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Circle of the Sentry

Nature is in a constant state of balance, held together by natural processes, wild spirits, and druids working tirelessly to coordinate the stability. When civilization encroaches on the wilderness, the denizens of the urban world alter the balance. Forests are torn down and replaced by corn fields, deer and rabbits are killed by hunters, and waste is strewn into water sources. When people threaten the natural world, the druids of the Circle of the Sentry take guard.

These druids perform magic that is specifically tuned to debilitate humanoids. By forming bands along civilization, sentries act as a barrier to the wilderness.

Circle of the Sentry Features Druid Level Feature 2nd Sentry Spells, Study the Enemy 6th Watcher of People 10th Ruin Touch 14th Student of Chaos

Sentry Magic Starting at 2nd level, you learn an additional spell when you reach certain levels in this class, as shown in the Sentry Spells table. Once you gain access to a sentry spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. Sentry Spells Druid Level Spell 2nd compelled duel 5th hold person 9th glyph of warding 13th arcane eye 17th dominate person

Study the Enemy Also at 2nd level, you learn techniques to thwart dangerous humanoids from harming the natural world. For each language you know, humanoids that typically speak the language have difficulty shrugging off your spells. While you are concentrating on a spell that causes such a humanoid to make saving throws, they make their first saving throw without any penalties, but have disadvantage with all successive saving throws against the spell. Additionally, you learn one language of your choice.

Watcher of People Beginning at 6th level, humanoids fail to get the drop on you. While traveling at a slow or normal pace, you have advantage with all Wisdom (Perception) checks made to detect humanoids. Also, if you are surprised, you can act normally on your first turn if you cast a spell of 1st-level or higher on a hostile humanoid.

Ruin Touch Starting at 10th level, your touch can return civilization back to nature. As an action on your turn, you can touch an object that is made completely or partially out of metal. If the object is Medium or smaller, you affect the entire object. If the object is Large or larger, you can effect a 5-foot cube of the object. Until the end of your next turn, the object has vulnerability to bludgeoning, piercing, and slashing damage, as well as all damage dealt by your spells. Additionally, you have advantage on all attack rolls that target man made objects and structures.