Circle of the Feral Beast

Not all the survivors of the Divine War have chosen to settle in cities and villages. There are many wild and untamed places left on Scarn and some peoples choose to embrace a nomadic lifestyle or to live in small groups in remote locations. The Druids who live with and protect these people must adapt to the terrible creatures that stalk the land and strange curses that affect so many places because of war. The Circle of the Feral Beast has adapted to these dangers by learning to commune with a totem animal spirit and channel the creature’s strengths to survive these isolated lifestyles.

Feral Bonding

At 2nd level, you can take on the aspect of an animal, gaining a bonus or special ability based on the type of animal emulated. You must choose your totem animal when you enter this circle and cannot change it after.

Bat Totem

You gain darkvision to a range of 60 feet. If you already have darkvision, the range increases by 30 feet.

At 6th level, you manifest membranous wings between your arms and torso and can fly with a speed equal to your ground movement speed. You can do this a number of times per long rest period equal to your wisdom modifier, and it lasts for 1 minute.

At 10th level, you gain Blindsense out to 30 feet.

Bear Totem

You can expend a spell slot to gain temporary HP equal to 1d8 per spell level expended.

At 6th level, +2 natural AC.

At 10th level you can become resistant to bludgeoning, slashing, and piercing damage for 1 minute. This ability can be used a number of times per long rest period equal to your Wisdom modifier.

Bull Totem

You gain +2 to damage rolls with melee attacks done with weapons or your natural weapons.

At 6th level, as part of a melee weapon or natural weapon attack action, you can Dash as a bonus action. If you move at least 10 feet in a straight line as part of this movement, on a successful hit you push the target 10 feet in a direction of your choosing and the target must make a str saving throw vs your spell save or DC or fall prone.

At 10th level, you can See Red for 1 minute. This can be done a number of times per long rest equal to your wisdom modifier. While Seeing Red, you have advantage on strength and constitution checks and saving throws.

Falcon Totem

You gain proficiency in the perception skill. If you already are proficient, you instead gain expertise.

You gain darkvision. You can discern minute details at long range.

At 6th level, you manifest feathered wings and can fly with a speed equal to your ground movement speed. You can do this a number of times per long rest period equal to your wisdom modifier, and it lasts for 1 minute.

At 10th level, while flying, you can dash as a bonus action every turn. If you dash as part of a melee weapon or natural weapon attack, you get +5 damage on a successful hit.

Monkey Totem

You gain proficiency in the acrobatics and athletics skills. If you already are proficient, you instead gain expertise.

At 6th level, you can move through wooded areas at your base land speed, ignoring any effects on movement due to terrain. You must be at least 20 feet from the ground to use this ability. You also gain advantage on all athletics checks if you can use your arms in the action.

At 10th level, you can leap up to your movement from one branch, vine, or similar handhold to another if one of your hands is empty and can take the dash action as a bonus action on any turn. In addition, your speed increases by 10 feet.

Mouse Totem

On any of your turns you can take a bonus action to Hide or Dash.

At 6th level, you can make a hide check even without immediate cover or shadows. In addition, you gain advantage on saves and ability checks vs traps.

At 10th level, when you become subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Wild Cat Totem

You gain proficiency in athletics. If you already have proficiency, you instead gain expertise. Your speed increases by 10 feet.

At 6th level, you can make a bonus attack when using your action to make a melee weapon or natural weapon attack. If both attacks hit, you rend the target causing an additional 5 damage.

At 10th level, you can dash as a bonus action if you use your action to make a melee weapon or natural weapon attack. If you move at least 20 feet as part of that action and hit with your attack, the target must make a str save vs your spell save DC. If it fails it falls prone and you can add your rend damage to the attack.

Wolf Totem

You gain proficiency in perception. If you already have it, you instead gain expertise. You have advantage on Wisdom (Perception) checks that rely on smell.

At 6th level, you have advantage on an Attack roll against a creature if at least one of your allies is within 5 ft. of the creature and the ally isn’t Incapacitated.

At 10th level, you gain proficiency in the stealth skill. If you already have it, you gain expertise.

Your speed increases by 10 feet.

Soul Totem

At 14th level, if you use your wild shape to take the form of your totem animal, you can remain in that form indefinitely, and can take your totem animal’s form as a bonus action.

Section 15: Copyright Notice

Troubadours & Tenders of the Grove, Pugilists & Pact Makers A Scarred Lands Character Options Supplement By Vorpal Tales Authors: Patrick Warren, Shawn McNamara, Tyler Middleton, Zachery Naldrett

This is not the complete section 15 entry - see the full license for this page