Druid
Base Class: Druid

A druidic subclass that focuses on guarding nature and those who care for it.

Bonus Cantrip

When you choose this circle at 2nd level, you learn the cantrip Searing Smite. It counts as a druid spell for you.

Seeker of the White Muntjac

As a seeker of the legendary White Muntjac, you'd found a Muntjac companion of your own. You can add a Muntjac pet if you don't have one already. You can care for your Muntjac and bring it back to full health even if critically injured (dropped to 0 hp) during a short or long rest

https://www.dndbeyond.com/monsters/657175-muntjac-companion

At 5th level, your Muntjac has learned to share its hope and healing presence beyond immediate range. Once per long rest, it can extend its Beacon of Hope presence, see Beacon of Hope.

At 7th level, you and your Muntjac learn to work quickly together. When your  Muntjac is within 30 feet,you  can make Medicine, Nature, or Survival checks  as a bonus action.

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the path of guardianship you have chosen. Once you gain access to a circle spell, you always have it prepared, and it doesn’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.

Guardian
Druid Level Spells

3rd

aid, hunter's mark, ensnaring strike

5th

life transference, elemental weapon

7th

aura of life, staggering smite

9th

mass cure wounds, wrath of nature 

 

Swift Sentinel

At 6th level, when you take the attack action, you can attack twice.

Nature’s Aid

When you reach 10th level, you add your wisdom modifier to an attack roll made with a melee or ranged weapon.

Nature’s Sanctuary

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

Previous Versions

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