Druid
Base Class: Druid

Druids who align themselves with the Circle of Warfare see themselves as inquisitors of vengeance for nature, fighting those who would threaten the natural world and their beliefs head-on, with blessed tools of war. The spirit of the wilderness itself enables them to fight on harder and stronger than any other warrior of their caliber, treating bloody wounds and gashes like mere scrapes.

Military Shaman

Starting at 2nd level, when you join this circle, you gain one fighting style of your choice from the fighter class, and while not wearing armor, your armor class is equal to 13 + your Dexterity modifier. You may equip a shield and still keep this benefit.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling

When you are wielding a singular melee weapon and no other weapons or shield, 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.

Protector

When a creature you can see attacks a target other than yourself, that is within 5 feet of range, you can use your Reaction to impose disadvantage on that creature's attack attack roll.

Two-Weapon Fighting Adept

When you engage in two-weapon fighting, you can add your damage equal to your proficiency bonus to the damage of both attacks.

Heart of the Wild

At 3rd level, you can let your inner animal spirit free, shifting your appearance, its ferocity allows you to ignore your wounds, temporarily. As a bonus action, you can expend one usage of wild shape to give yourself temporary hit points equal to an amount of Xd4, X being your current Druid level multiplied by two, which last for a number of hours equal to half of your druid level. You may use this feature twice, and must take a short rest before doing so again.

Extra Attack

Starting at 6th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.

Nature's Champion

At 10th level, nature itself blesses you with its might, mixing magic with your strikes. When you hit a creature with a weapon attack or unarmed strike, you cause the attack to deal additional cold, fire, poison or lightning damage (your choice) to the target equal to 1d8 plus your Wisdom modifier and Proficiency Bonus.

Friend of the Arctic

When you hit a creature with a weapon attack or unarmed strike, you cause the attack to deal additional cold damage to the target equal to 1d8 plus your Wisdom modifier and Proficiency Bonus.

Friend of the Desert

When you hit a creature with a weapon attack or unarmed strike, you cause the attack to deal additional fire damage to the target equal to 1d8 plus your Wisdom modifier and Proficiency Bonus.

Friend of the Mountains

When you hit a creature with a weapon attack or unarmed strike, you cause the attack to deal additional lightning damage to the target equal to 1d8 plus your Wisdom modifier and Proficiency Bonus.

Friend of the Swamp

When you hit a creature with a weapon attack or unarmed strike, you cause the attack to deal additional poison damage to the target equal to 1d8 plus your Wisdom modifier and Proficiency Bonus.

Combat Magic

At 14th level, the speed of the natural world enables you to strike even as you cast. When you use your action to cast a Druid Spell, you can make one Weapon Attack as a bonus action.

Circle Of Warfare Image

Comments

Posts Quoted:
Reply
Clear All Quotes