Druid
Base Class: Druid

The Gatekeepers are the oldest of the many druid sects of Khorvaire, though they were heavily decimated during the invasions of the daelkyr. Their main task is to defend nature against aberrations, outsiders, undead, and similarly unnatural beings. Gatekeepers focus on destroying their enemies with force or banishing them from the natural world. As such, Gatekeepers wield nature's magic differently from their other druid kin. 

The first of the Gatekeepers, orcs, were taught their magic by the dragon Vvaraak, and have followed her teachings for thousands of years.

Circle Spells

You have learnt druidic magic that will help you combat otherworldly enemies. At 2nd, 3rd, 5th, 7th, and 9th level, you gain access to the spells listed for that level in the Circle of the Gatekeeper Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of the Gatekeeper Spells

Druid Level Spells
2nd detect evil and good, protection from evil and good
3rd branding smite, see invisibility
5th glyph of warding, magic circle
7th banishment, resilient sphere
9th dispel evil and good, hold monster

Nature's Warrior

At 2nd level, you are able to wield more weapons and imbue nature's power into them. You learn the shillelagh cantrip. You also gain proficiency with the battleaxe, greataxe, maul, morningstar, and warhammer, and the ability to cast shillelagh on these weapons. Additionally, casting shillelagh on a weapon allows you to use the weapon's original damage die and also use it as a druidic focus for the duration of the spell.

Guardian of Natural Order

Starting at 2nd level, you gain the ability to imbue yourself with magic. As a bonus action, you can expend a use of your Wild Shape feature to imbue yourself with nature's power, rather than transforming into a beast form. In doing so, you gain the following benefits:

  • Once per turn when you hit a creature with a weapon attack, you can expend a druid spell slot to smite your foe with nature's wrath, dealing an extra 1d8 force damage to the target per level of the spell slot. The creature then has disadvantage on the next saving throw it makes against a spell you cast or a spell effect of yours before the end of your next turn.
  • You gain a +2 bonus to AC.
  • You gain temporary hit points equal to your druid level.
  • You can cast shillelagh as part of the same bonus action used to activate this feature.

These benefits last for 10 minutes, or until you use your Wild Shape again.

Abjure the Aberration

Starting at 3rd level, your abjuration spells that only work for certain creature types also work for aberrations.

Extra Attack

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

Mental Resilience

By 10th level, your rigorous mental training has made you resilient against mind-altering effects. You gain resistance to psychic damage. Additionally, you have advantage on saving throws against being charmed, frightened, or stunned.

Bulwark of the World

By 14th level, you've attuned to the world and been granted the power to defend it from otherworldly threats. You gain the ability to cast the forbiddance spell once per long rest. Additionally, while your Guardian of Natural Order feature is active, you gain the following additional benefits:

  • You have advantage on weapon attack rolls against aberrations, celestials, elementals, fey, fiends, and undead.
  • You can use your bonus action to make a weapon attack.

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