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## Druid Circle At 2nd level, a druid gains the Druid Circle feature. The following is an additional option available to druids, in addition to those offered in the *Player's Handbook* and other books: the Circle of the Wardens. ### Circle of the Wardens The Circle of the Wardens is tasked with the defense of the sanctity of nature. Known as wardens, druids of this circle practice a unique form of martial arts, setting them apart from their contemporaries. On the continent of Lyyth, three different factions of wardens exist: the sand guardians of the Gali Desert, the wood wardens of the Moorewoods, and the white wardens of the continent's furthest northern reaches. #### Circle Spells Your training allows you to cast certain spells. At 2nd level, you learn the *shillelagh* cantrip. If you already know the *shillelagh* cantrip, you instead learn a different druid cantrip of your choice. The cantrip doesn't count against the number of druid cantrips you know. 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 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 Warden Spells
| Druid Level | Circle Spells | |:---:|:-----------| | 3rd | *barkskin*, *zone of truth* | | 5th | *elemental weapon*, *glyph of warding* | | 7th | *death ward*, *freedom of movement* | | 9th | *conjure volley*, *swift quiver* | #### Warden Training Starting at 2nd level, your training has granted you a degree of martial prowess. You gain the following benefits: - When you take the Attack action and attack with a melee weapon held in two hands, you can use a bonus action to make a special melee weapon attack with it. This attack uses the same ability modifier as the primary attack, and deals 1d4 bludgeoning damage. You don't add your ability modifier to the damage of this attack, unless that modifier is negative. - As a bonus action on your turn, you can enter a defensive stance. Until the start of your next turn, you can use your reaction when you are hit by a weapon attack to attempt to block or deflect it. When you do so, the damage you take from the attack is reduced by 1d8 + your druid level. - As a bonus action on your turn, you can leap up to half of your movement speed in any direction. Any opportunity attacks provoked by this movement are made at disadvantage. \columnbreak #### Extra Attack Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. #### Land's Vitality At 10th level, you gain the ability to revitalize yourself through your connection with the land you protect. As an action, you can regain hit points equal to two times your druid level. You must finish a long rest before you can use this feature again. #### Battle Magic At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a druid spell, you can make one weapon attack as a bonus action.