Base Class: Druid
The Green Knights are a druid circle dedicated to defending the innocent and the environment. They are masters of arms and armor in addition to druidic magic.
Circle Spells
When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of the Green Knight 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 Green Knight Spells
| Druid Level | Spells |
|---|---|
| 3rd | command, shield |
| 5th | heat metal, misty step |
| 7th | haste, spirit guardians |
| 9th | compulsion, stoneskin |
Bonus Proficiencies
At 2nd level, you gain proficiency with simple and martial weapons and heavy armor.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose 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.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This applies even when wild shaped.
War Magic
Beginning at 10th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Improved War Magic
Starting at 14th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
Comments