TEXT:  
  Wardens of Neverwinter ~1~ 
   
   
  
   
  Wardens of Neverwinter ~2~ 
   
   
  TABLE OF CONTENTS 
  Table of Contents 
   
   
   
  2 
  Credits 
   
   
   
   
  2 
  Map Of The Sword Coast 
   
   
  3 
  Introduction  
   
   
   
  4 
  Background 
   
   
   
  4 
  The Druids of Neverwinter  
   
  4 
  The Ring of Swords Circle  
   
  5 
  My Other Works 
   
   
   
  8 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon 
  ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are 
  trademarks 
  of 
  Wizards 
  of 
  the 
  Coast 
  in 
  the 
  USA 
  and 
  other 
  countries. 
   
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used 
  with 
  permission 
  under 
  the 
  Community 
  Content 
  Agreement 
  for 
  Dungeon 
  Masters 
  Guild. 
   
  All other original material in this work is copyright 2021 by Carl Vandal and published under the Community 
  Content Agreement for Dungeon Masters Guild.  
  CREDITS 
  Designer: Carl Vandal 
  Editor: Carl Vandal 
  Cover Art: Pixabay.com, “Forgotten Realms” logo 
  by Gordon McAlpin 
  Internal Art: Carl Vandal, Pixabay.com 
  Playtesters: Clive Hill, Mike Hill, Mark Enser, Zoe 
  Enser, James Handscombe, Andrew Moore 
  ABOUT THE AUTHOR: 
  Carl Vandal has been playing Dungeons & Dragons 
  and other TTRPGs for over forty years. He enjoys 
  playing and DMing and tries to create the 
  scenarios he would like to play in himself. 
  Carl lives in the United Kingdom, with his family 
  This, and other works, can be found on 
  www.DMsGuild.com 
  
   
  Wardens of Neverwinter ~3~ 
   
   
  
   
  Wardens of Neverwinter ~4~ 
   
   
  INTRODUCTION 
  “Druids of Neverwinter” provides details regarding a 
  new Druid Circle that can be used in your campaign. 
  Although designed for use in the Forgotten Realms, the 
  Ring of Swords  can be used in any campaign setting. 
  BACKGROUND 
  The Neverwinter Wood stretches from Luskan, in the 
  north, to the Triboar Trail, in the south. It stretches 
  from the coast of the Sea of Swords in the west to the 
  Star-Metal Hills in the east. 
  The wood seems to have a magical quality about it, or 
  at least an air of mystical secrecy. Neverwinter Wood 
  holds countless ruins and more than a few crumbling 
  castles. 
  The forest was originally called Llewyrrwood by the 
  elves of the region, and it came to be a colony for those 
  fair folk of Illefarn.  
  After the Spellplague of 1385 DR, Neverwinter Wood 
  experienced a mass migration of fey from the Feywild. 
  Elves and eladrin were also drawn to the woods in 
  large numbers. 
  The always-warm Neverwinter River, which flows out 
  of the wood, has its source deep beneath Mount 
  Hotenow, an active volcano in the northern reaches of 
  the forest. 
  The volcano last erupted in 1441DR. Lava pouring 
  down from the mountain burned a wide swath through 
  Neverwinter Wood, destroying everything it touched. 
  New trees have begun to grow where the ancient ones 
  once stood, though the effect of the catastrophe is still 
  plain for all to see. 
  THE DRUIDS OF NEVERWINTER 
  By 1490DR, there are four druid circles that operate 
  within the Neverwinter Woods. 
  Operating near the city of Neverwinter, “The Watchers 
  of the Wood” is dedicated to preventing its spread. 
  “Herrevan’s Seven”, in the southeast, is a secretive 
  group bent on “gardening” a particular long-
  abandoned, collapsed dwarven mine into a rich local 
  sylvan habitat  
  Dundar Herrevan secretly supplies several herbalists 
  in Neverwinter, but they are sworn to give a false tale 
  as to the source of their herbs. 
  The third circle, at the north-eastern most end of the 
  wood, is “The Ghost Ring”, the undead remains of 
  druids who still meet in a glade they were guarding, 
  long after being slain by the Twisted Rune. 
  The fourth circle is “The Ring of Swords”, and is the 
  oldest circle that exists within the confines of the 
  Woods. 
  Members of the Ring of Swords learn everything they 
  can about the Neverwinter Woods, its secret paths, its 
  flora and fauna, and its hidden locations. They 
  develop a mystical connection with the Woods which 
  they use in battle, making them deadly opponents.  
  They use their incredible abilities to ensure the 
  continuation of the woods and sustaining the balance 
  of nature within them. Members of the Ring of 
  Swords can be found in cities, towns, and villages 
  anywhere near the woods. They can be encountered 
  within the Woods, doing everything within their 
  power to drive out the hobgoblins, gnolls, and 
  bugbears that endanger the Woods. The members of 
  the Ring of Swords work, tirelessly, to protect the 
  ancient sites that are to be found within the 
  boundaries of the forest, and to guard the crossing to 
  the Feywild that is hidden deep within the 
  Neverwinter Woods. 
  
   
  Wardens of Neverwinter ~5~ 
   
   
  RING OF SWORDS CIRCLE 
  Blessing of the Woods 
  At 2nd level, the Druid becomes imbued with the 
  blessings of the Neverwinter Woods. They are a font of 
  energy that offers respite from injuries. They have a 
  pool of mystical energy represented by a number of 
  d6s equal to their druid level. 
  As a bonus action, they can choose one creature they 
  can see within 120 feet of them and spend a number of 
  those dice equal to half their druid level or less. Roll 
  the spent dice and add them together. The target 
  regains a number of hit points equal to the total. The 
  target also gains 1 temporary hit point per die spent. 
  The Druid regains all expended dice when they finish a 
  long rest. 
  Companion of the Woods 
  The Druid gains the ability to summon a spirit that 
  assumes an animal form: as an action, they can 
  expend a use of their Wild Shape feature to cast 
  the find familiar spell, without material components. 
  When they cast the spell in this way, the familiar is a 
  fey instead of a beast, and the familiar disappears 
  after a number of hours equal to half their druid level. 
  Enhanced Wild Shape 
  Starting at 2nd level, the members of the Ring of 
  Swords gain the ability to use Wild Shape on their 
  turn as a bonus action, rather than as an action. 
  Additionally, while they are transformed by Wild 
  Shape, they can use a bonus action to expend one 
  spell slot to regain 1d6 hit points per level of the spell 
  slot expended. 
  The rites of the Ring of Swords circle grant the Druid 
  the ability to transform into more dangerous animal 
  forms. Starting at 2nd level, they can use their Wild 
  Shape to transform into a beast with a challenge 
  rating as high as 1 (they ignore the Max. CR column of 
  
   
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  the Beast Shapes table but must abide by the other 
  limitations there). 
  Starting at 6th level, they can transform into a beast 
  with a challenge rating as high as their druid level 
  divided by 4, rounded up. 
  Additionally, at 8th level, the Druid’s attacks in beast 
  form count as magical for the purpose of overcoming 
  resistance and immunity to nonmagical attacks and 
  damage.  
  The Druid can use this feature twice. They regain 
  expended uses when they finish a short or long rest. 
  The Druid can stay in a beast shape for a number of 
  hours equal to half their druid level (rounded down). 
  They then revert to their normal form unless they 
  expend another use of this feature. The Druid can 
  revert to their normal form earlier by using a bonus 
  action on their turn. They automatically revert if they 
  fall unconscious, drop to 0 hit points, or die. 
  While the Druid is transformed, the following rules 
  apply: 
  • 
  The Druid’s game statistics are replaced by the 
  statistics of the beast, but they retain their 
  alignment, personality, and Intelligence, Wisdom, 
  and Charisma scores. The Druid also retains all of 
  their skill and saving throw proficiencies, in 
  addition to gaining those of the creature. If the 
  creature has the same proficiency as the Druid 
  and the bonus in its stat block is higher than 
  theirs, use the creature’s bonus instead of theirs. 
  If the creature has any legendary or lair actions, 
  the Druid can’t use them. 
  • 
  When the Druid transforms, they assume the 
  beast’s hit points and Hit Dice. When they revert 
  to their normal form, they return to the number 
  of hit points they had before they transformed. 
  However, if the Druid reverts as a result of 
  dropping to 0 hit points, any excess damage 
  carries over to their normal form. For example, if 
  the Druid takes 10 damage in animal form and 
  has only 1 hit point left, they revert and take 9 
  damage. As long as the excess damage doesn’t 
  reduce their normal form to 0 hit points, they 
  aren’t knocked unconscious. 
  • 
  The Druid can’t cast spells, and their ability to 
  speak or take any action that requires hands is 
  limited to the capabilities of their beast form. 
  Transforming doesn’t break their concentration 
  on a spell they’ve already cast, however, or 
  prevent them from taking actions that are part of 
  a spell, such as call lightning, that they’ve already 
  
   
  Wardens of Neverwinter ~7~ 
   
   
  cast. 
  • 
  The Druid retains the benefit of any features from 
  their class, race, or other source and can use them 
  if the new form is physically capable of doing so. 
  However, they can’t use any of their special senses, 
  such as darkvision, unless their new form also has 
  that sense. 
  • 
  The Druid chooses whether their equipment falls to 
  the ground in their space, merges into their new 
  form, or is worn by it. Worn equipment functions 
  as normal, but the DM decides whether it is 
  practical for the new form to wear a piece of 
  equipment, based on the creature’s shape and size. 
  The Druids equipment doesn’t change size or shape 
  to match the new form, and any equipment that the 
  new form can’t wear must either fall to the ground 
  or merge with it. Equipment that merges with the 
  form has no effect until the Druid leaves the form 
  Forest Walk 
  Starting at 6th level, moving through nonmagical 
  difficult terrain costs the Druid no extra movement. 
  They can also pass through nonmagical plants without 
  being slowed by them and without taking damage from 
  them if they have thorns, spines, or a similar hazard. 
  In addition, the Druid has advantage on saving throws 
  against 
  plants 
  that 
  are 
  magically 
  created 
  or 
  manipulated to impede movement, such those created 
  by the entangle spell. 
  Neverwinter Summoner 
  Starting at 6th level, beasts and fey that the 
  Druid conjure are more resilient than normal. 
  Any beast, or fey, summoned, or created, by a 
  spell that the Druid casts gains the following 
  benefits: 
  • 
  The creature appears with more hit points 
  than normal: 1 extra hit point per Hit Die it 
  has. 
  • 
  The damage from its natural weapons is 
  considered magical for the purpose of 
  overcoming immunity and resistance to 
  nonmagical attacks and damage. 
  Paths of Neverwinter Woods 
  Starting at 10th level, the Druid can use the hidden, 
  magical pathways that exist with the Neverwinter 
  Woods to traverse space in the blink of an eye. As a 
  bonus action on the Druid’s turn, they can teleport up 
  to 60 feet to an unoccupied space they can see.  
  The Druid can use this feature a number of times 
  equal to their Wisdom modifier (minimum of once), 
  and they regain all expended uses of it when they 
  finish a long rest. 
  Spirit of Neverwinter Woods 
  Starting at 14th level, the spirits of the Neverwinter 
  Woods protect the life of the Druid when they are 
  their most defenseless. The bond with the Woods can 
  save the Druid from death. 
  If the Druid is within 120 feet of any foliage when 
  they are reduced to 0 hit points, and thereby 
  fall unconscious, they can cause the tree to wither 
  and die as it sacrifices its life for them. The Druid then 
  regains half of their hit points and immediately rise to 
  their feet. 
  Once the Druid uses this feature, they can’t use it 
  again until they have atoned for the death of the 
  foliage. This requires that they complete a minor 
  quest set by the other members of the Ring of 
  Swords. 
  This 
  quest must 
  involve 
  the 
  Druid 
  championing the forest in some manner, either 
  eliminating a potential threat or cleansing a sacred 
  grove, for example. Having completed this task, the 
  ability then becomes available after completing a long 
  rest. 
  
   
  Wardens of Neverwinter ~8~ 
   
   
  MY WORKS 
   
  
   
  Wardens of Neverwinter ~9~ 
   
   
   
  
   
  Wardens of Neverwinter ~10~ 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Subclasses/Druid/Druids of Neverwinter.pdf