Circle of Constellations (5e Subclass)
Circle of Constellations
Druid Subclass
- Constellational Summoning
At level two you gain proficiency in longbows. You also learn of two constellational beings. As an action, you can expend one use of your Wild Shape feature to summon a constellational being you know, rather than assuming a beast form. The being appears in an unoccupied space of your choice you can see within 30 feet of you.
The constellational beings' is friendly to you and your companions and obeys your commands.
In combat, the beast shares your initiative count, but it takes its turn immediately after yours.
- Greater Constellational Summoning
At level six You gain an additional two charges and an additional two celestial beings.
- Full Constellational Summoning
At level ten, you gain an additional three charges and an additional two celestial beings.
- Master of Constellations
At level fourteen, you gain an additional four charges and an additional two celestial beings. You no longer need a clear sight of the sky to use a charge, instead you may do a Nature check (DC 15) to aim your bow correctly to summon a celestial being.
Celestial Beings
Ursa Minor
Medium celestial, chaotic good Armor Class 12 (natural armor)
Skills Athletics +3 Eternal Constellation If Ursa Minor drops to 0 hit points but doesn't die outright, it drops to 1 hit point instead. Celestial Weapons All of Ursa Minor's attacks are considered magical for the purposes of overcoming resistances and immunities ACTIONSCelestial Claw Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) radiant damage.
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Ursa Major
Prerequisite: Ursa Minor, 10th level
Large celestial, chaotic good Armor Class 16 (natural armor)
Skills Athletics +5 Eternal Constellation If Ursa Minor drops to 0 hit points but doesn't die outright, it drops to 1 hit point instead. Celestial Weapons All of Ursa Minor's attacks are considered magical for the purposes of overcoming resistances and immunities ACTIONSCelestial Claw Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d8) radiant damage. Celestial Burst Ranged Weapon Attack: +2 to hit, reach 20 ft., one target. Hit: 9 (3d6) radiant damage.
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Taurus
Medium celestial, chaotic good Armor Class 10
Senses passive Perception X
Eternal Constellation If Ursa Minor drops to 0 hit points but doesn't die outright, it drops to 1 hit point instead. Celestial Weapons All of Ursa Minor's attacks are considered magical for the purposes of overcoming resistances and immunities Goring Rush When Tauros takes the dash action and moves 20 feet in a straight line, it may attack with it's horns as a bonus action ACTIONSHorns. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: X (1d8 + 4) bludgeoning damage.
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Serpens
Large celestial, chaotic good Armor Class 10
Skills Athletics +6 Eternal Constellation If Ursa Minor drops to 0 hit points but doesn't die outright, it drops to 1 hit point instead. Celestial Weapons All of Ursa Minor's attacks are considered magical for the purposes of overcoming resistances and immunities ACTIONSBite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Swallow. Serpens makes one bite attack against a medium or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Serpens, and it takes 2 (1d4) acid damage at the start of each of Serpens' turns. If Serpens takes 5 or more damage on a single turn from a creature inside it, Serpens must succeed on aa DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space 5 feet of Serpens. If Serpens dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.
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Scorpious
Prerequisite: 6th level
Large celestial, chaotic good Armor Class 14
Skills Perception Eternal Constellation If Ursa Minor drops to 0 hit points but doesn't die outright, it drops to 1 hit point instead. Celestial Weapons All of Ursa Minor's attacks are considered magical for the purposes of overcoming resistances and immunities ACTIONSPincers. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Venom Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. On a hit, the target must do a DC 14 Constitution saving throw or be poisoned for one minute.
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Picses
Medium celestial, chaotic good Armor Class 10
Senses passive Perception X
Feature Name. description ACTIONSAttack Name. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (1d6 + 3) bludgeoning damage.
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Orion
Prerequisite: Lupus or Ursa Major, 14th level
Medium celestial, chaotic good Armor Class 10
Senses passive Perception X
Feature Name. description ACTIONSAttack Name. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (1d6 + 3) bludgeoning damage.
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Lupus
Medium celestial, chaotic good Armor Class 10
Senses passive Perception X
Feature Name. description ACTIONSAttack Name. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (1d6 + 3) bludgeoning damage.
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Leo Minor
Prerequisite: 6th level
Medium celestial, chaotic good Armor Class 10
Senses passive Perception X
Feature Name. description ACTIONSAttack Name. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (1d6 + 3) bludgeoning damage.
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Leo
Prerequisite: Leo minor, 14th level
Medium celestial, chaotic good Armor Class 10
Senses passive Perception X
Feature Name. description ACTIONSAttack Name. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (1d6 + 3) bludgeoning damage.
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Hydrus
Prerequisite: 10th level
Medium celestial, chaotic good Armor Class 10
Senses passive Perception X
Feature Name. description ACTIONSAttack Name. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (1d6 + 3) bludgeoning damage.
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Hydra
Prerequisite: Hydrus, 14th level
Medium celestial, chaotic good Armor Class 10
Senses passive Perception X
Feature Name. description ACTIONSAttack Name. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (1d6 + 3) bludgeoning damage.
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Gemini
Prerequisite: 6th level
Medium celestial, chaotic good Armor Class 10
Senses passive Perception X
Feature Name. description ACTIONSAttack Name. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (1d6 + 3) bludgeoning damage.
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Corvus
Prerequisite: 6th level
Medium celestial, chaotic good Armor Class 10
Senses passive Perception X
Feature Name. description ACTIONSAttack Name. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (1d6 + 3) bludgeoning damage.
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Centaurus
Prerequisite: 10th level
Medium celestial, chaotic good Armor Class 10
Senses passive Perception X
Feature Name. description ACTIONSAttack Name. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (1d6 + 3) bludgeoning damage.
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Cancer
Prerequisite: Hydrus, 14th level
Medium celestial, chaotic good Armor Class 10
Senses passive Perception X
Feature Name. description ACTIONSAttack Name. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (1d6 + 3) bludgeoning damage.
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Aries
Prerequisite: 6th level
Medium celestial, chaotic good Armor Class 10
Senses passive Perception X
Feature Name. description ACTIONSAttack Name. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (1d6 + 3) bludgeoning damage.
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Aquila
Prerequisite: 10th level
Medium celestial, chaotic good Armor Class 10
Senses passive Perception X
Feature Name. description ACTIONSAttack Name. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (1d6 + 3) bludgeoning damage.
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Aquarius
Prerequisite: 14th level
Medium celestial, chaotic good Armor Class 10
Senses passive Perception X
Feature Name. description ACTIONSAttack Name. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (1d6 + 3) bludgeoning damage.
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