Base Class: Druid
These druids have been through extensive training and exercises to join this circle. They gain weapons and power to protect their land. They gain extreme powers to help their land and balance life and death. They help solve overpopulation.
Preferred Attack.
When choosing this circle at level 2, you'll have a choice to choose one attack from the preferred attack list.
Preferred Attack List.
Toxic Volley
Jinx Blast
Jinx Blast.
You carry a faint purple aura around you that you can gather the power of to create an orb that will create unluck.
Toxic Volley.
You'll gain a faint green magical aura around you that you can harness the power of to create poisonous orbs that you can attack with.
Vampiric.
Also starting at 2nd level, if you roll a critical hit on any attack roll, you will regain 1D4 HP.
Berserk.
As you travel up the levels of this circle, you gain more power that allows you to irradicate your targets. Starting at level 3, if you are at or below half your HP, you can go berserk. While berserk you can add your proficiency bonus to all attack rolls and ability checks that you make. In exchange for the power, you cannot cast spells or use tools or items (not including weapons)
Preferred Attack Upgrade.
Starting at 6th level, your preferred attack deals an extra 1D4 force damage.
Ignore Certain Weapon Properties.
Starting at 10th level, you have practiced the art of bloodshed so much that heavy and two-handed weapons become easily carried.
Nature’s Sanctuary.
When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its attack against you.
Aura Seeker.
Starting at 15th level, you can detect the aura of people who might damage your land. You can take a bonus action to detect the aura of those around you. They will have a faint dull glow if they are trying to harm or harming your land.
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