Circle of the Guardians

While most of the Ironwood's guardians are the Wood Elves born within its canopy, occassionally an individual foreign to the forest is chosen to protect its lands and serve as its emissary to the outside world. The guardians are a communal group, and the success of individual is as important as the success of the whole. As a guardian of the ironwood, you are tasked with its defense, and if you are ever called upon to assist against aggression against the forest, it is your sworn duty to respond in haste. Such a person is gifted with healing magics, and an intrinsic connection to the plant life of Esai.

Ironwood Armor

Your skin takes on a faint purple and green tinge as barely visible plates of bark and sinew grow under your skin to form a natural defense from harm. While you are not wearing armor, your AC equals 10 + your Dexterity Modifier + your Wisdom Modifier.

Shared Spirit

As you learn to master your wildshaping abilities, you gain the power to share this power with your companions. At 2nd level, as an action, you can expend one use of your Wild Shape. If you do, a creature you can see within 30 feet of you gain temporary hit points equal to the 5 * your Druid Level. Once you use this feature, you cannot use it again until you finish a short or long rest.

Tempered Ward

At 6th level, when another creature you can see makes a saving throw from an effect you can see or hear, you can use your reaction to expend a spell slot. The effect on that creature is determined by the level of the spell slot. You can use this ability after you see the roll for the throw, but before you know the result.

  • 1st: Using the original roll, you may use your own modifiers and proficiencies instead of the targetted creature. The creature is still the target of the spell.
  • 2nd: Add your wisdom modifier to the saving throw.
  • 3rd: Reroll the the saving throw. You must use the second roll

Once you use this feature, you cannot use it again until you finish a short or long rest.

Wodea's Blessing

You are attuned with the forests of the world, even if it is not the great Ironwood. At 10th level, you cannot become lost while travelling through a wooded area, nor are you able to be tracked through a forest by non magical means. In addition, you can cast tree stride once per long rest without using a spell slot.

Steelskin

At 14th level, you stand as mighty and strong as the ironwood trees, and share in their resillience. You gain the following bonuses while not in contact with any metal objects or armor: You are immune to poison and disease, and resistant to bludgeoning, piercing, and slashing damage from nonmagical sources.