Druid
Base Class: Druid

As a Ward Keeper, you focus on enhancing your melee attacks with magical energy, providing tactical support with Thorn Whip, and creating protective auras to shield and bolster your allies. You excel at controlling the battlefield, drawing enemies in or positioning yourself strategically, and safeguarding your party with magical defenses.

Thorn Whip Mastery

Thorn Whip Enhancement: Your Thorn Whip spell becomes a versatile tool. When you cast Thorn Whip, you can choose to either pull an enemy 10 feet closer to you or draw yourself 10 feet closer to the target and now requires a bonus action or action. Additionally, the spell’s reach increases by 10 feet.

Circle Spells

You gain access to circle of the Ward Keeper spells.

Enhanced Strikes

Magic Infusion:  you can imbue your weapon with magical energy. As a bonus action, you can infuse a melee weapon you are holding with druidic magic for 1 minute. The weapon's damage type changes to radiant, necrotic, or force (your choice), and it gains a +1 bonus to attack and damage rolls. This effect can be used a number of times equal to your Wisdom modifier (minimum of once) and you regain expended uses after a long rest.

Shield of Thorns: When you cast a druid spell that requires concentration, you can use your reaction to create a shield of thorns around you or an ally within 30 feet. The shield grants temporary hit points equal to 1d8 + your Wisdom modifier and lasts until the end of your next turn. Any creature that hits the shielded creature with a melee attack takes 1d4 piercing damage.

Protective Aura

Ward of Resilience: As a bonus action, you can create an aura of protective magic that extends 10 feet from you. All allies within this aura gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks. The aura lasts for 1 minute or until you lose concentration (as if concentrating on a spell). You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain expended uses after a long rest.

Vine Entangle: When you hit a creature with a melee attack imbued with Magic Infusion, you can use your reaction to cause magical vines to erupt from the ground and ensnare the target. The target must succeed on a Strength saving throw or be restrained until the end of your next turn. The vines then deal 1d8 poison damage to the restrained target.

Arcane Convergence

Elemental Enchantment: When you use your Magic Infusion feature, you can now choose an additional effect based on the element you’ve imbued:

Radiant: The target of your attack must make a Constitution saving throw or be blinded until the end of your next turn.

Necrotic: The target must make a Constitution saving throw or be weakened, reducing its damage dealt by 1d6 until the end of your next turn.

Force: You can push the target up to 10 feet away from you.

Thorn Whip's Embrace: When you use Thorn Whip, you can choose to pull or push the target up to 20 feet, and the spell’s damage increases to 3d6. You can also apply the effects of your Vine Entangle feature with this spell, forcing the target to make a Strength saving throw or be restrained.

Previous Versions

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8/9/2024 4:47:17 AM
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