Druid
Base Class: Druid

Druids of the Circle of the Warden have trained to become protectors of the elder forests and ancient groves of the world. Equal parts warrior and mystic, Wardens combine their martial skills with the blessings of the trees and plants they protect, becoming sturdy bark plated knights, deadly bramble strikers, or resilient blooming conduits. These druids will not yield an inch of ground in protection of their wealds.

Arboreal Warden

Beginning at 2nd level, as a defender of the woodlands you have been trained to better equip yourself to confront threats to the forest. You gain proficiency with all simple and martial weapons.

You also hold a voice of authority amongst the woods. You gain the ability to communicate in a limited manner with plants and plant type creatures. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Guardian Form

Starting at 2nd level, you gain the ability to merge your body with the natural world and draw strength from the woods. As a bonus action, you can expend a use of your Wild Shape to take on a guardian form, rather than transforming into a beast.

While in your guardian form, you retain your game statistics, but your body becomes tree-like, overgrown with various flora. When you attack with a weapon while transformed, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. This form lasts for 10 minutes, until you are unconcious, or until you use your Wild Shape again.

Whenever you assume your guardian form, choose one of the following plant aspects to manifest on your body; your choice grants you the listed benefits while transformed.

Iron Bark Armor. Your body becomes armored in hardened bark and your limbs form into powerful vines. You gain a natural armor class of 17 and a bonus to any Strength check or saving throw you make equal your Wisdom modifier (minimum of +1).

The armor class granted increases to 18 at 6th level, 19 at 10th level and 20 at 14th level.

Bramble Armaments. Your body creates deadly sharp thorns that manifest on your weapons and armor. Once per turn when you hit a creature with a weapon attack, you can deal an additional 1d6 piercing damage to the target. When a creature within 5 feet of you hits you with an attack, that creature takes 1d6 piercing damage.

The damage you deal when you hit a creature increases to 2d6 at 6th level, 3d6 at 10th level, and 4d6 at 14th level.

Blooming Aura. Your body becomes a mossy conduit of rejuvenation and resilience. When you manifest this form and at the start of each of your turns, you and friendly creatures within 10 feet of you gain 3 temporary hit points. Additionally, you gain a +2 bonus to Constitution saving throws.

The number of temporary hit points you gain increases to 6 at 6th level, 9 at 10th level, and 12 at 14th level. These hit points fade when your form ends.

Extra Attack

Beginning at 6th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. Moreover, you learn the Thorn Whip cantrip if you don’t already know it and may cast it in place of one of those attacks. It does not count against the number of druid cantrips you know.

Resilient Roots

Starting at 10th level, you have become a bastion of natural resilience, withstanding forces that would normally devistate forests. You gain resistance to fire and necrotic damage.

Additionally you can draw energy from the natural world to help revitalize your body. Whenever you roll a Hit Die to regain Hit Points, you gain a bonus to the roll equal to your Wisdom modifier (minimum of +1).

Perfected Cultivation

Beginning at 14th level your body can cultivate and blend multiple plant aspects to form you into a more powerful warrior. When you expend a use of Wild Shape to take on your Guardian Form you can now choose two separate plant aspects to manifest on your body, gaining the benefits of both.

 
Circle Of The Warden Image

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