Base Class: Druid
Druids of the Circle of the Warden are fierce protectors of their homelands. They train beyond normal druids and are willing to go the distance to keep their homeland safe. They work closely with other Druids, Rangers, and occasionally Barbarians, as all of them call the land their home.
Bonus Proficiencies
When you choose this circle at 2nd level, you gain proficiency with simple weapons and martial weapons. Your specialized training doesn't keep you from wearing armor or shields made of metal.
Weapon Bond
At 2nd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
You can use your bonded weapon as a druidic focus.
At 6th level your bonded weapon can deal the damage associated with your elemental attunement instead of its normal damage type. Also at 6th level if it's not a magical weapon already; attacks made with this weapon count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
No Circle Spells
This druid class has no circle spells.
Elemental Attunement
When you reach 6th level, you can tune your body to certain elements of nature. Choose between acid, cold, fire, lightning, poison or thunder whenever you finish a long rest. Until the end of your next long rest you have resistance to that damage type and you can add your Wisdom modifier whenever you cast an evocation spell that deals that damage.
At 14th level, you can change your elemental attunement whenever you finish a short or long rest.
Acid Resistance
You have resistance to acid damage.
Cold Resistance
You have resistance to cold damage.
Fire Resistance
You have resistance to fire damage.
Lightning Resistance
You have resistance to lightning damage.
Poison Resistance
You have resistance to poison damage.
Thunder Resistance
You have resistance to thunder damage.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Elemental Aura
At 10th level, you can manifest your elemental attunement as an aura of energy around you. You can use your action to create an aura of elemental energy around you. Any enemy who hits you with a melee attack while within 5 feet of you takes damage of the type associated with your elemental attunement equal to your level. The aura lasts for 1 minutes or until you dispel it.
You can use this feature a number of times equal to your wisdom modifier. You regain all expended uses upon completing a long rest.
At 14th level, you can chose which damage type your elemental aura deals regardless of your elemental attunement. Also at 14th level, you regain all expended uses of your elemental aura after completing a short or long rest.
Elemental Master
At 14th level, you gain bonuses to your elemental attunement and elemental aura features. Your elemental aura doesn't need to be the damage as your elemental attunement.
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