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D&D 5e Subclass

Druid: Circle of Titans

2014 rules

The features of the Circle of Titans revolve around the malleability of nature that the titans can harness.

Giant's Influence

2nd-level Circle of Titans feature

You always have the catapult spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can prepare. In addition, you learn to speak, read, and write Giant.

Titanic Mantle

2nd-level Circle of Titans feature

When you use your Wild Shape, you can activate one mantle you know. Maintaining a mantle requires your concentration, as if you were concentrating on a spell. Each mantle has a passive effect and an active effect; using its active effect, or ending your Wild Shape, ends the mantle.

You gain two mantles of your choice from the list below. You gain one additional mantle of your choice at 5th, 9th, and 13th level. Whenever you gain a level in this class, you can replace one mantle you know with another mantle for which you qualify.

Airy Step

Prerequisite: 9th level

Wind whirls around your feet, lifting you up.

Passive effect. You hover, and you gain a flying speed equal to your walking speed. You can't use this flying speed to gain altitude.

Active effect. As a bonus action, you gain a flying speed of 100 feet. You must land on the ground or another surface by the end of your turn, or you fall; this mantle's hover doesn't stop the fall. Landing leaves you on the ground, not hovering.

Cloak of Waves

Prerequisite: 5th level

Coral quickly sprouts from your head to form a crown, while more encases your shoulders.

Passive effect. You can breathe air and water, and you gain a swimming speed equal to your walking speed.

Active effect. As a bonus action, you gain immunity to lightning and thunder damage until the end of your next turn.

Earthen Gauntlets

Prerequisite: 9th level

Your body is shielded with hard stone, most heavily on your limbs.

Passive effect. Your melee attacks deal an extra weapon die of bludgeoning damage.

Active effect. When you are hit by a projectile, but before damage is dealt, you can use your reaction to make a DC 15 Dexterity saving throw. On a successful save, the attack misses.

Flame Chains

Your form is wrapped in black iron chains, each link wreathed in flames.

Passive effect. You gain a +2 bonus to Armor Class, and the damage you deal with your melee attacks becomes fire damage.

Active effect. As an action, you make a melee weapon attack against one target. On a hit, you roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type, and the target is grappled and restrained. The target can use its action to make a Strength saving throw against your spell save DC, ending the effect on itself on a success.

Hardy Countenance

Your hide thickens to guard you from the elements.

Passive effect. You gain resistance to cold and fire damage.

Active effect. As an action, you gain temporary hit points equal to twice your druid level.

Hunter's Cloak

The forest moves, obscuring your trail and aiding in the hunt.

Passive effect. You gain proficiency in the Perception and Stealth skills. If you are already proficient in one of them, your proficiency bonus is doubled for any ability check you make that uses that proficiency.

Active effect. As an action, you lay a trap on the ground in a space no larger than 5 feet across. When an enemy enters that space for the first time, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d6 piercing damage and is restrained. On a later turn, a creature restrained by the trap can use its action to repeat the saving throw, ending the effect on itself on a success. The trap disappears when it is no longer restraining any creature.

Icy Grip

Frost creeps over your skin.

Passive effect. When you hit a creature with a melee attack, its speed is reduced by 10 feet. In addition, the damage you deal with your melee attacks becomes cold damage.

Active effect. As an action, you cover every surface within a 15-foot radius centered on you in slick ice. That area is difficult terrain for 1 minute. Any other creature that starts its turn on such a surface, or moves onto one for the first time on a turn, must succeed on a Dexterity saving throw against your spell save DC or fall prone.

Knitting Vestment

Prerequisite: 5th level

Your muscles shift under your skin, ready to mend any trauma.

Passive effect. At the start of each of your turns, you regain hit points equal to your Constitution modifier (minimum of 1 hit point).

Active effect. As an action, you end the blinded, deafened, paralyzed, and poisoned conditions on yourself, as well as any disease afflicting you.

Primal Thaumaturge

A soft glow comes from your eyes as arcane energies infuse your body.

Passive effect. The damage you deal counts as magical for the purpose of overcoming resistance.

Active effect. As an action, you make a melee attack. Its reach is 60 feet, and the damage counts as magical for the purpose of overcoming resistance.

Totem Companion

6th-level Circle of Titans feature

You learn to extend your mantle beyond yourself. When you finish a short or long rest, you can bond with a Tiny or Small beast that has a challenge rating of 1/8 or lower. While a mantle is active, the beast gains that mantle's passive effect.

Gigantic Stature

10th-level Circle of Titans feature

You can cast enlarge/reduce on yourself at will, without expending a spell slot.

Primal Font

14th-level Circle of Titans feature

Using a mantle's active effect no longer ends the mantle.

Joseph Avery, Sip 'n' Strut