Druid Subclass: Circle of the Guardian

by Deerteeth

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Circle of the Guardian

Druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will. When the natural world is in grave danger, sometimes a druid will gain the power to channel ancient spirits of nature, becoming a monstrous guardian of the long forgotten forest.

Monstrous Form

When you choose this circle at 2nd level, you gain the ability to become an ancient, monstrous guardian of the deep forest. As a bonus action, you can expend a use of your Wild Shape feature to turn into your Guardian Form. While you are in this form, you gain the following benefits:

• You gain temporary hit points equal to your Wisdom modifier plus twice your Druid level.

• Your AC becomes 10 + your Strength modifier + your Wisdom modifier.

• Your speed becomes 50 feet.

• You are proficient in Intimidation. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

• Your unarmed strikes deal 1d6 damage. You can use Wisdom instead of Strength for the attack and damage rolls of these strikes.

• Your size becomes Large.

Claws of the Ancient Wood

Beginning at 6th level, your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage while you are in your Guardian form. Additionally, when you hit a creature, you can expend a spell slot to deal an additional 1d6 necrotic damage to the target per spell level.

Primeval Scream

At 10th level, you gain the ability to let out a scream that channels the terror and decay of the ancient forests. Each creature of your choice within 120 feet of you that can hear you must succeed on a Wisdom saving throw against your spell save DC or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature, you must finish a short or long rest before you can use it again.

Call the Greenwood

Beginning at 14th level, you can summon the spirits of the woodlands to hinder your enemies. As a bonus action, you can create a flock of spectral crows that circle around you. These crows act on your initiative in combat. You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses on a short or long rest.


Flock of Crows

Medium swarm of tiny beasts


  • Armor Class 12
  • Hit Points 24 (7d8-7)
  • Speed 10 ft, fly 50 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 8 (-1) 3 (-4) 12 (+1) 6 (-2)

  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny crow. The swarm can't regain hit points or gain temporary hit points.


Actions

Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) damage if the swarm has half its hit points or fewer remaining.

 

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