Circle of Reclamation

Druids of the Circle of Reclamation understand the difficulty in drawing a line between that which is natural and that which is crafted. All materials come from the land, and, with time, return to it. Reclaimers, as they are sometimes known, fight to preserve that cycle. In doing so, they often take up the armaments of society, reclaiming them for nature in their own way.

While other druids might shun armor or weapons made of metal as a product of artifice, Reclaimers see that metal, too, is derived from the land, and can likewise be coaxed back into it. One might see Reclaimers fighting with rusted swords or lichen-covered breastplates, strangely retaining their structure and function despite their seeming decay.

Bonus Proficiency

When you choose this circle at 2nd level, you gain proficiency with martial weapons and your choice of leatherworker's tools, weaver's tools, or woodcarver's tools.

Reclaimed Armor

Also at 2nd level, you gain the ability to create Reclaimed Armor as an extension of your druidic prowess. At the end of a long rest, you touch a suit of armor with which you are proficient and magically transform it into your Reclaimed Armor.

While you wear your Reclaimed Armor, you gain the following benefits:

It provides an AC equal to 10 + your Constitution modifier + your Wisdom modifier, unless the transformed armor would already provide a higher AC.

You can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls of weapons with which you are proficient.

When you take damage, you can use your reaction to have your armor absorb the damage, reducing it by three times your druid level. Once you use this feature, the armor reverts to its normal form, and you gain none of the benefits of your Reclaimed Armor until you recreate it during a long rest.

The Role of Reclaimed Armor As you create your Circle of the Guardian druid, think about what happens to your reclaimed armor when you create it. Consider where your character comes from, and what environmental features they might invite into their armor. Consider how plants, animals, and fungi reclaim person-made structures and objects, then apply that to your own gear. Perhaps hides become mossy or barklike, growing wooden extensions that wrap around your head, shoulders, and calves to form a helmet, pauldrons and greaves. Perhaps leathers grow shelf mushrooms or chitinous plates, which seem to shift around you to deflect blows and guide your strikes. Perhaps vines sprout from between the scales of scale mail, wrapping down your arms and spiraling along your weapon. Use this description to help narrate how your reclaimed armor aids you in battle!

Extra Attack

Starting at 6th level, you can attack twice, instead of once, when you take the attack action on your turn.

Entangling Strike

Starting at 10th level, when you hit a creature with a melee attack, you can cause vines, mushrooms, or other elements to wrap around the target. The creature must make a Strength saving throw against your spell save DC or be restrained. At the end of each of its turns, it can repeat the save, freeing itself on a success. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain expended uses when you finish a long rest.

Armor of Thorns

Starting at 14th level, while you are wearing your Reclaimed Armor and a creature hits you with a melee attack, it takes piercing damage equal to your Wisdom modifier.















































































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Image Credit: Wizards of the Coast