Base Class: Druid
The Circle of the Warrior was born out of necessity. It was first assembled during the early times, when the First Cities declared war on the druids of the Great Forest. The Cities brought forth organized armies armed with heavy armour and steel weapons. They stormed through the forest burning much of it to the ground, and slaughtering the animals that lived there. The unprepared and disorganized druids were killed in their thousands by the weapons of the Cities' soldiers.
A group of the survivors swore to never be unprepared again. They came together to form a Circle dedicated to martial training and combat tactics. This became the Circle of the Warrior. Druids of this circle combine druidic magic with martial combat, using their knowledge of nature to create deadly weapons. Their fighting techniques are inspired by those of the fiercest of animals. Druids raised by the circle are instilled with a tradition of honour and cooperation, tending towards lawful alignments.
Warrior Weapon
Beginning at 2nd level, you learn to harness your shapeshifting ability to create a weapon from natural materials around you. For instance while in a forest your warrior weapon might manifest as twisted vines, or a hardened tree branch, while in a desert it may be from a piece of bone or melted sand. This is your warrior weapon, that can only be wielded by you.
As a bonus action you can expend one use of your wildshape feature to manifest one simple or martial weapon of your choice. Regardless of the form you choose, you are proficient with this magic weapon and can use your Wisdom modifier for attack and damage rolls instead of Strength or Dexterity. The weapon lasts a number of hours equal to half your druid level, or until you take a short rest or use your wildshape feature again. During this time you can magically return the weapon into your open hand as a bonus action. Each time you create your warrior weapon it can take a different form.
Fighting Style
At 2nd level, you learn one fighting style of your choice that you can use only with your warrior weapon.
Boar Resiliency
You gain the resiliency of a boar or other tough creature. When you summon your warrior weapon you gain temporary hit points equal to your level. In addition, you have advantage on constitution saving throws to resist poison while your warrior weapon is summoned.
Falcon Fletching
You learn to design more aerodynamic projectiles from studying birds of prey. You gain a +2 bonus to ranged attack rolls made with your Warrior Weapon.
Note: You cannot learn this fighting style and the Archery fighting style if you have access to this feature again from another class.
Feline Pounce
You channel the spirit of the wildcat when you fight. Your walking speed increases by 10 ft. If you move at least 20 ft towards a creature then strike it with a melee attack using your warrior weapon, the target must succeed on a Strength saving throw against your spell DC or be knocked prone.
Lupine Teamwork
You learn teamwork from the wolf. When you hit a creature with your warrior weapon while within 5ft of the target, you can take the Help action targeting the same creature as a bonus action.
Pursuer Opportunism.
You learn the tactics of pursuing predators. While wielding your warrior weapon, you have advantage on attacks of opportunity and if you hit the target you can attempt to trip them as part of the attack, the target must succeed on a Dexterity saving throw vs your spell DC or be knocked prone.
Ursid Strength
You are inspired by the strength and power of the bear. You gain the following benefits:
- +2 to damage rolls on melee attacks using your Warrior Weapon.
- Advantage on Strength checks and saving throws while your warrior weapon is summoned
Note: You cannot learn this fighting style and the Dueling or Great Weapon Fighting fighting styles if you have access to this feature again from another class.
Combat Spells
Your warrior training grants you access to special spells. At 3rd, 5th, 7th, and 9th level you gain access to warrior spells, you always have them prepared, and they don’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Druid level | Spells |
---|---|
3rd | branding smite, spike growth |
5th | blink, haste |
7th | death ward, freedom of movement |
9th | hold monster, tree stride |
Spell and Blade
At 6th level, you learn to split your attention between your magical and martial abilities. When you use your action to cast or use a spell, you can use your bonus action to make one weapon attack. You can use this feature a number of times equal to 2+your wisdom modifier, you regain all uses when you complete a long rest.
Revenge
Starting at 10th level, you can instantly take revenge on creatures attacking you. When you are hit by an attack, you can use your reaction to make one weapon attack or cast a spell that targets only the attacking creature.
Guardian of Nature
At 14th level, the ancient magic of the warrior grants you the ability to summon a guardian spirit of nature. As an action you can summon a guardian spirit. This guardian takes the form of a beast of CR 1 or lower, and uses its statistics but is resistant to all damage. The guardian acts on its own turn and follows your mental commands. It vanishes after 1 hour or when reduced to 0 hit points. When the guardian takes the "Help" action on its turn it can instead cause the target creature to have disadvantage on the next saving throw it makes against one of your spells.
Once you use this feature, you cannot use it again until you finish a long rest.
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