Druid
Base Class: Druid

Druids in the Circle of the Guardians safeguard the wilderness through martial ways. Rather than wild shaping into a beast, they can transform into an amalgamation of creatures with an otherworldly appearance. They fight against those who defile nature and protect remote settlements from aggression. Some have stealthy forms for observing from afar while other Circle of the Guardians druids have a more combat ready avatars for challenging foes head on.

Channel Nature's Wrath

Beginning at 2nd level, instead of Wild Shaping, you may instead channel your connection with nature into your own body. As a bonus action, you mystically transform into an avatar of nature for 10 minutes. You gain temporary hit points equal to four times your druid level. You may use you Wisdom bonus for Attack and Damage rolls with druid or natural weapons.

Choose two of the following abilities to gain while transformed. You may pick an additional ability at levels 6, 10, 14, and 18.

At 10th level the options expand to include Breath Weapon, Corrosive Excretion, Grappler, Spines, Superior Hearing, Underwater Adaptation, Wings

At 18th level you may also pick Frightful Presence, Legendary Resistance, Regeneration, True Seeing, Wilting Aura

Additional Limbs

Your avatar has an extra pair of arms like a girallon or legs like a centaur. You have advantage on Strength (Athletics) checks.  At 10th level you may use a bonus action to attack with one of your limbs, dealing unarmed damage or using a natural weapon if you have one. At 18th level you can feint with them, granting advantage to the the first attack you make on your turn.

Aquatic Adaptation

Your avatar has fins or webbed feet. You gain a swim speed of 20 feet. This increases to 40 feet at 10th level and 60 feet at 18th level.

Breath Weapon

Prerequisite: 10th level

You have a breath weapon that deals 5d6 damage. The damage increases to 7d6 at 18th level. It recharges on a 6. The weapon is your choice of a 10 foot cone or 15 foot line that deals fire or poison damage and is avoided with a dexterity or constitution save.

Canopy Dweller

Your avatar has short claws or is unusually sure-footed. You gain a climbing speed of 20 feet. This increases to 40 feet at 10th level and 60 feet at 18th level.

Charger

Your avatar can build up extra momentum for powerful attacks when moving or you have a club-like appendage. If you move at least 20 feet before making a melee attack, the target must make a Strength saving throw with a DC equal to your spell save DC or be knocked prone. At 10th level, your target must make a save or be prone on any melee attack you make, regardless of if you moved or not. At 18th level, if a target is knocked prone as a result of this ability on your turn, you may make a free melee attack against them using the same weapon. You may only make this free attack once per turn.

Corrosive Excretion

Prerequisite: 10th level

Your avatar secretes an acidic or corrosive substance. You may change the damage type of any druid or natural weapons you have to acid. In addition, whenever you are hit with a melee attack, the attacker takes 1d4 acid damage. At 18th level you may add your Wisdom modifier to the damage they take as well.

Darkvision

Your avatar's eyes are well suited to the nighttime. You have darkvision 60 feet. This increases to 90 feet at 10th level and 120 feet at 18th level.

Enhanced Speed

Your avatar takes on feature of the gazelle, cheetah, or similar creatures. Your walking speed increases by 20 feet. This increases by an additional 20 feet at 10th level and 18th level.

Flexible Hide

Your avatar has thick fur or a flexible scaly hide. You may calculate your AC as 13 + your dexterity modifier. This increases by one at 10th level and an additional one at 18th level.

Frightful Presence

Prerequisite: 18th level

Your avatar's appearance is supernaturally terrifying. As a bonus action you may attempt to frighten any creatures of your choice within 30 feet of you. They must make a Wisdom saving throw against your spell save DC or be frightened for 1 minute. They may repeat the saving throw at the end of each of their turns. If a creature's saving throw is successful or the effect ends, it is immune until you activate Channel Nature's Wrath again.

Grappler

Prerequisite: 10th level

Your avatar has claws or a prehensile appendage. When you hit a creature with a melee attack your target is also grappled. The grapple automatically ends if you attack a different creature. At 18th level, you have advantage on attacks against targets you are grappling.

Hardened Carapace

Your avatar has a hard exterior carapace. You may calculate your AC as 17. This increases to 18 at 10th level and 19 at 18th level.

Keen Sight

Your avatar is well suited for ambushes. You have advantage on perception checks provided you move no more than half your speed. At 10th level you may move at your normal pace and still have advantage. At 18th level you can spot as a bonus action.

Legendary Resistance

Prerequisite: 18th level

Your avatar is supernaturally resistant. If  you would fail a saving throw you may choose to succeed instead. You may only do this once per short rest.

Natural Weapon

Your avatar has horns (piercing), claws (slashing), hooves (bludgeoning), or a fearsome maw (piercing). This grants you a natural weapon you are proficient with that deals 1d6 damage. The damage increases to 1d8 at 10th level and 2d6 at 18th level.

Regeneration

Prerequisite: 18th level

Your avatar can recover from even the most serious wounds. You regain hit points equal to your Wisdom modifier (minimum 1) at the start of your turn. If you take radiant damage, this trait doesn't function at the start of your next turn.

Spines

Prerequisite: 10th level

Your avatar has spines or other protrusions that you can shoot from your body. You have a ranged natural weapon attack that deals 2d4 piercing damage with a range of 60 / 150 feet. At 18th level this increases to 2d8 damage.

Stalker

Your avatar is well suited for ambushes. You have advantage on stealth checks provided you move no more than half your speed. At 10th level you may move at your normal pace and still have advantage. At 18th level you can hide as a bonus action.

Superior Hearing

Prerequisite: 10th level

Your avatar has echolocation. You have blindsight 30 feet as long as your are not deafened. This increases to 60 feet at 18th level.

True Seeing

Prerequisite: 18th level

Your avatar can see the true nature of things. You have truesight 30 feet.

Underground Adaptation

Your avatar's form is well suited to life underground. You gain a burrow speed of 10 feet. This increases to 20 feet at 10th level and 30 feet at 18th level.

Underwater Adaptation

Prerequisite: 10th level

Your avatar has gills or is otherwise adapted to life in the water. You can breathe air or water equally. At 18th level you do not need to breathe at all.

Webbing

Your avatar creates webbing like a spider. You have advantage on Athletics checks when climbing. Webs such as from the web do not count as difficult terrain and you have advantage on any saving throws or ability checks as a result of being in one. At 10th level you can shoot out a filament of web as an action towards a creature within 30 feet of you. You initiate a grapple with them, using your spell attack bonus instead of your Strength (Athletics). They have disadvantage on ability checks made to escape the grapple, but the filament may be severed (AC 15, 10 Hit Points, immune to psychic and poison damage). At 18th level the range extends to 60 feet, you may have any number of filaments active at a time, and the filaments has a bonus to its AC equal to your Wisdom modifier.

Wilting Aura

Prerequisite: 18th level

Your avatar saps the life of any creatures near it. Whenever a creature starts its turn within 15 feet of you, you may cause it to take necrotic damage equal to your proficiency bonus plus your wisdom modifier. You may only do this once per round.

Wings

Prerequisite: 10th level

Your avatar has wings (feathered or leathery). You gain a fly speed of 30 feet. This increases to 40 feet at 18th level.

Circle Spells

Your spiritual connection with nature grants you access to additional spells. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Guardian Spells table.

Once you gain access to a circle spell, 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 Guardian Spells
DRUID LEVEL SPELLS

3rd

calm emotions, spiritual weapon

5th

clairvoyance, spirit guardians

7th

divination, guardian of faith

9th

commune with nature, hallow 

 

Combat Prowess

At 6th level you gain increased combat prowess. Choose either Extra Attack or Potent Spellcasting.

Extra Attack

You attack twice instead of once when you take the Attack action

Potent Spellcasting

You may add your Wisdom modifier to the damage you deal with druid spells. If a spell has multiple damage rolls, this applies to one of them.

Improved Nature's Wrath

Beginning at 10th level, when you Channel Nature's Wrath you are immune to disease and the poisoned and frightened conditions. You may also choose to grow to size Large, space permitting (10 foot cube).

Force of Nature

Starting at 14th level, when you Channel Nature's Wrath you are additionally immune to the charmed and petrified condition. You may also choose to grow to size Huge, space permitting (15 foot cube). If you do, your reach extends by 5 feet.

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