Druid
Base Class: Druid

While Dream Circle Druids are more so defenders of peaceful borders between Feywild and Material Plane, Grove Sentinels guard the forests where evil fey tend to invade. It is not uncommon for a Grove Sentinel to be joined by Ancient Oath paladins, Horizon Walker Rangers or Fey-patroned Warlocks on the front lines of these areas. Grove Sentinels are the warrior caste of the Druid class.

Circle Spells

Your expertise in battling with Fey grants you access to certain spells. At 2nd level, you learn the Shillelagh and Sword Burst cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Grove Sentinel 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 Grove Sentinel Spells
Druid Level Spells
3rd  branding smite, moonbeam
5th  counterspell, magic circle
7th  banishment, mordenkainen's faithful hound
9th  steel wind strike, hold monster

Sentinel's Training

At 2nd level when you choose this Circle you become proficient with martial weapons and gain a Fighting Style, choosing one of the following options. 

You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Sylph Errant

At 2nd level when you choose this Circle you gain the ability to channel Fey magic to augment your martial skills. As an action, you can expend a use of your Wild Shape feature to assume a Fey-like form, rather than transforming into a beast. While this feature is active, you gain the following benefits:

  • You gain 5 temporary hit points per druid level.
  • Any weapon you are wielding can now become subject to the Shillelagh cantrip.
  • Your movement speed increases by 10 and you gain a fly(hover) speed equal to half your walking speed. At 8th level the fly(hover) speed becomes equal your walking speed
  • You have advantage against being charmed or frightened.

These benefits last for 10 minutes, until you lose all temporary hit points or until you use your Wild Shape again.

Extra Attack

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

Touch of Iron

At 10th level your weapon strikes strip the Fey of their defenses. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. If that creature is a Fey or Monstrosity, it also takes 1d8 force damage in addition to the weapons normal damage.

Royal-Fey Armaments

At 14th level while in your Sylph Errant transformation, you can either create a pair of swords, a spear or a longbow all sculpted from pure nature magic for the duration of your transformation as a Bonus Action. In the event you are disarmed of these weapons, they immediately dissipate and you may summon them back to your hand as a Bonus Action. The weapons dissipate if your Sylph Errant form drops and you may only conjure one of the following weapons per Sylph Errant transformation. The Royal-Fey Armaments all share the +2 Weapon property and are always under the effects of the Shillelagh cantrip.

Fairy-King's Lance (Spear)
  • Versatile (1d8/1d10 force damage), Reach +5, Thrown (30/90), Returning (no check required to catch).
  • When you hit a Fey or Monstrosity with this weapon they must make a Constitution saving throw versus your spell save DC. On a fail they take an additional 2d6 necrotic damage and become paralyzed until the end of their next turn, on success they take half damage and are not paralyzed.
Fairy-Queen's Arbalest (Longbow)
  • Range (200/1000), Two-Handed, Ammunition (self-creating 1d10 force damage; can fire enchanted physical ammunition)
  • While equipped you can cast: Hail of Thorns or Ensnaring Strike at will, Conjure Barrage twice and Conjure Volley once without expending spell slots. Use your spell save DC for these spells.
Blades of the Courts (Scimitars)
  • Blade of Summer: Light, Twinned (cannot be wielded without Blade of Winter), Damage (1d8 fire).
  • Blade of Winter: Light, Twinned (cannot be wielded without Blade of Summer), Damage (1d8 cold).
  • While equipped you can cast: Firebolt or Ray of Frost as a Bonus Action, Burning Hands or Ice Knife thrice each and Flame Strike or Cone of Cold once each. Use your spell attack and spell save DC for these spells.

Previous Versions

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