Druid
Base Class: Druid

Though still ancient, wardens are a comparatively young profession. They sprang up as a reaction to the widespread defiling of nature perpetrated by great empires, the primal spirits empowering champions to fight back against the damage being done to previously untouched and unspoiled wilderness. Wardens have an especially physical connection to the wilds and their primal spirits; it bolsters their health, and enhances any bestial aspects they take on.

Many naturally fall into the path of the warden during a struggle to protect their homes. They might be facing down a brutal empire or reaver band, and have to embrace the role of champion because there is no one else to do so. Some choose to become a warden because they feel a deep kinship with animals that would not be fulfilled in another circle of druids. And then, there are some who feel as if they never had a choice- the way of the wardens chose them.

Fighting Style

You've chosen to specialize on a specific style when in combat. Choose one of the following styles: Defense, Dueling, Great-Weapon Fighting, Protection.

 

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great-Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Earthstrength

Your connection to the land and primal spirits lets you shake off many debilitating conditions. At both the start and end of your turn, you can make a saving throw against 1 stunned, incapacitated, paralyzed, poisoned, deafened, blinded, restrained, disease, or petrified condition.

You also gain proficiency with martial weapons.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your druid level. Once you use this feature, you must finish a short or long rest before you can use it again.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Guardian Form

Your wild nature is almost irrepressible, and it harmonizes with nature and the primal spirits to enhance your vigor and toughness. When you are in your Wild Shape transformation, you gain a bonus to your armor class equal to your Constitution modifier and ignore non-magical difficult terrain.

Breath of the Wild

When you reach 14th level, the primal power you call upon becomes your very breath: you are considered to always be under the effects of the Resistance cantrip, and once after every dawn, you can expend a use of your Wild Shape to automatically succeed on a death saving throw and regain Druid level+Constitution modifier hit points.

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