A druid circle for Dungeons & Dragons fifth edition by @lair-master.
Druids of the Circle of the Stick speak for the trees and are the tireless defenders of their emerald demesnes. One may be found guarding the bridge to a secret grove, or lashed to a great oak in danger of being felled. They visit civilization only rarely, and always on some sacred quest given by the wood. Stalwart warriors all, these druids are known by the walking stick and shield they carry. Their armor appears to be crafted from a still-living tree–adorned with fleshy tendrils, branches, and toadstools–and may even be home to a tiny beast, such as a squirrel or blue jay. Though some may appear frail or wizened, it is from their devotion to nature itself that they draw strength, rather than from physical might. Wherever growing things are threatened, whenever the rustling leaves whisper for aid, these gallant champions of the forest sally forth.
Shield and Shillelagh
At 2nd level, you learn the shillelagh cantrip. If you already know this cantrip, you learn a different druid cantrip of your choice. The cantrip doesn’t count against your number of cantrips known.
When you cast shillelagh, you can don a shield immediately after the casting as part of the same bonus action.
A Knight in Gnarled Armor
At 2nd level, you can use your action to create and don a suit of gnarled armor. You choose the type of medium armor your gnarled armor is each time you create it. The magic armor is nonmetal and has a rough, bark-like appearance. Whenever you start your turn underwater, your gnarled armor causes you to rise 60 feet toward the surface.
When you cast shillelagh in your gnarled armor, you can expend a use of Wild Shape to gain the following benefits while the spell persists:
You gain 2 temporary hit points immediately and then at the start of each of your turns. When the spell ends, you lose any remaining temporary hit points from this benefit.
Your shillelagh gains the reach property.
You use your choice of your Strength or Wisdom modifier for any Strength (Athletics) check you make in a contest.
While you are wielding a shield, you add your shield’s AC bonus to any Constitution saving throw you make to maintain concentration on a spell when you take damage.
Your gnarled armor withers away upon doffing it or if you die. Once you create your gnarled armor, you can’t create it again until it withers away.
At 6th level, you instead gain 4 temporary hit points from the first benefit, and the number of temporary hit points you gain increases by 2 for every three druid levels above 6th, to a maximum of 12.
Extra Attack
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Roots of the Old Faith
At 10th level, you can’t be disarmed of a wooden weapon or shield unless you are incapacitated. In addition, if you fall prone or an effect moves you against your will along the ground, you can make a DC 10 Constitution saving throw. On a success, you stay on your feet or reduce the distance you are moved by a number of feet equal to or less than your druid level.
And Carry a Big Stick
At 14th level, writhing and verdant wisps of nature magic entwine your body, channeling vitality into everything they touch. You nearly double in size as the tendrils that adorn your gnarled armor, and the armor itself, becomes thick and overgrown. Flowers blossom, leaf buds bloom, branches grow, and birds and butterflies appear from out of nowhere to perch.
When you cast shillelagh in your gnarled armor and expend a use of Wild Shape, you gain the following additional benefits while the spell persists:
You count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift, and whether you can mount, grapple or shove a creature.
Your shillelagh is enlarged, and the weapon’s damage die becomes a d12.