Druid Circle: Circle of the Warden

by Tintenseher

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Druid Circle: Circle of the Warden

Druids of the Circle of the Warden wield the ferocity of nature both in order to defend it and to contain it. These druids guard the barriers between worlds, summoning blades of stone and transforming into vengeant avatars to protect the material realm from outside influence. Wardens understand that neither civilization nor nature can truly exist alone, and they fight to preserve that harmony.

Circle of the Warden Features
Druid Level Feature
2nd Circle Spells, Fighting Style, Mystic Stoneforging, Primeval Vigil
6th Extra Attack
10th Storm of Stone
14th Planar Harbinger

Circle Spells

Your commitment to the safety of the material realm grants you access to certain spells. At 2nd level, you learn the mold earth cantrip. At 3rd, 5th, 7th, and 9th level, you gain access to the spells listed for that level in the Circle of the 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 Warden Spells
Druid Level Spells
3rd Maximilian's earthen grasp, spider climb
5th magic circle, meld into stone
7th banishment, stone shape
9th dispel evil and good, passwall

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Mystic Stoneforging

When you choose this circle at 2nd level, you learn the secrets of stoneforging, the craft of making equipment from the earth itself. You gain proficiency with mason's tools and smith's tools.

Whenever you finish a long rest, if you have a nearby source of ore or stone, you can shape a stoneforged weapon from it. You can choose the form that this melee weapon takes when you create it. You are proficient with it while you wield it, and you can use it as a spellcasting focus. Whenever you attack with a stoneforged weapon and hit, you can choose to deal bludgeoning damage instead of the weapon's normal damage type.

You can create more than one stoneforged weapon at the end of a long rest, up to a maximum equal to your Wisdom modifier. If you try to exceed your maximum number of stoneforged weapons, an existing one of your choice immediately crumbles, and then the new weapon is created.

You can also imbue your stoneforging with magic from other sources. You can transform one magic weapon into a stoneforged weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can’t affect an artifact or a sentient weapon in this way. The weapon crumbles and loses its magic if you perform the 1-hour ritual on a different weapon.

Starting at 6th level, your stoneforged weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Primeval Vigil

Starting at 2nd level, you learn to magically harness the fury of the wild, provided that you aren't wearing heavy armor.

As a bonus action, you can expend a use of your Wild Shape feature to invoke the Primeval Vigil, rather than transforming into a beast form. It lasts for 1 minute, and ends early if you are incapacitated, if you don heavy armor, or until you use your Wild Shape again. You can also dismiss the Primeval Vigil at any time you choose (no action required).

    When you invoke your Primeval Vigil, you gain temporary hit points equal to your druid level + your Wisdom modifier. While it is active, you gain the following benefits:

  • Difficult terrain doesn't cost you extra movement.
  • The first creature you hit with a weapon attack on your turn has disadvantage on any attack roll that isn’t against you, and you have advantage on opportunity attacks against that creature, until the start of your next turn, or until your vigil ends.
  • When you attack with a stoneforged weapon, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls.
  • While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Extra Attack

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

Storm of Stone

At 10th level, your Primeval Vigil warps the terrain beneath your feet, conjuring an aura of rubble and slag that swirls around you. As an action during your Primeval Vigil, you may fling magical stone shards at a creature you can see within 60 feet of you. The creature must make a Dexterity saving throw against your spell save DC, taking 1d8 fire and 1d8 piercing damage on a failed save or half as much on a success.

Additionally, the ground within 10 feet of you is difficult terrain for enemy creatures during your Primeval Vigil.

Planar Harbinger

Starting at 14th level, when you are reduced to 0 hit points and not killed outright during your Primeval Vigil, you can choose to drop to 1 hit point instead. If you do, your Primeval Vigil immediately ends. If you dropped to 0 hit points due to an attack, effect, or spell originating from a creature that you can see within 30 feet of you, you may use your reaction to cast plane shift against that creature without expending a spell slot or material components.

Once you use this feature, you can’t use it again until you finish a long rest.

Art Credits

Nahiri's Stoneblades by Micah Epstein (© Wizards of the Coast, LLC). Used in good faith.
Nahiri, Storm of Stone by Aleksi Briclot (© Wizards of the Coast, LLC). Used in good faith.
Watercolor stains by flammableconcrete.

By Jonas Tintenseher
 

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