Circle of the Kin (fixed?)

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Circle of The Kin

Nature Extended

To a druid from the circle of the kin, civilization is just another extent of nature, as humans and their intelligence are just as much a product of nature as a lion's mane or the colors of flowers. Even the greatest constructs are still, in one way or another, beholden to what nature can provide: A house of stone still must obey gravity and the properties of the stone which nature provides. Humans are just another animal. Even magic itself still bows to laws set around it instilled by none, and by the natural limitations of the caster. On the other hand, nature provides examples of other animals that develop, if in very primitive fashion, some form of societal organization or use of tools.

The mission of a druid from the circle of the kin is to bring this unity of nature and civilization as not particularly distinct to light. They embrace both, and blur the lines between them. They bring the studies and analysis into their service of nature, and bring the wonders of the natural world onto their service of civilization.

The Living Bridge

When you choose this circle at second level, you may choose how you will go about fulfilling the mission of your circle: Do you bring civilization to nature, or nature to civilization?

Naturalizing Path- you blur the lines between yourself and the animal world, in true spiritual recognition that you are simply another animal. Choose one creature of challenge rating 0. You can, as an action, wildshape into that creature without spending a use. This functions as a standard wildshape, except your hitpoints are not replaced with those of the animal, and you are able to understand the speech of creatures similar to the form you've taken.

You can choose a new creature to shift into with this feature at 3rd, 5th, 7th, 9th, 11th, 15th and 17th level. At 3rd level, you can communicate in this form as if you were in your regular form. Starting from 5th level you can shapeshift into a creature that is able to swim and breathe underwater, and starting from 11th level you can choose a creature that is able to fly. At 19th level, you can transform into a creature of CR 1/2 with this feature.

Civilizing Path- you can now assume the form of constructs when you wildshape, and your beast forms can gain the appearance of constructs, and they are considered constructs.

Liberated From Tradition

To you, steel is as much part of nature as wood or leather, and thus does not hinder you. Starting from your second level, you have proficiency with heavy armor.

Complementary Knowledge















As one who walks both the paths of nature and civilization and brings them together, you are exceptionally gifted in finding where they overlap and reinforce one another. Starting at third level, when you roll for an intelligence or wisdom skill check, you may add both modifiers to your roll as opposed to just one.

You may use this feature a number of times equal to your proficiency bonus, and regain spent uses on a long rest.

Adaptive Magic

Starting on 6th level, you become adept at using your precise knowledge about nature, born from civilization, that you are able to help nature adapt. Whenever you heal a creature with a feature or spell you can choose to induce an abnormal adaptation which lasts for a minute. If you do, choose one of the following effects:

  • The creature's skin attains a metallic luster and hardens in the same way. They get +1 AC.

  • The creature grows or shrinks, becoming one size larger or smaller.

  • The creature gains a climbing speed equal to their walking speed, and has resistance against poison in gas form.

  • The creature gains a swimming speed equal to half their walking speed, can breathe underwater and has resistance against poison in liquid form.

  • The creature gains instincts or camouflage adapted to urban environments. It has advantage on stealth checks in urban environments.

  • The creature's brainpower increases, giving them advantage on intelligence saving throws.

  • The creature grows bloated skin or scales which give them resistance against fire.

Whenever you alter your own or another creature's shape, you can also add to them one of the aforementioned effects, except it lasts until the creature's form returns to normal. Only two of these can active at a time on any given creature. You can do this a number of times equal to your intelligence and wisdom modifiers combined. After expending all your uses, you can only use this feature again after you finish a long rest.

Completed Circle

As you reach the 10th level, your path as a druid of the kin becomes more complete, allowing you to take the half you didn't choose from your The Living Bridge feature. You also receive a new bonus, depending on the feature you did choose.

Naturalizing Path- You can now wildshape up to five willing creatures that you are in physical contact with using the modified wildshape from your The Living Bridge feature.

Civilizing Path- When wildshaped into a construct, you gain a +2 bonus to AC.

Artificial Life

At 14th level, you learn the Awaken spell. You can use that spell on inanimate objects and non-functioning constructs. Objects awakened this way are not granted the ability to move on their own, albeit they might develop animalistic traits.

Once per long rest, you may imbue an object, non-functioning construct, or pile of scrap with life and a temporary organic body. If you do, they transform into a beast with stats based on their shape and equivalent to a CR 7 creature, which will assist you and treat you as an ally, following their own instincts and basic commands. After 10 minutes, the effect ends and they return to their original form.

Image Credit To Daniel Ljunggren

 

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