Base Class: Druid
Druids of the Circle of the Nest are territorial and vicious. Their order meets very rarely, as it is hard for them to trust each other within their territory. They can be found mostly in isolated patches of forest, where none will dare try to enter, though some have been known to become the protector of small towns and villages, and others still can be found traveling the world, protecting their allies in place of land.
Ferocious as a mother bear protecting her young, and twice as strong, druids of the Circle of the Nest use their physical prowess and strong connection to magic to protect what is theirs. Despite their oftentimes compassionate and caring personalities, if provoked, you will find a fury that seems more akin to the wrath of a god than that of a mere mortal. Druids of this Circle are relentlessly stubborn, and will never stop until everything and everyone they care about is safe from harm.
Wild Weaving
At 2nd level, you gain access to a massive repository of protection spells. When choosing spells to prepare, you automatically have the spells below prepared, assuming you have the necessary spell slots to cast them:
| Warding Spells | Warding Spells |
| [1st] Mage Armor | [3rd] Glyph of Warding |
| [1st] Protection from Evil and Good | [4th] Death Ward |
| [1st] Sanctuary | [4th] Faithful Hound |
| [1st] Shield | [4th] Resilient Sphere |
| [1st] Shield of Faith | [5th] Wall of Force |
| [2nd] Arcane Lock | [6th] Globe of Invulnerability |
| [2nd] Blur | [6th] Guards and Wards |
| [2nd] Gentle Repose | [7th] Forcecage |
| [2nd] Mirror Image | [8th] Antimagic Field |
| [2nd] Warding Bond | [9th] Imprisonment |
Additionally, you gain 2 Strength, as long as it would not put your score past 20.
Defensive Infusement
When you choose this circle at 2nd level, the rites of your circle grant you the ability to transmute your equipment for use during Wild Shape. During a short or long rest, you may choose to forgo resting to perform an enhancing ritual. You may select one piece of armor or weaponry per ritual to transfuse into your Wild Shape, causing them to be destroyed completely, but allowing you to gain their effects while shifted (Ex: If you sacrifice a set of plate armor and then transform into a Black Bear, you now have 18 AC and disadvantage on Dexterity(Stealth) checks).
In order to gain the effects of the equipment, your new form must meet any requirements that the equipment has. Additionally, you may only sacrifice weapons that do not have the heavy or reach properties, or if they are a ranged weapon.
If you sacrifice multiple types of armor or weapons, you may choose which type to use, as long as your form meets their requirements.
Natural Domain
At 3rd level, you gain the ability to claim a patch of land as your own, granting you benefits while inside it. Once per long rest, you can spend 1 hour performing a ritual to claim a radius of land equal to 5 times your Druid level around wherever you performed the ritual. While inside this land, you gain the following benefits:
- You gain advantage against being charmed and frightened.
- If a creature takes damage while in this territory, you become aware of their location and what damaged them.
- Taking a short rest grants the effects of a long rest.
- All creatures outside your territory have disadvantage on attacks against you.
Natural Domain dissipates after 4 hours, unless you take 1 minute to renew it. You can create a permanently claimed area by performing this ritual there every day for one month.
Feywild Fortification
Starting at 6th level, your ferocity and protectiveness increase significantly. The rites of your circle grant you one of the two options below:
Arbor
Starting at 6th level, three times per short rest, when you cast a spell that affects a friendly creature, you may choose to have the spell also affect a number of creatures up to your Druid level divided by 5, rounding up that are within 10 ft. of the target.
You may not utilize Arbor if you cast a spell on yourself, but you may choose yourself as one of the creatures affected by Arbor.
Protective Aura
Starting at 6th level, you may cast Magic Circle once per long rest without consuming a spell slot. When you cast Magic Circle in this way, you may cast it in 2 actions instead of the regular casting time. Additionally, you may choose for the spell to target a number of hostile creatures equal to your Strength modifier (minimum of 0) in addition to its type of creature.
You can no longer target fey with Magic Circle.
Guardian Wild Shape
At 10th level, you gain the ability to use Wild Shape to turn into a gargoyle. As long as you do not move you can stay in your gargoyle form indefinitely.
If an allied creature falls unconscious or is killed within your line of sight, you must choose another creature to Wild Shape into for the remainder of the duration.
Empowered Instincts
By 14th level, your territorial instincts have reached their zenith. You can now perform 3 reactions, and if an allied creature within 10 ft. could make an attack of opportunity against a creature you are allowed to enter melee range and also make an attack of opportunity.
Additionally, gain 2 Strength and 2 Dexterity, as long as your scores would not go past 20.
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