Manufactured Carapace
Starting at 2nd level, you forsake the druidic taboo against metal armor and gain proficiency in heavy armor and martial weapons. When you transform using Wild Shape any armor you wear becomes barding for your animal form, which gives the same Armor Class. Your Wild Shape allows you to become a beast with a CR as high as 1/4 your druid level, though must abide by the other limitations on the Wild Shape table. Finally, you gain proficiency in one tool of your choice and in one of Insight, Deception, or Persuasion.
Circle Spells
You gain the spells below, at the level listed on the table. They are always prepared, and do not count against the number of spells you have prepared. If they do not appear on the druid spell list, they are considered druid spells for you.
Druid Level |
Circle Spells |
3rd |
blur, magic weapon |
5th |
haste, plant growth |
7th |
guardian of nature, stone shape |
9th |
passwall, steel wind strike |
Verdict of the Unseelie
At 2nd level all things fall to your jurisdiction. You can use an action and expend a druid spell slot of first level or higher to create one of the effects below. If the effect requires a saving throw, it uses your druid spell save DC.
Breached Foundations. For one hour you bring the forces of decay upon buildings and edifices. You target up to five 30-foot cubes of a structure, which destabilize and collapse, or become overgrown by vegetation.
Clear the Brush. Nonmagical plants in a 60 ft. radius around you wither, die, and rot away over the course of 1 minute. You can dispel magically-grown plants, such as those created by entangle or spike growth, as an action.
Dulled Swords. One creature you can see within 60 feet of you must make a Constitution saving throw. If it fails, every time it deals damage its attacks take a cumulative −1 penalty to attack and damage roll. This penalty cannot exceed a value greater than your Wisdom modifier and lasts for 1 minute.
Claws of Iron. For the next hour, your weapon attacks in humanoid and Wild Shape forms gain a +1 bonus to hit and damage, and are considered magical for the purposes of overcoming damage resistance.
Thin the Herd. One creature you can see within 60 feet of you must make a Wisdom saving throw. If it fails, every successful weapon attack made against it deals a cumulative +1 damage. This bonus cannot exceed your Wisdom modifier, and lasts for 1 minute.
Warden's Magic
Starting at 6th level, when you use your action to cast a druid cantrip, you can make one weapon attack as a bonus action. You can cast druid cantrips and use this feature in Wild Shape, and can perform the verbal and somatic components of cantrips in animal form.
Apex Predator
At 10th level, when you choose a foe to stalk, their doom is inevitable. When you target a creature with Thin the Herd or Dulled Swords, it is cursed by you whether it succeeds or fails its saving throw. A creature you have cursed has disadvantage on saving throws against your spells, or on attack rolls against you, for 1 hour.
Shaper of the Balance
At 14th level diverse materials become one and the same to you. Whenever you cast a spell that affects wood, vegetation, stone, soil, or metal, it affects any of those materials instead of those listed in the spell.
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