Circle of the Predator

Druids of the Circle of the Predator display a variety of dispositions. For some, the thrill is in the hunt, and for others, the thrill is in the kill. Either way, these druids are master hunters who hone their tracking and martial skills to eradicate abominations to nature such as aberrations and undead.

Bonus Proficiency

When you choose this circle at 2nd level, you either gain proficiency on Intimidate skill checks or with one martial weapon of your choice.

Sage Intimidator

Starting at 2nd level, you add your Wisdom modifier in addition to your Charisma modifier on Intimidation skill checks.

Circle Spells

Your mystical connection to the predatory nature of wild beasts manifests itself in certain spells that focus on locating, ensnaring, and dispatching your enemies. At 3rd, 5th, 7th, and 9th level you gain access to circle spells. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nevertheless a druid spell for you.

Circle of the Predator Spells
Cleric Level Spells
3rd beast sense, web
5th conjure barrage, lightning arrow
7th dominate beast, locate creature
9th commune with nature, swift quiver

Fearsome Presence

Starting at 6th level, enemies within 30 feet of you gain disadvantage on saving throws against fear effects.

Predatory Reflexes

When you reach 10th level, you gain proficiency on Dexterity saving throws. If you already have proficiency from some other source, you gain advantage on Dexterity saving throws instead.

Savage Assault

By 14th level, as an action, you can grow a pair of elongated fangs that last for 1 hour. While your fangs are active, you can make an additional bite attack on each of your turns using a bonus action. Your fangs deal 1d8 + your Strength modifier points of piercing damage and are considered magic. If you score a critical hit with your fangs, in addition to dealing double damage, you rend the flesh, creating a gaping wound that deals 1 additional hit point of damage from blood loss. Until it either receives magical healing or is the recipient of a successful Medicine skill check DC15, the creature continues to lose 1 hit point at the end of each of its turns. You can’t use this feature again until you finish a long rest.

Section 15: Copyright Notice

Eldryn. © 2021, Publishing; Author: Beth Jones.

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