Druid: Circle of the Warden

by Jober7

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Circle of the Warden

Druids of the Circle of the Warden act as safeguards to the natural wonders of the world. Taking up arms and armour formed from the locations they protect, druids of this circle use both spell and sword to drive back any who might seek to disrupt or imbalance the natural world.

Weapons of the Woodlands

Starting at 2nd level, you gain proficiency with martial weapons. When you finish a long rest, you can choose to summon a Weapon of the Woodlands, which takes the form of any simple or martial weapon that you're proficient with, and appears to be made from purely wood, roots, and stone.

Alternatively, you can chose a magic weapon which you are proficient with at the end of a long rest to become your Weapon of the Woodlands. If you do so, the weapon takes on the appearance of being covered in vines, roots, and leaves.

Whenever you attack with your Weapon of the Woodlands, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. This weapon counts as a Druidic Focus for you.

Armor of the Arbor

At 2nd level, you gain the ability to channel magic to summon a suit of armor made from wood and roots. As a bonus action, you can expend a use of your Wild Shape feature to summon this armor, rather than transforming into a beast form, which grows up and around anything you may be wearing. While wearing this armor, your AC equals 13 + your Wisdom modifier, and you gain temporary hit points equal to twice your level in this class.

This armor lasts for 10 minutes or until you dismiss it as a bonus action.

Nature's Assault

Beginning at 6th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. You may cast a Druid cantrip in place of one of the attacks.

Additionally, your Weapon of the Woodlands counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage if it does not already.

Roots of Ruin

At 10th level, you can expend two uses of Wild Shape at the same time to empower your Armor of the Arbor causing roots to grow around you, hindering your foes and bolstering your defenses. If you do, while your Armor of the Arbor persists you make Constitution saving throws with advantage and while you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.

Nature's Wrath

At 14th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on saving throws it makes against your spells until the end of your next turn.


Credits

Made by: Jober7
Art: Kamahl, Heart of Krosa by Kekai Kotaki
Special Thanks: Team Crow

 

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