Base Class: Druid
The druids of this circle are called battledruids and are know to defend nature fiercely, through magic and armed combat alike. Using their connection to nature, they can infuse their armaments with elemental energies to call nature's wrath upon those who threaten it's balance. These druid train rigorously in armed combat and can easily blend spells and magic with weapon strikes, doing everything in their reach to defend the elemental harmony from those you would dare to endanger it.
Guardian of their lands, these druid are accostumed to life of fighting. The time spent in the battlefields surrounded with the fallen, accompanied by the intrinsic connection that druids have with nature, gave those of these circle a stronger connection to the spirit world. They can more easily commune with these spirits and seek them from wisdom and guidance. This makes battledruids bridges between the physical and spiritual world, and they will strive to keep them at harmony, as they do with the elements.
Elemental Infusion
When you join the Circle of Battledruids at 2nd level, you gain proficiency with martial weapons.
In addition, starting at 2nd level, you can infuse a weapon with elemental energies. With a bonus action, you can expend a Wild Shape use to choose an elemental type: cold, fire or lightning. The weapon is infused with the chosen element for a number of hours equal to your Wild Shape duration. If you are holding two weapons when you use this feature, they are both infused with the same element.
For the duration, attacks from this weapon deal an additional 1d4 damage of the chosen element. This damage is magical, and increases to 1d6 at 6th level, 1d8 at 10th level and 1d10 at 14th level.
Spiritual Connection
At 3th level, you gain the ability to consult with the spirits more easily. You cast the augury or enhance ability spell, without using a spell slot or material components. You can cast each of these spells in this way a number of times equal to your Wisdom modifier (minimum of 1) and regain all expanded uses when you finish a long rest.
When you reach 5th level, you can also cast the speak with dead without using a spell slot or material components. After you cast this spell this way, you can't cast it again until you finish a long rest.
Circle Spells
Your martial training and unique use of elemental magic grants you access to certain spells. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Battledruids Spells table.
Once you gain access to one of these spells, 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.
Circle of Battledruids Spells
| Druid Level | Spells |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Elemental Connection
When you reach 10th level, your connection to the elemental energies makes you resist them more effectively. You gain resistance to cold, fire and lightning damage.
Elemental Overload
As you hone your elemental powers, you learn how to infuse your weapons with rarer natural elements. Starting at 14th level, when choosing the damage type for your Elemental Infusion, you can also choose acid, poison or thunder.
Additionaly, starting at 14th level, you can masterly blend the elements in your combat. With an bonus action, you empower your infused weapon with the remainder elements to strike your foe with nature's wrath. The next time you hit an enemy with your infused weapon, it takes an additional of 2d8 elemental damage. (This damage can be of a combination of any two elements from your Elemental Infusion, expect for the one already in your infused weapon). You can use this feature once per long rest.
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