Druidic Circle of Ash
Circle of Ash
The Ashbound are a fanatical sect which takes the traditional beliefs of the druids to dangerous extremes. Seeing themselves as the bulwark against the unnatural, its members seek to protect the wilds and preserve the natural order by striking out against anything which falls under their very broad definition of "unnatural." For example, they consider arcane magic and organized religion to be unnatural. They also go out of their way to strike at farms and ranches that attempt to confine or cultivate nature. The Ashbound prefer to avoid killing, but are quick to turn violent against anybody whom they see as unrepentantly working against the harmony of nature.
They disregard the idea of a careful balance between nature and civilization – all that is artificial or unnatural is dangerous, with arcane magic at the top of the list. Nature's purity must be defended at all costs.
Most Ashbound are humans, tabaxi, lizardfolk, or shifters. This sect attracts more shifters than any other for its devotion to the harsh laws of nature. They see the Wardens' attempts to balance nature and "progress" as foolish, and most do not hesitate to destroy anything they see as unnatural. What constitutes the unnatural varies from one individual to the next, but they are united in their opposition to arcane magic, unnatural beings such as fiends and abberations, and the ravages of civilization.
Ashbound in general do not wear armour, even if they belong to martial classes, scorning it as a civilized crutch. They might use manufactured weapons, but many are drawn to unarmed combat styles (especially the beastly races). They eschew woven cloth, worked leather, and crafted jewelry, and they use no dyes to alter the natural colours of the hides and furs they wear. They survive entirely by hunting, fishing, and gathering, for they believe cultivation wounds the earth.
Being well attuned to nature, and surviving off nothing but the land, you are proficient in the Survival skill. When you forage, you find twice as much food as you normally would.
Beginning at 2nd level, while you are wearing no armour, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Also at 2nd level, you are drawn to natural combat styles over manufactured weapons. As such, you are proficient with unarmed strikes and improvised weapons. Your unarmed strikes use d4 for damage. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed and improvised strikes. If you have any other feat, racial ability, or class ability that also allows you to do unarmed damage, you can increase the damage die by one step.
Beginning at 6th level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favoured enemy: aberrations, constructs, fiends, monstrosities, or undead. You gain a +2 bonus to damage rolls with unarmed, weapon, and spell attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favoured enemies, as well as on Intelligence checks to recall information about them.
Additionally, you have advantage on saving throws against the spells and abilities used by a favoured enemy.
At 10th level, your attunement to the natural world and hatred of all forms of non-druidic magic has manifested in you having advantage on all saving throws against pells and other magical effects.
At 14th level, creatures you summon through conjure spells, such as conjure animals, you do not need to concentrate to maintain the spell, though you can only have the creatures from one conjuration spell active at one time. When you cast a new conjure spell, any creatures still left from the first will disappear.