Druid
Base Class: Druid
Druids from the Circle of Guardians have taken <br> a solemn vow to protect their natural habitats through direct confrontation. They are skilled warriors with both magic and weaponry and utilize both to serve their goals. Through an ancient magic, they can channel spirits from nature into their bodies to temporarily become stronger & fiercer combatants.

Wilderness Warrior

When you select this subclass at 2nd level you gain proficiency with all simple and martial melee weapons. You can also use a wooden shield as a spellcasting focus.

Spirit Channel

Also at 2nd level, you can call upon spirits of the wilderness and channel them through your body to make you a more formidable combatant. As a Bonus Action, you may expend a use of your Wild Shape and choose a region from the Spirit Channel Table. You harness power from a spirit of that region, which grants you the following benefits for 1 minute rather than transforming into a beast form.

  • When you make a Strength based attack roll, ability check, or saving throw, you can roll a d4 and add it to the total. You can use this bonus die a number of times equal to 1/2 your Druid level + your Wisdom Modifier each time you use your Spirit Channel.
  • You gain resistance to the damage type associated with the spirit’s region according to the Spirit Channel Table.
  • If you fail a Constitution Saving throw to maintain concentration on a spell, you can expend a spell slot of the spell’s level or higher to send a surge of magical energy through your body and pass the saving throw instead.

Region

Damage Type

Arctic

Cold

Coastal

Lightning

Desert

Fire

Forest

Poison

Mountain

Thunder

Swamp

Acid

Extra Attack

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

Nature's Wrath

At 10th level you can expel your channeled spirits in a burst of elemental energy dealing massive damage. When you hit a creature with a Melee Weapon Attack while your Spirit Channel is active, you can deal damage to the target of a type associated with your spirits' region in addition to the weapon’s damage. The extra damage is a number of d6's equal to 1/2 your Druid Level. After the attack your Spirit Channel ends.

Spirit Champion

By the time you reach 14th level you can channel two different spirits at once, becoming a paragon of nature. The Spirit Channel bonus die for any Strength based attack, check, or save becomes a d6. You can also now channel spirits from two different regions on the Spirit Channel table, gaining resistance to both damage types, and using either damage type for your Nature's Wrath feature. 

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Previous Versions

Name Date Modified Views Adds Version Actions
5/5/2019 12:25:17 AM
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3.5
Coming Soon

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