Druid: Circle of Guthix

by DragonZaid

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Circle of Guthix


A homebrew Druid subclass by DragonZaid.


Druids of the Circle of Guthix are followers of the god of the same name. In accordance with Guthixian philosophies, they seek to preserve the beauty of nature and achieve balance in all things: body and mind, chaos and order, darkness and light, and good and evil. Members of the Circle of Guthix also practice the art of herblore, or potion making, and have a strong connection to the spirit plane, from which they can summon a variety of otherworldly beings to aid them.

Infuse Pouch

At 2nd level, you gain the ability to imbue pouches with a connection to the spirit plane in order to conjure familiars. When you finish a long rest, you can infuse up to two ordinary cloth pouches you touch with magic, transforming them into summoning pouches. You must be holding a druidic focus or material pouch to do so. When you make the pouches, choose one of the following familiars for each pouch: spirit meerkats, spirit spider, spirit terrorbird, or spirit wolf.

You can activate a summoning pouch using
an action to summon the chosen familiar,
causing it to appear in an unoccupied
space of your choice within 10 feet.
The pouch then loses its magic,
returning to its original state. The
familiar lasts for 1 hour or until you
die or dismiss it using an action. If you
summon a familiar while you already have
one active, the first one vanishes. If you attempt to infuse a new pouch while you've already made two that haven't yet been activated, the oldest pouch vanishes.

The familiar is friendly to you and your companions and obeys your commands. In combat, the familiar acts during your turn. It can move, use its reaction, and use any available bonus actions on its own, but the only action it takes is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the familiar can take any action of its choice, not just dodge.

Beast Speech

Also at 2nd level, your bond with nature's creatures allows you to easily communicate with animals. You always have the speak with animals spell prepared, and it doesn't count against the number of spells you can prepare each day. Whenever you cast speak with animals, you can speak to and understand your familiars in addition to beasts.

Herblore Apprentice

Also at 2nd level, you gain proficiency with alchemist's supplies.

Druid: Circle of Guthix — DragonZaid

Greater Familiars

At 6th level, your connection with the spirit plane has strengthened, allowing you to summon more powerful familiars. When you infuse a summoning pouch, you can also choose the following familiars: bunyip, fruit bat, spirit kyatt, steel minotaur, and war tortoise.

Spirit Weapons

Also at 6th level, damage dealt by your familiars is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

Herblore Prodigy

At 10th level, when you use your alchemist's supplies or herbalism kit to brew a potion, you only need half the normal amount of materials and can make it twice as quickly as normal.

Inner Balance

Also at 10th level, you can use an action to allow a creature you touch to achieve true balance of body and mind. For the next 10 minutes, whenever that creature makes an ability check or saving throw in which they are not proficient, they can add half their proficiency bonus to the roll. Once you use this feature, you cant use it again until you finish a short or long rest.

Titanic Familiars

At 14th level, you are so in tune with the spirit plane that you can summon and command some of its most powerful beings. When you infuse a summoning pouch, you can also choose the following familiars: geyser titan, pack yak, steel titan, and unicorn stallion.

Familiars

Statistics for each of the familiars are provided below. The stat blocks use your proficiency bonus (PB) in several places.


Spirit Meerkats

Medium swarm of tiny celestials, neutral


  • Armor Class 8 + PB
  • Hit Points 17 + 5 times your PB
  • Speed 30 ft., burrow 5 ft.

STR DEX CON INT WIS CHA
9 (-1) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 3 (-4)

  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses passive Perception 10
  • Languages Understands the languages you speak
  • Challenge

Keen Hearing and Smell. The meerkats have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny meerkat. The meerkats can't regain hit points or gain temporary hit points.

Sense Treasure. While they are standing on dirt, sand, stone, or other natural terrain, the meerkats can sense the presence of any nonnatural objects underground within 10 feet.


Actions

Bites (meerkats have more than half HP). Melee Weapon Attack: PB to hit, reach 0 ft., one target in the meerkats' space. Hit: 7 (2d6) piercing damage.

Bites (meerkats have half HP or less). Melee Weapon Attack: PB to hit, reach 0 ft., one target in the meerkats' space. Hit: 3 (1d6) piercing damage.

Druid: Circle of Guthix — DragonZaid

Spirit Spider

Medium celestial, neutral


  • Armor Class 11 + PB
  • Hit Points 11 + 5 times your PB
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3)

  • Skills Perception +3, Stealth +7
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
  • Languages Understands the languages you speak
  • Challenge

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.


Actions

Bite. Melee Weapon Attack: 1 + PB to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage plus 7 (2d6) poison damage. The target must make a DC 11 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Magical Web (1/Day). The spider magically creates a spiderweb as in the web spell in a cube of length equal to 5 times your PB feet. Creatures in the web make saving throws against your spell save DC. The web disappears after 1 hour, if the spider dies, or if you dismiss the spider.


Spirit Terrorbird

Medium celestial, neutral


  • Armor Class 10 + PB
  • Hit Points 11 + 5 times your PB
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 12 (+1) 2 (-4) 12 (+1) 5 (-3)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages Understands the languages you speak
  • Challenge

Beast of Burden. The terrorbird is considered to be a Large creature for the purpose of determining its carrying capacity.


Actions

Bite. Melee Weapon Attack: 2 + PB to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

Tireless Run (1/Day). The terrorbird places an enchantment on a creature it touches, increasing its speed by 10 feet for one hour. During this time, the creature's speed cannot be reduced unless its speed becomes 0 or the creature is completely unable to move.

Druid: Circle of Guthix — DragonZaid

Spirit Wolf

Medium celestial, neutral


  • Armor Class 11 + PB
  • Hit Points 11 + 5 times your PB
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

  • Skills Perception +3, Stealth +4
  • Senses passive Perception 13
  • Languages Understands the languages you speak
  • Challenge

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.


Actions

Bite. Melee Weapon Attack: 2 + PB to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Howl (1/Day). The wolf emits a magical howl that can scare off enemies. Each creature of its choice within 30 feet must make a Wisdom saving throw against your spell save DC or become frightened of the wolf until the start of the wolf's next turn.


Bunyip

Medium celestial, neutral


  • Armor Class 10 + PB
  • Hit Points 26 + 5 times your PB
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 14 (+2) 3 (-4) 10 (+0) 5 (-3)

  • Skills Perception +2
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Understands the languages you speak
  • Challenge

Amphibious. The bunyip can breathe air and water.

Mend Wounds (2/Day). Using the magic of the spirit plane, the bunyip slowly mends the wounds of its allies. The bunyip can use its bonus action to cause one creature of its choice that it can see within 30 feet to regain 1d6 hit points. It can repeat this bonus action on subsequent rounds for the next 1 minute.

Slippery. The bunyip has advantage on ability checks and saving throws made to escape a grapple.


Actions

Claws. Melee Weapon Attack: PB to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.


Reactions

Intercept Healing. When a creature the bunyip can see within 30 feet casts a spell that restores hit points, it can use its reation to intercept and redirect some of the healing magic, causing a creature it can see within 30 feet other than a target of the spell to regain 1d4 hit points.

Druid: Circle of Guthix — DragonZaid

Fruit Bat

Medium celestial, neutral


  • Armor Class 10 + PB
  • Hit Points 18 + 5 times your PB
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 11 (+0) 2 (-4) 12 (+1) 6 (-2)

  • Senses blindsight 60 ft., passive Perception 11
  • Languages Understands the languages you speak
  • Challenge

Echolocation. The bat can't use its blindsight while deafened.

Flyby. The bat doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Fruitfall (1/Day). The bat conjures nourishment from the spirit plane, causing various fruits weighing a number of pounds equal to 10 times your proficiency bonus to appear on the ground or in containers within 10 feet. The fruit spoils if uneaten after 24 hours.


Actions

Bite. Melee Weapon Attack: 2 + PB to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) piercing damage.


Spirit Kyatt

Large celestial, neutral


  • Armor Class 9 + PB
  • Hit Points 22 + 5 times your PB
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 3 (-4) 12 (+1) 8 (-1)

  • Skills Perception +3, Stealth +6
  • Senses passive Perception 13
  • Languages Understands the languages you speak
  • Challenge

Keen Smell. The kyatt has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the kyatt moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the kyatt can make one bite attack against it as a bonus action.

Ambush (3/Day). The kyatt can use a bonus action to teleport to a creature it can see within 30 feet, landing in an unoccupied space within 5 feet of it. It must then immediately make an attack against that creature as part of the same bonus action.


Actions

Bite. Melee Weapon Attack: 3 + PB to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Claw. Melee Weapon Attack: 3 + PB to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Druid: Circle of Guthix — DragonZaid

Steel Minotaur

Large celestial, neutral


  • Armor Class 13 + PB
  • Hit Points 25 + 5 times your PB
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 6 (-2) 13 (+1) 9 (-1)

  • Senses darkvision 60 ft., passive Perception 11
  • Languages The languages you speak
  • Challenge

Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away or knocked prone.

Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.


Actions

Greataxe. Melee Weapon Attack: 3 + PB to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) piercing damage.

Gore. Melee Weapon Attack: 3 + PB to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Steel Bull Rush (3/Day). The minotaur rushes at a creature, moving up to its speed and immediately making a greataxe attack against it. If the attack hits, the target must succeed on a Constitution saving throw against your spell save DC or be incapacitated until the start of the minotaur's next turn.


War Tortoise

Large celestial, neutral


  • Armor Class 14 + PB
  • Hit Points 28 + 5 times your PB
  • Speed 15 ft.

STR DEX CON INT WIS CHA
18 (+4) 6 (-2) 16 (+3) 4 (-3) 16 (+3) 7 (-2)

  • Skills Athletics +6, Perception +5
  • Senses passive Perception 15
  • Languages Understands the languages you speak
  • Challenge

Beast of Burden. The tortoise is considered to be a Huge creature for the purpose of determining its carrying capacity.

Sure-Footed. The tortoise has advantage on Strength and Dexterity saving throws that would knock it prone.


Actions

Bite. Melee Weapon Attack: 3 + PB to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Withdraw. The tortoise withdraws into its shell. While in its shell, it gains +5 to its AC. It can emerge using a bonus action.

Testudo (1/Day). The tortoise magically enhances the defenses of a number of creatures of its choice within 30 feet equal to your proficiency bonus, granting them a +2 bonus to AC for 1 minute.

Druid: Circle of Guthix — DragonZaid

Geyser Titan

Large celestial, neutral


  • Armor Class 12 + PB
  • Hit Points 35 + 5 times your PB
  • Speed 30 ft., swim 90 ft.

STR DEX CON INT WIS CHA
20 (+5) 22 (+6) 18 (+4) 5 (-3) 10 (+0) 8 (-1)

  • Damage Resistances acid
  • Damage Immunities poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses passive Perception 10
  • Languages Aquan, the languages you speak
  • Challenge

Amphibious. The titan can breathe air and water.

Water Form. The titan can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.


Actions

Multiattack. The titan makes two weapon attacks.

Slam. Melee Weapon Attack: 2 + PB to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Water Spout. Ranged Weapon Attack: 3 + PB to hit, range 60 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. The target must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away from the titan.

Boil (3/Day). The titan douses a creature within 30 feet in boiling hot water. The creature must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 18 (4d8) bludgeoning damage plus 18 (4d8) fire damage and has disadvantage on the next attack they make before the end of their next turn. On a success, the creature takes half as much damage and suffers no further effect.


Pack Yak

Large celestial, neutral


  • Armor Class 9 + PB
  • Hit Points 40 + 5 times your PB
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 19 (+4) 3 (-4) 12 (+1) 5 (-3)

  • Senses passive Perception 11
  • Languages Understands the languages you speak
  • Challenge

Beast of Burden. The yak is considered to be a Huge creature for the purpose of determining its carrying capacity.

Pouches of Holding. The yak is equipped with two magical pouches which are larger on the inside than the outside. Each bag uses the statistics of a bag of holding. If a pouch is separated from the yak, its contents spill forth, unharmed, and the bag must be returned to the yak's possession before it can be used again.


Actions

Gore. Melee Weapon Attack: 2 + PB to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Winter Storage (1/Day). The yak opens a portal to an extradimensional space in an unoccupied space within 30 feet. The space can hold as many as 8 Large or smaller creatures. The yak can use a bonus action to close or reopen the portal. While closed, the portal disappears from view outside the space. Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 6-foot-by-10-foot window. The space lasts until the yak vanishes, dies, or dismisses it using an action, at which point anything inside drops out.

Druid: Circle of Guthix — DragonZaid

Steel Titan

Large celestial, neutral


  • Armor Class 14 + PB
  • Hit Points 35 + 5 times your PB
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 18 (+4) 5 (-3) 10 (+0) 8 (-1)

  • Damage Immunities fire, poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned
  • Senses passive Perception 10
  • Languages Primordial, the languages you speak
  • Challenge

Fire Absorption. Whenever the titan is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.


Actions

Multiattack. The titan makes two melee attacks.

Slam. Melee Weapon Attack: 4 + PB to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Steel of Legends (2/Day). The titan conjures a barrage of steel that hurtles toward a creature it can see within 30 feet. The target must make a Dexterity saving throw against your spell save DC. On a failed save, it takes 22 (5d8) bludgeoning damage and is restrained as the steel bends itself around the creature. The creature can use an action to make a DC 15 Athletics or Acrobatics check (target's choice) to free itself from the steel. On a successful save, the target takes half as much damage and isn't restrained.


Unicorn Stallion

Large celestial, neutral


  • Armor Class 11 + PB
  • Hit Points 32 + 5 times your PB
  • Speed 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 10 (+0) 15 (+2) 13 (+1)

  • Senses passive Perception 12
  • Languages Understands the languages you speak
  • Challenge

Charge. If the unicorn moves at least 20 feet straight toward a creature and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Healing Aura (2/Day). As a bonus action, the unicorn can emit a mending light around itself, shedding bright light in a 20-foot radius and dim light for another 20 feet. For 1 minute, each creature of the unicorn's choice regains 1d6 hit points when the creature enters the area of bright light for the first time on a turn or starts its turn there. Creatures inside the same area have advantage on saving throws against being poisoned and have resistance to poison damage.


Actions

Hooves. Melee Weapon Attack: 2 + PB to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Horn. Melee Weapon Attack: 2 + PB to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Druid: Circle of Guthix — DragonZaid
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