Druid - Circle of Ruin
Druids oft protect the balance between nature and civilization as peacefully as they can. Others take it upon themselves to halt the progression of sentient races towards urban cities.
To these druids, rural villages are a necessary evil to keep people together as small communities. If one gets too large for its own good, a druid of Ruin may come to correct that.
Combat Wild Shape
2nd-level Circle of Ruin feature
You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
Ruinous Shape
2nd-level Circle of Ruin feature
Your vows against urban civilization allow you to take on the shape of the ruinous beast when you use your Wild Shape. The rules of Wild Shape apply in this new form, as normal.
After reaching 4th level, when you transform into the ruinous beast, you can choose to replace its climbing speed with a 20 ft. burrowing speed or a 40 ft. swimming speed (it can breathe both air and water with this speed). At 8th level, you can choose to replace it with a 60 ft. flying speed instead, but the ruinous beast's hit points are halved with this speed.
Destructive Strike
6th-level Circle of Ruin feature
Your attacks in beast form now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, each time you transform into the ruinous beast, you can choose for it to gain one of the following actions of your choice:
Bite. Melee Weapon Attack: PB+3 to hit, reach 5 ft., one target. Hit: 2d8 + 3 + PB piercing damage. If the target is a creature, it is grappled (escape DC = your spell save DC). Until this grapple ends, the creature is restrained, and the beast can't bite another target.
Sting. Melee Weapon Attack: PB+3 to hit, reach 5 ft., one target. Hit: 1d6 + 3 + PB piercing damage. If the target is a creature, it must make a Constitution saving throw against your spell save DC, taking 3d6 poison damage on a failed save, or half as much damage on a successful one.
Tail. Melee Weapon Attack: PB+3 to hit, reach 10 ft., one target. Hit: 2d10 + 3 + PB bludgeoning damage, and the target can't take reactions until the start of its next turn.
Multiattack
10th-level Circle of Ruin feature
While you are transformed as the ruinous beast, you can use your action to make two claw attacks. One of these attacks can be replaced with another of its melee attack options.
Evolved Ruinous Shape
14th-level Circle of Ruin feature
You can expend two uses of Wild Shape at the same time to become a chimeric ruinous beast, gaining an additional Bonus Proficiency, Ruinous Shape speed option (without replacing), and Destructive Strike option when you do. In this form, your Multiattack allows you to make three claw attacks, one of which can be replaced with another option as normal.
Credits
Original Homebrew Content by Acenm5. Take the Survey.
Context: D&D 5th Edition by Wizards of the Coast, LLC.
Page 30 Art: Tailed Beast by Teaghan Gokey.
Made w/ GM Binder. CR Spreadsheet here.
Ruinous Beast
Large beast, shares your alignment
- Armor Class 12 + half your PB (natural armor)
- Hit Points 24 + six times your druid level (the beast has a number of Hit Dice [d10s] equal to your druid level)
- Speed 40 ft., climb 40 ft.
STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 16 (+3) — — — — — —
- Senses darkvision 60 ft., shares your passive Perception
- Languages understands the languages you speak
- Challenge — Proficiency Bonus (PB) equals your bonus
Bonus Proficiency. When you transform, choose from Intimidation, Perception, or Stealth. You become proficient in that skill until your transformation ends.
Ruinous. The beast deals double damage to objects and structures that are its size or smaller.
Variable Shape. When you transform, you can choose to change the beast's size to Huge or Medium.
Actions
Claw. Melee Weapon Attack: PB+3 to hit, reach 5 ft., one target. Hit: 2d4 + 3 + PB slashing damage. The first time a creature is hit by this attack on a turn, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Rock. Ranged Weapon Attack: PB+3 to hit, range 25/50 ft., one target. Hit: 1d12 + 3 + PB bludgeoning damage.
