Circle of the Berendei
Subclass of Druid
Zamanora: Ballad of the Witch p. 72 (Homebrew)
- Level
- 3
Description
While the curse of shapeshifting is feared across the realm as the ultimate act of divine punishment, the Druids of the sacred Circle of the Berendei embrace it willingly as a blessing. Capable of assuming the forms of ferocious werebears, the Berendei employ the gifts of Belegorn to the service of their god. They zealously act to maintain balance between the Real and the Hidden World, combat accursed lycanthropes and shepherd the souls of the departed onto Nav, bearing the primal powers of death while warding the cycle of life. The Zamanori view the Berendei as benevolent symbols of great reverence, believing them to speak with the voice of the Treefather himself, as they bestow righteous justice upon the wicked and the profane, while alleviating the pain of the wrongly afflicted.
Traits
Circle of the Berendei Spells Nivel 3
When you reach a Druid level specified in the Circle of the Berendei Spells table, you thereafter always have the listed spells prepared.
Circle of the Berendei Spells:
| Druid Level | Prepared Spells |
|---|---|
| 3 | Ancestral Guidance*, Augury, Guidance, Inflict Wounds, Protection from Evil and Good |
| 5 | Bestow Curse, Remove Curse |
| 7 | Banishment, Spirit Sense* |
| 9 | Dispel Evil and Good, Reincarnate |
Hybrid Form Nivel 3
You embrace the primal gifts of Belegorn. As a Bonus Action you can expend a use of your Wild Shape feature to take on a hybrid form of a werebear. Each time you do so, instead of following the transformation rules of Wild Shape, you gain the following benefit:
Berendei Magic. You can cast spells normally while benefiting from this feature.
Bestial Senses. You gain Advantage on Wisdom (Perception) checks that rely on smell.
Enhanced Fortitude. You gain a number of Temporary Hit Points equal to twice your Druid level plus your Wisdom modifier.
Natural Weapons. You gain the hybrid form's natural weapons.
Bite. Melee Weapon Attack: Proficiency Bonus + Strength modifier to hit, reach 5 ft., one target. Hit: 1d10 + Strength modifier Piercing damage.
Claw. Melee Weapon Attack: Proficiency Bonus + Strength modifier to hit, reach 5 ft., one target. Hit: 1d8 + Strength modifier Slashing damage.
Ursine Physique. Your Strength score changes to 19, your Dexterity score changes to 10 and your Constitution score changes to 17. In addition, you can use any equipment your hybrid form would normally allow, such as weapons or appropriate armor.
You can remain in this hybrid form indefinitely, or revert back to your true form by using a Bonus Action. If you die, you also revert back to your true form. You can speak and cast spells while in your hybrid form.
Ursine Pilgrim Nivel 6
You can attack twice, instead of once, whenever you take the Attack Action on your turn while in your hybrid form (but only once using your Bite for your extra attack). When you attack a Bloodied creature, your natural weapons can score a Critical Hit on a roll of 19 or 20 on the d20. Additionally, each of your natural weapon attacks can deal its normal damage type or Necrotic damage. You make this choice each time you hit with those attacks.
Grimclaw Nivel 10
The potency of your power over the cycle of life and death grows. While in your hybrid form, you gain natural armor, increasing your AC by a number equal to the maximum number of your Wild Shape uses. Additionally, your natural weapon attacks deal bonus Necrotic damage equal to your Wisdom modifier. Finally, when you score a Critical Hit while in your hybrid form, the target also suffers the effects of the Bestow Curse spell. If this occurs while you are concentrating on another spell, you must choose which spell you wish to maintain Concentration on.
Roots of the Sacred Tree Nivel 14
The wrath of the gods incarnates through your very form. As a true gatekeeper of the Underworld, the spirits of the realm brace you when you are about to fall. Upon being reduced to 0 Hit Points but not killed outright, you cast the Spirit Guardians spell (at Level 5, Necrotic damage) without expending a spell slot. You do not need to be conscious or concentrate to maintain this effect. Whenever a creature takes damage from this effect, you regain a number of Hit Points equal to half of the Necrotic damage dealt. This effect ends if you die. Once you have used this feature once, you can't use it again until you finish a Long Rest.