Druid
Base Class: Druid

A never ending procession of malevolent and greedy forces seek to abuse and exploit the bounties of nature. The more spineless among them can be turn away simply with persuasion and warding. The stronger ones however, require a more forceful dissuasion. You are a grove warden, a vigilant protector of nature and all of its helpless and innocent inhabitants. Sometimes it becomes necessary to resort to more forceful means in order to protect, and because of that nature has bestowed you with the power and strength needed to fulfill that duty.

Incorrectly Required Feature

This website requires homebrew druid subclasses to have a level 3 feature in order to publish, even though that isn't a universal druid subclass feature level. This feature is hidden on both the character builder and character sheet.

Circle Spell

Beginning at 2nd level, your solemn charge to safeguard the bounties of nature warrants training with more combative magic than you would normally be exposed to. This training will grant you access to some spells when you reach certain levels in this class, as shown on the Circle of the Grove Warden Spells table.

Once you gain access to one of these spells, 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 Grove Warden Spells
DRUID LEVEL SPELLS
2nd shillelagh, zephyr strike
3rd enlarge/reduce, misty step
5th erupting earth, haste
7th fire shield, guardian of nature
9th steel wind strike, wrath of nature

Grove Warden

Beginning at 2nd level, you learn how to call forth the primal forces of nature to bolster and defend you in battle. As a bonus action, you can expend a use of your Wild Shape to invoke the forces of nature to become a Grove Warden. The appearance of a Grove Warden can vary greatly. Vines, moss, and foliage could begin to surround your form, or perhaps flickers of elemental force dance around you. No matter your chosen appearance, your abilities are the same. The Grove Warden invocation lasts for 10 min, or until you are incapacitated or die.

While you are a Grove Warden, you gain the following benefits:

  • Any weapon you wield automatically has the spell Shillelagh cast on it, regardless of what the weapon is. You may choose to disable this effect as a free action on your turn.
  • You can use a weapon that has Shillelagh cast on it as a druid focus for your spells.
  • When you cast a spell that requires concentration, and at the start of each of your turns that you continue to concentrate on it, you gain a number of temporary hit points equal to 1+ the level of the spell.
  • You are immune to all damage and negative effects (such as difficult terrain) caused by druid spells you cast. If your spells cause new hazards to arise, you are not immune to those (starting a house fire with your spells for instance).
  • If you lose concentration of a druid spell it does not end immediately. Beginning at the start of your next turn, the spell remains active and under your control for a number of rounds equal to half your proficiency bonus (rounded down). This effect only works on spells of 6th-level and lower and does not work on Conjuration spells.

Extra Attack

At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, you can choose to cast a cantrip in place of one of those attacks.

Weave Boon

While spells are being cast, not all of the energy gathered is properly channeled into the desired effect. Starting at 10th level, with your deep understanding of the primal forces of nature, you've developed a way to absorb that wasted energy into yourself. Once inside you, you're able to redirect that power into an assortment of new effects. When you cast a druid spell of 1st-level or higher, you gain one effect of your choice. These effects become even more potent if the spell that was cast requires concentration.

  • Wrath- Your melee and spell attacks deal an extra 1d4 damage of the attack's damage type. If the spell you cast deals damage, you can instead change the damage from this ability to that spell's damage type. When you hit a creature with an attack roll you can choose to stop concentrating on your spell to empower the attack. If you do, the attack will deal an extra 1d6 damage per level of the spell ended.
  • Protection- One saving throw of your choice is increased by half your proficiency (rounded down). As a reaction when you are hit by an attack or fail a saving throw, you can choose to stop concentrating on your spell to bolster your defense. If you do, you can add 1d4 to your saving throw or AC for this attack or effect.
  • Guidance- You can add 1d4 to any skill check you make with a proficient skill. When you attempt a skill check, you can choose to stop concentrating on your spell to heighten your skills. If you do, rather than rolling you automatically roll a 10

You maintain the benefits of the effect until the start of your next turn. If the spell requires concentration, you maintain the benefits until the spell ends. You can use the activated portions of these effects a number of times equal to your proficiency bonus. You regain all expended uses after completing a long rest.

At 14th level, if you have Grove Warden active, all of the effects gain a bonus equal to the level of the spell cast (maximum of 5).

Veil of Concentration

At 14th level, with the saturated druidic energy that emanates from your Grove Warden form, your conscious control of spells seems to linger momentarily. That moment is just long enough to enable you to cease control again. While your Grove Warden form is active, if you lose concentration on a spell of 6th-level or lower (that is a Conjuration spell), then at the start of your next turn you can choose to immediately regain concentration on that spell. The spell's duration is uninterrupted by this lapse in concentration. You can use this ability for free once per activation of Grove Warden. Alternatively, you can expend a spell slot that is equal to or higher than the level of the spell to activate this ability.

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