Base Class: Druid
you delve into the power of concepts you use this primordial might too tap into power of the guardians of this material plane. as you delve into this might you will unlock more of there power as you discover more about them. they are the concepts of reality given physical form in you and it is up to your perception of reality that gives these guardians form so each druid that delves into this circle guardian forms are completely unique to them.
Guardian spells
as you start your journey your connections to the guardians give you spells
Guardian Transformation
when you choose this subclass you gain the ability to use one of your wild shapes to role a d4 to select what Guardian you take the form of. After you have rolled a Guardian that day you can only transform into that guardian that day if you use another wild shape. (At 3rd level you can only use the 1st ability of the guardian, at 6th level you can use the 1st and 2nd abilities , at 10th level you can use the 1st, 2nd and 3rd abilities and at 14th level you can use 1st 2nd 3rd and 4th ability).
1D4
1. FORM OF THE VOID DRAGON: HP- 90
⁃ 1. Flight speed= walking speed
⁃ 2. Bite attack- your unarmed strikes deal 1d8 piercing damage
⁃ 3. Wing beat- after you make a melee attack you can beat your wings and make a creature make a DC(equal to your spell save dc) dexterity check or be pushed 20 feet in a direction of your choice and be knocked prone.
⁃ 4. Breath weapon- you breathe a 20 ft cone that stays on the ground for 2 of your turns. If anything starts its turn inside it, it takes 2d12 true damage. You can use this a number of times equal to half your proficiency bonus (min 1).
2. FORM OF THE FORGOTTEN GUARDIAN: HP 100
⁃ 1. Tunnelling speed= walking speed
⁃ 2. Blind sight
⁃ 3. Strength boost- +6 to strength, unarmed strikes deal 1d8 bludgeoning damage
⁃ 4. Blast attack- 2d12 force damage didn’t need line of sight, ignores full cover range 10/250 feet
3. FORM OF THE DEATH-BORN REEPER: HP 50
⁃ 1. Hover speed= walking speed
⁃ 2. Deathless advantage : all spells that deal necrosis damage have advantage and deal an extra 1d6 of necrotic damage
⁃ 3. Skull Barrage- you fire up to 3 skulls that deal 1d6 bludgeoning damage + 2d12 necrotic damage rage 10/250 feet (the necrotic damage dose count as a spell)
⁃ 4. Armour of prevention-when you get below half health you can cast Blade Ward for free once without components. After you have cast it this way you can’t cast it again this way till you have finished a long rest.
4. FORM OF THE DEEP SEA TIRANT: HP 20
⁃ 1. Swim speed= walking speed
⁃ 2. can breath underwater
⁃ 3. Complete domination of home terrain-all spells that deal cold damage deal double the damage rolled and all sea born creatures treat you as an ally.
⁃ 4. Weakness beam- a 30ft line where anyone that is in it must make a DC(equal to your spell save dc) dexterity save or get 3 levels of exhaustion (or get the enemy to level 3 of exhaustion if the enemy already had a point) for 2 minutes
reinforce guardians
at 6th level, as an action you can add 1d8 extra health to your guardian from. You can use this ability ones per long rest. At 10th and 14th level you can add another 1d8
lingering presence
at 10th level whenever after you have rolled for your garden you gain the 1st and 2nd ability of that guardian even if you’re not in your guardian form.
imbued transformation
at 14th level you get to re-roll your guardian form ones per long rest instead of once per day.
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