Circle of Might

Strength above all

Druids in this circle find less applicibility in their spells, and more in the weight of a greataxe. Brutish, bulky, and powerful, these druids act as the physical front of nature cults, preservationists, and are commonly found as defenders of small villages that dot the wilds.

Bonus Spells

Starting at 2nd level, you gain additonal spells. You always have these spells prepared, these spells count as druid spells for you even if they usually arent, and they do not count against the number of spells you have prepared

Druid Level Circle Spells 1st Shield, Zephyr Strike 3rd Flame Blade, Enhance Ability 5th Haste, Thunderstep 7th Guardian of Nature, Stoneskin 9th Steel Wind Strike, Wrath of Nature

Guardian's Fortitude

Starting at 2nd level, you gain 2 hitpoints, and gain an additional hitpoint each time you level up.

Bonus Proficiencies

Starting at 2nd level, you gain proficiency in martial weapons and heavy armor.

Arms of Ironwood

Druids refuse to use metal weapons, but those trained in this circle have a secret ritual that allows them to bypass this restriction.

Starting at 2nd level, when you finish a long rest, you can perform a special ritual with a simple or martial weapon, or a set of metal armor. This ritual consumes the weapon, along with rare herbs and incense, the cost of which is half the cost of the weapon or armor being sacrificed. Once the ritual has been completed, the weapon or armor is destroyed and it is added to your arms of ironwood arsenal. As an action, you can conjure any weapon or set of armor that you have in your arsenal, a weapon you conjure is placed into your hands and a set of armor is conjured directly onto your body. These armaments are completely made of a magical wood called ironwood, and their stats are identical to those of their original forms. If you sacrifice a magical weapon or set of armor, it retains all of its bonuses and features when you conjure it in this way. Your arsenal can include a number of weapons or sets of armor equal to your wisdom modifier, and if you wish to add a new one you must remove another. If a weapon is removed from your arsenal it is destroyed.

Nature's Combatant

Starting at 6th level, whenever you take the attack action on your turn, you can make two attacks instead of one. Additionally, you may replace one of these attacks with a cantrip that has a casting time of one action. If you do, you cannot take reactions until the start of your next turn.

Primal Warrior

Starting at 10th level, as a bonus action on your turn you may expend 2 uses of your wild shape to harden your body and adopt a feature of nature's strongest creatures. For 10 minutes, you gain resistence to fire, cold, acid, thunder and lightning damage, your speed increases by 10ft, and you gain temporary hitpoints equal to your wisdom modifier plus your druid level. Finally, choose one of the following benefits.

Bear's Claws. Your hands grow massive, bearlike claws. Your unarmed strikes deal 1d8 slashing damage, count as magical for the purposes of overcoming resistence and immunity to nonmagical damage, and you have a +1 to attack and damage rolls with them.

Roc's Wings. You sprout massive wings and gain a fly speed of 60ft.

Eagle's Precision. Your eyes magically alter to that of an eagle. You have advantage on the first melee weapon attack you make on each of your turns, and you have advantage on perception checks that rely on sight.

Shark's Fins. You sprout fins from your arms and legs and gain a swim speed of 40ft, can breathe underwater, and suffer no adverse affects for underwater combat.

As an action your turn,

Avatar of Nature

Starting at 14th level, you are capable of wielding the elements as weapons and use this to enhance your primal warrior feature. When you use your primal warrior feature, you can cast one of the following spells without expending a spell slot. Investure of wind, Investure of ice, Investure of Fire, or Investure of stone. This version of the spell is special, it does not require concentration and ends when your primal warrior feature ends.

Once you have used this ability you cannot do so again until you finish a long rest.

Credits

Many of the abilities were taken from or inspired by u/yolo_zombie's Circle of Thorns, so be sure to check out his original draft of the abilities.