Circle of the Ancients

by xXLordRadishXx

Search GM Binder Visit User Profile

Circle of the Ancients

Some druids discover the power of the ancient beings of the material plane. They focus on their efficiency in combat, and they are wrathful guardians of nature. They are unstoppable warriors holding a weapon and taking the form of the dinosaurs that once populated the world.

Combat training

Starting from 2nd level, you gain proficiency in martial weapons.

Circle forms

The rites of your circle grant you the ability to take the form of ancient beasts. Starting from 2nd level, you can use your Wild Shape to transform into a dinosaur with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table for the dinosaurs, but must abide by the other limitations there.

Starting at 6th level, you can transform into a dinosaur with a challenge rating as high as your druid level divided by 3, rounded down. The dinosaurs are presented in the dinosaur table. Starting from 18th level, you can transform into a Tyrannosaurus rex. Also, starting from 2nd level, once per long rest, when you are hit by an attack, you can use your reaction to expend one use of your wild shape and transform into one of your dinosaur forms. Your new form takes the damage instead.

Extra attack

Starting from 6th level, while you are in your humanoid form, you can attack twice when you take the attack action instead of once.

Rage of the Ancients

Starting from 10th level, when you change back from your beast form due to dropping to 0 hitpoints, you get the following benefits:

You get temporary hitpoints equal to your Druid level, and you can immediately make a weapon attack against a creature you can see.

King of the wild

Starting from 14th level, you can unleash the power of the ancient beasts that populated the wild before you. For 1 minute you gain the following benefits:

-Wings sprout from your back. You get a flying speed equal to your walking speed

-You regain hit points at the start of your turn equal to 5 + your constitution modifier, provided that you have at least 1 hp

-Fangs, claws and horns grow from your body. Your unarmored strikes count as natural weapons, and deal 1d6 magical piercing, bludgeoning or slashing damage. You can use your strength or your dexterity modifier for these attacks, as if they had the finesse property. You can make an unarmed strike with one of your natural weapons as a bonus action.

Dinosaur List

CR Name
1/4 Dimetrodon
1/4 Hadrosaurus
1/4 Pteranodon
1/4 Velociraptor
1 Deinoychus
2 Allosaurus
2 Plesiosaurus
2 Quetzalcoatlus
3 Ankylosaurus
4 Stegosaurus
5 Brontosaurus
5 Stegosaurus
5 Triceratops
8 Tyrasnnosaurus Rex
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.