Druid
Base Class: Druid

Druids in the Circle of the Guardians safeguard the wilderness through martial ways. Rather than wild shaping into a beast, they can imbue themselves with nature's magic; channelling the strength of the forest they vow to protect. They fight against those who defile nature and protect remote settlements from aggression.

Nature's Guardian

Beginning at 2nd level, you have become a designated guardian of the forest. You gain proficiency in two Martial weapons of your choice, and in Heavy Armor. Any Heavy Armor worn by you is made of a thick, durable bark, and as such is acceptable to be worn by druids.

Instead of Wild Shaping, you may choose to channel your connection with nature into your own body. As a bonus action, you mystically transform into an avatar of nature for 10 minutes; Whilst transformed, you gain the following features.

  • You gain temporary hit points equal to four times your druid level.
  • Your base walking speed increases by 10ft.
  • Whilst concentrating on a druid spell, you gain a bonus to your concentration saves equal to your wisdom modifier.

Circle Spells

Your spiritual connection with nature grants you access to additional spells. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Guardian Spells table.

Once you gain access to a circle spell, 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 the Guardian Spells
DRUID LEVEL SPELLS

3rd

calm emotions, hunter's mark

5th

clairvoyance, spirit guardians

7th

divination, guardian of faith

9th

commune with nature, hallow 

Defender of the Forest

As Guardian of the forest, your abilities to hold fast against those who would harm your home have left you a towering bulwark, able to stand up to any strikes.

Beginning at 6th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

In addition, whilst in your Guardian Form you gain a bonus to your AC equal to half your proficiency bonus, rounded down. 

Warrior of the Woods

Your battle prowess as defender of the forest leaves little room for failure, and as such, your skills have vastly improved, to combat the threats lurking on the borders of your home. 

Beginning at 10th level, you have learnt how to strike hard against your foes, weakening their resolve and making them crumble under your might. Whilst in your Guardian Form, your attacks deal an additional amount of force damage equal to your wisdom modifier. 

Champion of the Grove

As Champion of the grove, your power to protect your forest has never been stronger, and as such, the magic that flows through you hits its peak. 

Beginning at 14th level, Your guardian form has left traces of it's magic on you, even when not activated. You gain a +1 bonus to your AC, and resistance to non-magical bludgeoning, piercing and slashing weapon attacks. (The +1 AC bonus does not stack with Guardian Forms AC bonus).

When in Guardian Form, you gain the following abilities:

  • When activating your Guardian Form, nature's magic spreads from your very being, enhancing those around you. Choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your druid level. Those creatures cannot gain temporary hit points from this feature again until they have taken a short or long rest. 
  • Your size increases by 1 category, to a maximum of Huge.
  • When an ally you can see within 30ft (other than yourself) takes either lightning, cold or fire damage, you can use your reaction to grant them resistance to the attack. You can use this feature a number of times per Guardian Form equal to your Wisdom Modifier.

Once Per long rest, You can trigger the wrath of Nature. As an action, you can choose to end your Guardian Form early; each creature within 20ft of you must make a Dexterity Saving throw, against your Spell Save DC; on a failed save, they take 6d10 Force damage and are knocked prone, as your Guardian form explodes outwards from your position. On a success, they take half damage and remain standing. You cannot then activate your Guardian Form until 10 minutes have passed.

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