Circle of the Axe Circle of the Axe druids know that for something to flourish, sometimes something else must be cut away. Trim a rose for more to bloom, cut away the vine so the tree can live, cut down the destroyer so that peace can reign.

Druid's Axe At 2nd level you learn the shillelagh cantrip, which doesnt count against your cantrips known, and when you cast it the weapon changes. It may cause a black obsidian shard axe to form, or a leaf to harden into an axehead, or simply form a blade of crackling energy. Regardless, it also gains the following properties: it counts as a druidic focus, its damage type changes to slashing as magic forms a razor sharp axehead upon it, and when you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + half your druid level (minimum of 1 temporary hit point). The spell also lasts until your next long rest.

Feller's Frenzy You can enter a hewing, cleaving frenzy, swinging your axe in rainbow arcs to chop at your foes. Starting at 2nd level, you can use a bonus action to expend one use of Wildshape to enter the Feller's Frenzy, which lasts for 1 minute. It ends early if you are incapacitated, or if you have not made a melee weapon attack by the end of your turn, not counting the turn you cast it. You can also dismiss the Frenzy at any time you choose (no action required). While your Feller's Frenzy is active, you gain the following benefits: • You gain advantage on Constitution saving throws made to keep concentration. • Your climbing speed increases by 10 feet. • You have advantage on Strength (Athletics) checks. • You gain a +1 bonus to your AC.

Double-Bit Axe Your axe cuts both ways. Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, when you are in your Feller's Frenzy and you reduce a creature to 0 hit points, you can use your reaction to make a melee weeapon attack against a creature within 5 feet of you.

Raze to Restore Ending something can be just the thing to make something else flourish. You can even turn the ultimate end into fervent life, saving the energy of destruction to turn it into overflowing life. Starting at level 10, when you lose concentration, or when you cause a creature to lose concentration, choose a creature you can see within 30 feet of you. That creature heals 1d8 + your Wisdom modifier. You can use this ability a number of times equal to your Wisdom modifier, regaining all uses on a long rest. Additionally, when you reduce a creature to 0 hit points you can use your reaction cast plant growth without expending a spell slot. This use counts as if you had cast the spell as an action, and as if you had spent 8 hours casting it as well. Once you use this ability you cannot use it again until you finish a short rest.