Base Class: Druid
Druids from the Circle of Guardians have taken <br> a solemn vow to protect their natural habitats through direct confrontation. They are skilled warriors with both magic and weaponry and utilize both to serve their goals. Through an ancient magic, they can channel spirits from nature into their bodies to temporarily become stronger & fiercer combatants.
Wilderness Warrior
When you select this subclass at 2nd level you gain proficiency with all simple and martial melee weapons. You can also use a wooden shield as a spellcasting focus.
Spirit Channel
Also at 2nd level, you can call upon spirits of the wilderness and channel them through your body to make you a more formidable combatant. As a Bonus Action, you may expend a use of your Wild Shape and choose a region from the Spirit Channel Table. You harness power from a spirit of that region, which grants you the following benefits for 1 minute rather than transforming into a beast form.
- When you make a Strength based attack roll, ability check, or saving throw, you can roll a d4 and add it to the total. You can use this bonus die a number of times equal to 1/2 your Druid level + your Wisdom Modifier each time you use your Spirit Channel.
- You gain resistance to the damage type associated with the spirit’s region according to the Spirit Channel Table.
- If you fail a Constitution Saving throw to maintain concentration on a spell, you can expend a spell slot of the spell’s level or higher to send a surge of magical energy through your body and pass the saving throw instead.
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Region |
Damage Type |
|---|---|
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Arctic |
Cold |
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Coastal |
Lightning |
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Desert |
Fire |
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Forest |
Poison |
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Mountain |
Thunder |
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Swamp |
Acid |
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Nature's Wrath
At 10th level you can expel your channeled spirits in a burst of elemental energy dealing massive damage. When you hit a creature with a Melee Weapon Attack while your Spirit Channel is active, you can deal damage to the target of a type associated with your spirits' region in addition to the weapon’s damage. The extra damage is a number of d6's equal to 1/2 your Druid Level. After the attack your Spirit Channel ends.
Spirit Champion
By the time you reach 14th level you can channel two different spirits at once, becoming a paragon of nature. The Spirit Channel bonus die for any Strength based attack, check, or save becomes a d6. You can also now channel spirits from two different regions on the Spirit Channel table, gaining resistance to both damage types, and using either damage type for your Nature's Wrath feature.
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Previous Versions
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5/5/2019 12:25:17 AM
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15
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0
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3.5
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Coming Soon
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Posted Jul 30, 2021Archdruid lets you use your Wild Shape infinite amount of times. Since you can enter Spirit Channeling as bonus action infinitely, does it mean we can abuse it, at level 20 having infinite d6 bonuses to rolls, attacking with Natures Wrath, ending the Channeling, on the next turn entering the Channeling again and repeating for getting +10d6 on each first attack? Seems like it needs a little balance patch (per short/long rest) but either way: I AM TOTALLY LOVING IT!