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## Circle of the Boundary Nature is ever-evolving. Some druids understand that they too must be willing to change if they are to survive, in a new world where fire and steel win the day. Balance must be protected at all costs, and the balance between nature and civilization is just as critical as any other. Espousing neutrality, the Circle of the Boundary understands that both spheres are of equal importance, and that one overtaking the other must be rebuffed with the unified powers of both. #### Manufactured Carapace Starting at second level, you have forsaken your unwillingness to refuse metal armor and may wear it freely. You gain proficiency in heavy armor and martial weapons, and when you use your Wild Shape feature your armor transforms with you. Any armor that you wear becomes barding in the same style and material and retains all properties. In addition, your Wild Shape improves to allow you to use more powerful animal forms. The table below shows the CR of the beasts that you may transform into and at which level. You ignore the maximum CR column of the beast shapes table, but must abide by all other limitations there. | Level | Max CR | |:---:|:-----------:| | 2nd | ½ | | 4th | 1 | | 8th | 2 | | 12th | 3 | | 15th | 4 | #### Trappings of Civilization You have lived among both the scattered peoples of the wild and the heart of civilization. You gain proficiency in Insight, Deception, or Persuasion, and a tool of your choice. #### Warden's Magic Starting at 6th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. You may also cast cantrips and use this feature while you are in Wild Shape, and are able to perform the somatic and verbal components they might have. You may also bring the most powerful creatures of the wild to bear. You may turn into monstrosities as well as beasts when you use your wild shape. #### Industrialist At 10th level, you learn *fabricate,* *stone shape,* and *plant growth.* You may shape metal as well as stone when you use *stone shape.* They are considered druid spells for you, and do not count against your number of spells prepared. #### Verdict of the Unseelie Beginning at 14th level, you can use a bonus action to inflict the most powerful judgements of primal magic. That creature must make a Wisdom saving throw against your spell save DC. If it fails, choose one of the following effects. \columnbreak
**Dulled Swords.** For every successful weapon attack a creature makes, their weapon attacks suffer a cumulative -1 to attack and damage. This deterioration cannot exceed a negative amount greater than your Wisdom modifier. This effect lasts for 1 minute, or until you choose a new target. **Sundered Steel.** For every successful weapon attack made against them, a creature takes an additional +1 damage from all attacks. This bonus cannot exceed your Wisdom modifier. This effect lasts for 1 minute, or until you choose a new target. **Broken Foundations.** For one hour, you can bring the forces of nature to bear against a structure or parts of a structure, which automatically fails its Wisdom saving throw. You may destroy up to five 30-foot cubes of a structure, which may cause it to destabilize and collapse entirely. Regardless of the effect you choose, you may successfully use Verdict of the Unseelie a number of times per long rest equal to your Wisdom modifier. >**Art Credits** > >*Deer Warrior* by José Arias