Base Class: Druid
Druids of the Living Weapon focus on melee attacks and powerful healing magics. They are comfortable on the front lines, attacking enemies and replenishing allies.
Wild Shape: Living Weapon
At level 2, spend two Wild Shapes as a bonus action to summon a Living Weapon and gain 3 temporary hit points per Druid level.
The weapon adds the Druid’s Wisdom for attack and damage rolls and takes the shape of a staff, club, hammer or other bludgeoning weapon which the player describes. Using an action, attack with your living weapon for 2d8 magical bludgeoning damage. The Druid is proficient with the Living Weapon.
At higher levels: Deals 3d8 at level 8 and 4d8 at level 16.
The Druid’s living weapon cannot be dropped, disarmed, or given away and lasts for a number of hours equal to half your Druid level (rounded down).
Ascetic Druid
At level 3, your martial training is enhanced through druidic rites. While wearing no armor or shield:
- Gain 10 feet of additional movement speed
- Gain a bonus to unarmored defense equal to the Druid’s constitution modifier.
- Swim and climb speed are now equal to the Druid’s walking speed
Blooming Weapon
At level 6, the Living Weapon blooms with restorative magic. The weapon sprouts 4 healing blossoms. As a bonus action, the Druid can spend a blossom to heal an ally within 20 feet for 2d6 + your spellcasting ability modifier.
At higher levels: At level 12 gain 6 blossoms.
Armor of Thorns
At level 10, temporary hit points granted by Wild Shape: Living Weapon grant a +2 to AC. Half of any melee damage absorbed by these temporary hit points is reflected to the attacker as magical piercing damage. Once the hit points are consumed, the AC bonus is immediately lost and no additional damage is reflected.
Regenerative Thorns
At level 14, replenish your Thorns using spell energy. As an action, consume spell slot of level 3 or higher and regain 3 temporary hit points per spell slot consumed. These temporary hit points replenish your Armor of Thorns bonuses. Temporary hit point maximum cannot exceed 3 temporary hit point per druid level. Living Weapon must be summoned to use this ability.
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