My Documents
Become a Patron!
### Circle of the Boundary Nature never stops evolving. Members of this circle know they must do the same if they are to survive a world of fire and steel. They walk the line between nature and civilization and use the greatest weapons of both to preserve the fragile balance between the two. #### Trappings of Civilization Starting at 2nd level, you forsake the druidic taboo against
metal armor and gain proficiency in heavy armor and martial weapons. When you change your form using Wild Shape or a druid spell, any armor you wear becomes barding for your new form. The armor reverts to its default shape if it is removed from your animal form. You also gain proficiency in one tool of your choice, or in one of the following skills: History, Insight, Deception, or Persuasion. ##### Circle Spells Your connection to the thin line between nature and civilization grants you access to certain spells. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Boundary Spells table. Once you gain access to one of these spells, 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. ##### Circle of the Boundary Spells | Druid Level | Circle Spells | |:---:|:-----------:| | 3rd | *heat metal, magic weapon* | | 5th | *haste, plant growth* | | 7th | *fabricate, guardian of nature
XGE
* | | 9th | *passwall, steel wind strike*
*XGE*
| #### Verdict of the Unseelie At 2nd level all things fall to your jurisdiction. You can use an action and expend a druid spell slot 1st level or higher to curse a creature that you can see within 60 feet of you. The target must make a Wisdom saving throw against your Druid spell save DC. On a failed save, it suffers one of the following effects for 1 minute. If you use a slot of 3rd or 4th level, the effect lasts for up to 8 hours. When you use a slot of 5th level or higher, you can maintain the curse for up to 24 hours. > This content is no longer up-to-date. It exists as part of a larger document, *The Warrior's Codex*, which can be found [here](https://www.gmbinder.com/share/-LTuQ9tRb_ZGFIfKLno4#p24) \columnbreak
You can remove the curse at any time, requiring no action. If you curse a creature when you have already cursed another, the curse on the first creature ends. **Dulled Swords.** Every time the target damages you with an attack, its attacks against you take a cumulative -1 penalty to attack and damage rolls. This penalty cannot exceed a value greater than your Wisdom modifier (a minimum of 1). **Thin the Herd.** Every time the target takes damage from a weapon attack, attacks made against it deal an additional, cumulative +1 bonus to damage. This bonus cannot exceed a value greater than your Wisdom modifier (a minimum of 1). #### Warden's Magic Starting at 6th level, when you use your action to cast a druid spell, you can make one weapon attack as a bonus action. #### #### Hunting Party Starting at 10th level, your mark of death can be used by all creatures, wild and not. Instead of attacks made by you or against you, all creatures benefit from and add to the bonus granted by your Verdict of the Unseelie. #### Shaper of the Balance At 14th level the diverse materials that compose the natural and civilized worlds become one and the same to you. Whenever you cast a druid spell of 1st level or higher that affects wood, vegetation, stone, soil, or metal, it can target or affects any of those materials as it does those listed in the spell. In addition, you can target a nonmagical object that you could create with *fabricate*, and use the spell to disassemble it back into its raw materials.