Circle of the Warden

Druids of the Circle of the Warden recognize the beauty of nature as one to be protected and safeguarded. These druids rarely meet, and only do so when there is an immense threat to multiple ecosystems. While most druids utilize spells that control the natural environment around them, wardens are trained in a specific form of melee combat designed to cause as little collateral damage to the earth around them.

Improved Shillelagh When you choose this circle at 2nd level, you learn the shillelagh cantrip. If you already know this cantrip, you may learn a different druid cantrip of your choice. This cantrip doesn't count against your number of cantrips known. Whenever you roll initiative, and aren't surprised, you may immediately cast shillelagh(no action required). Additionally, when you cast shillelagh, you can choose to have the weapon deal bludgeoning, piercing, or slashing damage on a hit, as the weapon magically warps into whatever form you choose.

Blackthorn Armor Also at 2nd level, nature recognizes your commitment to protect it, and strives to protect you in return. As a bonus action, you can expend a use of Wild Shape to wreath yourself in protective thorns. You gain +2 AC, and each time a creature hits you with a melee attack or is involved in a contested Athletics or Acrobatics check with you, that creature takes 1d4 piercing damage. This armor lasts for a number of minutes equal to your druid level, or until you dismiss it as a bonus action. This damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

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

Bramble Whip At 10th level, your magic causes vines to sprout from your weapon, increasing it's striking range. When you cast shillelagh, the weapon gains the reach property. Additionally, when you take the attack action, you can forgo one of those attacks to attempt to ensnare a creature within 30 ft of you. Make a Wisdom(Athletics) check contested by the target's Strength(Athletics) or Dexterity(Acrobatics) check. If you succeed, the target is grappled, and you can choose to pull them up to 20 ft closer to you(no action required).