Circle of the Grovekeeper

Druids who are of the Circle of the Grovekeeper delve more completely into the ancient rituals and hidden knowledge of plant magic. Grovekeeper druids tend to keep to themselves, becoming rooted in the groves they’ve sworn to protect and defend. They can spend hundreds of years in solitude, becoming one with the land around them.

As a member of this circle, your magic allows you to be a bastion of the wilds – shielding your allies with the might of nature.

Circle of the Grovekeeper Features Druid Level Features 2nd Defender of the Forest, Warding Grove 6th Keeper's Magic 10th Deep Roots 14th Wild Invigoration

Defender of the Forest Starting at 2nd level, you gain the ability to temporarily grow and take on the appearance of a tree, covered with leaves and bark and wrapped in vines, your new form radiates nature's power, forming a magical grove that protects you and your allies near you. Arboreal Guardian. When you use your Wild Shape feature, rather than transforming you may awaken the guardian within you, this form lasts for 10 minutes or until dismissed as a bonus action. Your size becomes Large, unless you were larger

Any speed you have becomes 15 feet, unless your speed was lower.

Your reach increases by 10 feet.

You gain a number of temporary hit points equal your druid level plus your Con modifier immediately. And half your level plus your Con modifier at the start of each of your following turns. Using your trunk-like arms you can use your wisdom instead of strength for your melee attacks, and the damage die for your unarmed strikes becomes a d8. Your melee attack damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Warding Grove. You have learned to weave protective magic through the earth while in your guardian form. As a bonus action you can expend a spell slot and cause plants, roots and magic radiate out from you and form 15-foot radius around you. Creatures of your choice within range gain temporary hit points equal to half of your druid level, rounded up. If you use a spell slot of second level or higher the temporary hit points increases by 1d6 for each slot level above 1st. Additionally the area becomes difficult terrain for any other creatures until the start of your next turn. At 15th level your Warding Grove's radius increases to 30 feet.

Keeper's Magic Starting at 6th level, you can cast many of your druid spells while in guardian form. You may cast up to 2nd level spells in this manner. This increases to 3rd level at level 9, 4th level at level 13, and 5th level at level 17. Additionally your guardian form melee attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Deep Roots Beginning at 10th level you have advantage on saves against any effects that would push, shove, knock prone, teleport or subject you to any other form of involuntary movement. Additionally if a creature you can see within 30 feet is subjected to an effect that would move them against their will, you can use you reaction to give them advantage on the relevant saving throw.