Druid Circle of the

Guardians. (1.3)

Whether they are a noble fey warrior using a flaming emerald sword to protect the spirits of the woods from an onslaught of demons, or an evil witch merely protecting valued assistants by stealthily picking off invaders with corrosive arrows, these Druids are set apart by their ability to intertwine martial skill and more traditional druidic magic. However, where a Ranger may study the martial arts but merely dabbble in witchcraft, these Druids bearly let their study of magic falter at all, despite their martial training.

Blade of the Grove

When you choose this circle at 2nd level, you learn the Shillelagh cantrip, if you do not already know it. Additionally, instead of simply improving a quarterstaff or wand, you can pick one simple or martial weapon which does not have the heavy proporty, and the cantrip will also affect that kind of weapon. You can change this choice whenever you take another level in this class. Additionally, the cantrip works slightly differently when applied to Light weapons, compared to weapons which do not have the Light Proporty.

Light Weapons use your Wisdom Modifier for attack and damage rolls, however, their damage dice does not improve to a d8. Instead, you may apply this version of the Shillelagh cantrip to two Light weapons when you cast the spell, instead of just one.

Weapons which do not have the Light Proporty use your wisdom modifier for attack and damage rolls, and have their damage dice improved to a d8 if it isn't there already. if they have the versatile proporty, that improves to a d10.

Insightful Defense

At 2nd level, your expeience guarding your realm from all manner of invaders has helped you predict their incoming strikes.

While you are not wearing a shield, medium armor or heavy armor, your AC is equal to your armor's base AC + your Dexterity modifier + Half your Wisdom modifier, rounded up.

Lesser Circle Spells

Starting at second level, your studies of intertwining your Craft with martial combat have allowed you to replicate some spells not normally learned by Druids. You add these spells to the list of spells you can prepare, and they count as Druid spells for you, but you must still prepare them as usual.

Circle Spells

Spell Level Spells 1st Shield of Faith, Ensaring Strike 2nd Cordon of Arrows, Magic Weapon 3rd Spirit Guardians, Elemental Weapon 4th Fire Shield, Guardian of Faith

Extra Attack

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

Guardian's Watch

Beginning at 10th level, over the course of a 1-hour ritual (Which counts as Light Activity for the purposes of a Long Rest), you can attune yourself to the area within a radius equal to (your Wisdom Modifier + your Druid Level) x 5, provided no more powerful fey or druids are already attuned to the area. There does not neccesarily need to be a natural presence in the area, but in locations with sparse plant life, the effects of your energy suffusing the land will be far more noticable, and in the most urban of areas, a single potted plant, recieving all of this energy on it's own, might even grow enough to strangle the entire house it's in.

Regardless of this, while you are in an area you are attuned to, you gain the following benefits: