Druid
Base Class: Druid

Druids from the Circle of the War Totem are the world's bulwark and spear, a collective clan of warriors devoted to protecting nature and upholding the balance of the primary elements infused into the Material Plane. These druids forgo established traditions, using any tool or means necessary to accomplish their goals; even wearing and wielding metal armor and weaponry. To become closer to the elements they are sworn to protect, they create War Totems so they can tap into latent elemental energies and consult the spirits of the land itself. Scorned by other circles of druids for their aggressive approach and use of metal, Totem druids cloister themselves in camps around prominent landmarks of the world. This allows them to ensure the protection of cherished sites while they send out individuals to aid other areas in need.

These druids tend to have good knowledge of extraplanar conflicts and have no problem venturing to other worlds to quell these threats. Druid of the War Totem will often return from extraplanar conflicts and share the outcomes of their excursions with their home camp in order to help keep a constant vigil on the world around them.

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Trained for Battle

At 2nd level, gain proficiency in simple weapons, martial weapons, and heavy armor. Though druids usually do not wear or use metal weapons and armor, your Circle encourages you to use whatever tool necessary to combat the evils that would threaten the world. If you choose to use metal weapons and armor, you will be held in disregard among other druid circles. 

War Totem

At 2nd level, you have crafted a personalized War Totem acts as a conduit for the elemental spirits and energies of the world around you and beyond. Your War Totem can be any Medium, Small, or Tiny sized item of your choosing, though it is often a carved wooden implement. It can be worn, carried, or wielded in a free hand and you may use it as a special druidic spellcasting focus. Your War Totem is considered a magical item with an AC and hit points both equal to your spell save DC but it only be damaged after being rendered inert by dispel magic or other similar effects. You may choose to keep your War Totem carried or worn when you transform with Wild Shape, but you must state so when you transform. Otherwise, your War Totem merges with the beast form and is unusable.

If you lose your War Totem, or wish to craft a different one, you must spend 1 hour performing a special ritual with a Medium, Small, or Tiny sized item to designate as your War Totem or enough materials to create a Medium, Small, or Tiny totem. Whenever you create a second War Totem, your first one ceases to provide any benefits.

Channel. While you are in possession of your War Totem, you can channel the elemental energies of the plane or call upon the aid of an elemental spirit to empower yourself. You gain the following Channel ability options:

Maelstrom Weapon. When you hit a creature with a weapon attack, you may spend a spell slot of any level to deal an extra 2d8 acid, cold, fire, lightning or thunder damage (your choice).

Stone Bulwark. When another creature hits you with an attack, you can expend a spell slot of any level and use your reaction to add a +5 bonus to your AC until the start of your next turn, potentially causing the attack to miss you.

Healing Stream. When you or an ally within 30 feet fails a saving throw, you can spend your reaction and a spell slot of any level to let that creature reroll on that saving throw and gain 1d4+4 temporary hit points, potentially causing them to succeed on it instead. The temporary hit points granted by this feature last until that creature takes a short or long rest.

Extra Attack

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

Inspire Heroism

Beginning at 10th level, you can spend a spell slot of any level and use your War Totem Channel feature to instill courage and resiliency into yourself and your allies as a reaction when you roll initiative. When you do, you and each ally within 30 feet gains a +5 bonus to their initiative score for this combat and have advantage on the next attack roll they make until the start of your next turn. You may use this Channel ability option once per short rest. 

Totemic Crusader

At 14th level, each of your Channel ability options for your War Totem feature improve as you have deepened your connection to the elements. The improvements are listed below:

Windfury Weapon. When you use your Maelstrom Weapon Channel ability during your turn you instead deal 3d8 of the chosen damage type and you can use your bonus action to make one weapon attack immediately afterwards.

Defense of the Ancients. Whenever you use your Stone Bulwark Channel ability, you also gain resistance to all slashing, piercing and bludgeoning damage until the start of your next turn.

Healing Tide. Whenever you use your Healing Stream Channel ability, you can allow a number of creatures up to your Wisdom modifier to reroll their saving throw and gain 2d4+4 temporary hit points instead.

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