Druid
Base Class: Druid

Druids of the Circle of the Guardian are fierce protectors of their homelands. They train beyond normal druids and are willing to go the distance to keep their homeland safe. They work closely with other Druids, Rangers, and occasionally Barbarians, as all of them call the land their home.

Bonus Proficiencies

When you choose the Circle of the Guardian at 2nd level, you gain proficiency with heavy armor.

Nature's Wrath

At 2nd level, You gain the ability to imbue a druid weapon you carry with nature's power. Small tendrils of vines extend form your hand entangling a weapon you are carrying hardening any wood and transforming metal into a dense obsidian material. 

You can use a bonus action can imbue your weapon,  which lasts for 1 minute. For the duration, you can use your Wisdom instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8 and retains its damage type. The weapon also becomes magical, if it isn't already and you can not be disarmed. The effect ends if you cast it again or if you let go of the weapon. The weapons damage die becomes a d10 at level 10. 

Nature's Bastion

At 2nd level, you learn a ritual that creates a magical transform and bond with one piece of armor. You perform the ritual over the course of 1 hour, which can be done during a short rest. The armor must be within your reach throughout the ritual, at the conclusion of which you touch the armor and transform it.  The ritual alters the metal armor, transforming it too a durable bark-like substance. 

Your transformed armor has the following properties:

  • The armor weighs half its initial weight.
  • The armor retains all magical properties(if any) it possessed  before the ritual. 
  • The armor can be use as a druidic focus.
  • The armor does not impose disadvantage on Dexterity (Stealth) checks. 
  • The armor does not reduces the wearer’s speed if they do not meet the Strength requirement.  

You can only have up to one bonded armor. If you attempt to bond with a another piece of armor, the previous armor automatically reverts to its original form.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Nature's Grace

Starting at 10th level, you master the ability to infuse yourself with natural energy.

As an bonus action, you may expend a use of Wild Shape and, instead of transforming, you infuse yourself with natural energy regaining 3 hit points for every level you have in this class.

Magic of the Wilds

At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a druid spell, you can make one weapon attack as a bonus action.

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