Fighter
Base Class: Fighter

The Circle of Guardians is made up of knights and fighters who safeguard the natural world and other druid circles. These fighters are fierce guardians of the wilds. Their order gathers under the stars to share news and trade warnings. They patrol the deepest parts of the wilderness, using their martial mastery and their druidic spellcasting to rout out aberrations and other threats to the material plane.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

Cantrips

You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.

Preparing and Casting Spells

The Circle of the Guardians Spellcasting table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your fighter level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 7th-level fighter, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include 10 spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

Circle of the Guardians Spellcasting

 

Fighter Level

Cantrips

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

2

—

—

—

4th

2

3

—

—

—

5th

2

3

—

—

—

6th

2

3

—

—

—

7th

2

4

2

—

—

8th

2

4

2

—

—

9th

2

4

2

—

—

10th

3

4

3

—

—

11th

3

4

3

—

—

12th

3

4

3

—

—

13th

3

4

3

2

—

14th

3

4

3

2

—

15th

3

4

3

2

—

16th

3

4

3

3

—

17th

3

4

3

3

—

18th

3

4

3

3

—

19th

3

4

3

3

1

20th

3

4

3

3

1

Wild Companion

At 3rd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can cast the find familiar spell, without material components. You can use this feature twice. You regain expended uses when you finish a short or long rest.

When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your fighter level.

War Magic

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Nature's Strike

At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Druidic Charge

At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

Improved War Magic

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

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