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Circle of the Primeval Guardian

Druids who join the circle of the Primeval Guardian are avowed protectors of the natural world. The druids of this circle can enlarge themselves, their allies, and the natural world to terrifying effect. These Druids’ guardian form grants them the ability to transform into a giant tree-like creature that slowly lumbers through the battlefield striking foes with long branches.

Primeval Guardian Spells

You channel ancient spirits, granting you access to certain spells. At 2nd level, you learn the thorn whip cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Primeval Guardian 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.
Druid LevelSpells
3rdenlarge/reduce, spike growth
5thplant growth, speak with plants
7thgiant insect, grasping vine
9thcommune with nature, wrath of nature

Guardian Form

Starting at 3rd level, when you use your Wild Shape feature, instead of transforming, you can attune to a guardian spirit for a number of hours equal to half your druid level (rounded down).   While you are attuned in this manner, as a bonus action, you can assume a tree-like guardian form, which lasts until you end it as a bonus action, until you are incapacitated, or until you use your Wild Shape again. You undergo the following changes while in your guardian form:
  • Your size becomes Large, unless you were larger.
  • Any speed you have becomes 5 feet, unless the speed was lower.
  • Your reach increases by 5 feet unless your reach was already increased in another way.
  • You are constantly under the effects of the barkskin spell.
  • Once during each of your turns, you can deal an additional 1d8 bludgeoning damage to one creature you hit with a melee weapon attack or a melee spell attack. This damage increases to 2d8 at 10th level.

Resilient Form

At 6th level, you gain a number of temporary hit points at the start of each of your turns while in your guardian form. The number equals half your druid level. When the form ends, you lose any temporary hit points you have from it.   Your hit point maximum and current hit points increase by 2 per druid level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum.

Rooted Defense

Starting at 10th level, while you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.   In addition, you can cast the spike growth spell targeting yourself to turn the difficult terrain around you into spiked ground for the duration of the spell. Your allies can pass through the spiked terrain without being harmed.

Guardian Aura

Starting at 14th level, when any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your druid level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.
DM's Guild: Mordenkainen's Codex of Allies

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