.
  • Share Spells: At 10th level when the druid cast a spell targeting herself, it will effect you animal companion with the spell if it is within 30 feet of you.
  • Primal Savagery: At 14th level the beast companions attacks count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

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