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Axis Slayer

Class

Members of the druids of the Axis Circle speak of a primordial time when the world drifted in a void, beset by monsters from other dimensions. 

Those who had known the deepest secrets of the circle have long since passed. Members of the circle pieced together scattered recollections of half-remembered legends, dug into research by archaeologists. The more the druids learned, the more secretive they became, sometimes trying to steal or destroy items in museums. This has the perverse effect of capturing the public’s imagination, and people talk of Axis Circle druids battling all manner of bizarre beings from beyond.

The truth of the circle is a mystery to the public, but it is known that these druids seem to have rediscovered their order’s purpose, and that even powerful militaries call upon them for help when they discover strange, previously unknown monsters.


Level 2A Shield of Ancient Knowledge

At 2nd level, you can sense the flow of planar energies within a creature, though only once that creature is wounded. As a bonus action, you can choose a creature you can see that doesn’t have all its hit points. You learn its damage resistances , damage immunities , damage vulnerabilities , and condition immunities .


Level 2A Sword of a Thousand Worlds

Also at 2nd level, you learn to fight with a variety of two-handed weapons, the better to strike down large monsters. You gain proficiency with all martial weapons. You can also use a weapon you’re wielding as a spellcasting focus.

When you wield a weapon with the heavy trait and are not wearing heavy armor, you can use your Wisdom bonus instead of your Strength bonus for the attack and damage rolls.

Additionally, you can imbue your weapons with elemental power, allowing you to adapt your strikes to best wound a foe. When you hit a creature with a melee weapon attack, you can expend one use of Wild Shape to deal 1d10 energy damage to the target, in addition to the weapon’s damage. Choose one damage type: acid, cold, fire, lightning, or thunder.

The extra damage increases to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level. If the target is an aberration, double the number of extra dice you roll.


6th LevelI Kill Giants

At 6th level, when a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.


10th LevelAgainst the Alien Hordes

At 10th level, once on each of your turns, when you make a melee attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.


14th LevelInvoke the Seal

At 14th level, you can alter the flow of planar energies around you. Spend a bonus action and choose one of the following effects, which manifests within 30 feet of you. After you use this ability two times, you cannot use it again until you complete a short or long rest .

  • Death Quickened. Creatures of your choice in the area take 10 necrotic damage.
  • Life Renewed. Creatures of your choice in the area regain 10 hit points if they have at least 1 hit point. If they are at 0 hit points, the next time they would fail a death saving throw , they instead succeed.
  • Space Secured. Until the end of your next turn, creatures of your choice cannot teleport into, out of, nor within the area, and no creature can be summoned or banished inside the area unless you desire it.
  • Time Tightened. Until the end of your next turn, creatures of your choice in the area cannot be affected by haste or slow (or similar effects that accelerate or slow time).