Kobold Press

Savage Devotee of the Great Wolf
The bitter Northlands hold many dark groups and secrets. One of the most dangerous is the Circle of Fenris, a circle of Druids who venerate the Great Wolf. Inspired by the strength and tenacity of Fenris, these Druids feel a kinship to the wolf through their ties to the natural world. Despite their unsavory reputation in the North, not all Circle of Fenris Druids are savage killers or nihilists seeking to end the world. Some merely resent so-called progress, while others throw off the trappings of civilization to embrace the single-mindedness of the predator. Regardless, Circle of Fenris Druids are known for their untamed nature and unbridled enthusiasm for the hunt.
Level 3: Mantle of The Wolf
You can manifest a tiny portion of Fenris’s power within you. As an action, you can expend a single use of your Wild Shape to cause an ephemeral wolf’s head, blazing with primal power, to appear above your own for 10 minutes. It ends early if you dismiss it (no action required), manifest it again, or have the Incapacitated condition.
While this mantle surrounds your body, you are filled with fierce primordial rage. You gain a bonus to your Strength (Athletics) checks and Strength saving throws equal to your Wisdom modifier (minimum of 1). Additionally, you can replace one of your melee attacks with a special bite attack using the spectral head. This bite uses your Wisdom modifier instead of Strength for the attack rolls, and it deals 1d8 + your Wisdom modifier Force damage on a successful hit.
Level 3: Circle of Fenris Spells
When you reach a Druid level specified in the Circle of Fenris Spells table, you thereafter always have the listed spells prepared.
Circle of Fenris Spells
| Druid Level | Prepared Spells |
|---|---|
| 3 | Beast Sense, Enhance Ability, Ensnaring Strike. Hunter’s Mark |
| 5 | Conjure Animals, Fear |
| 7 | Dominate Beast |
| 9 | Commune with Nature |
Level 6: Improved Mantle
While your Mantle of the Wolf surrounds your body, you gain the following benefits.
Break the Chain. Bite attacks you make with spectral wolf head deal double damage to objects and structures, ignoring the damage threshold of these targets.
Dark Sight. You have Darkvision out to 60 feet. If you already have Darkvision, its range increases by 30 feet.
Wolf’s Sprint. Your Speed increases by 10 feet.
Level 10: Defend the Pack
Whenever a creature attacks an ally within 30 feet of you, you can use your Reaction and spend a use of your Wild Shape to conjure a giant phantom wolf to maul that creature. There is no attack roll required, and the creature is not entitled to a saving throw. The target takes 4d8 Force damage and has the Prone condition.
At 14th level, the damage increases to 6d8 Force damage.
Level 14: Children of the Great Wolf
Once per day, when you use your action to take on your Mantle of the Wolf, you can also summon a fenrikyn. You can telepathically order it to follow your commands (no action required). The fenrikyn is loyal to you and your allies. It lasts for as long as your Mantle of the Wolf lasts, until you dismiss it (no action required), it’s destroyed, you travel to another plane, you’re killed, you have the Unconscious condition, or it’s more than 120 feet from you.