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Circle of the Warden Extra Attack

Starting at 6th level, you can attack twice, instead of once,


Druids of the Circle of the Warden have trained to become whenever you take the Attack action on your turn. Moreover,
protectors of the elder forests and ancient groves of the you can cast one of your cantrips in place of one of those
world. Equal parts warrior and mystic, these druids combine attacks.
their martial skills with the blessings of the trees and plants
they protect, becoming a mighty guardian of the woodlands. Warding Roots
Beginning at 10th level, you can better control the might of
Circle Spells nature's wrath. When you cast a spell that magically creates
At 2nd level, and again when you reach certain Druid levels, or alters plants, such as Entangle or Spike Growth, you can
you gain access to the spells listed in the table below. These designate a number of creatures equal to your Wisdom
spells count as druid spells for you and you always have them modifier (minimum of 1) who can ignore the damage and
prepared, but they don't count against the total number of negative effects (such as difficult terrain or being restrained)
druid spells you prepare each day. of the spell.
Druid Level Circle Spells
In addition, you gain a bonus to any Constitution saving
throw you make to maintain your concentration on a spell.
2nd compelled duel, ensnaring strike The bonus is equal to your Wisdom modifier (minimum of
3rd warding bond, spike growth
+1).
5th speak with plants, plant growth Defender of the Woodlands
At 14th level, while you are in your guardian form you are
7th aura of life, guardian of nature resistant to all bludgeoning, piercing, and slashing damage.
9th tree stride, wrath of nature Additionally, when a creature of your choosing start their turn
within 30 feet of you, that creature also gains the temporary
Arboreal Protector hit points granted by your guardian form.
Starting at 2nd level, as a defender of the woodlands, you've Art Credit: Michele Parisi; michele_parisi on ArtStation
been trained to better prepare and adapt your druidic ways to
face threats to the forests. You gain proficiency in all simple
and martial weapons.
You can use any weapon you are proficient with as a
spellcasting focus for your druid spells.
Guardian Form
Starting at 2nd level, you gain the ability to merge your body
with the natural world and draw strength from the woods. As
a bonus action, you can expend a use of your Wild Shape
feature to assume a guardian form instead of transforming
into a beast.
While in your guardian form, you retain your game
statistics, but your body becomes arboriform, covered with
leaves and a varied flora, armored in hardened bark and
vestured with powerful vines.
While this feature is active, you gain the following benefits:
Your Armor Class can't be less than 16.
You gain 4 temporary hit points at the start of each of your
turns.
You can use your Wisdom modifier, instead of Strength or
Dexterity, for the attack and damage rolls you make with a
weapon while in this form.
You gain a bonus to any Strength check or saving throw
you make equal to your Wisdom modifier (minimum of
+1).
The temporary hit points granted by this feature increases
to 6 at 6th level, 8 at 10th level, and 10 at 14th level. These hit
points fade when your guardian form ends. The form lasts for
10 minutes. It ends early if you dismiss it (no action required),
are incapacitated, die, or use this feature again.

JackTatoo | Circle of the Warden


 
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