Circle of Thorns
Druids are above all else preservers and caretakers, sought out to maintain the balance and growth of nature. Despite this, there is one circle born entirely to act as the wilds vengeance for its desecration. Druids who take on the circle of thorns act as nature's ferocity, using the art of war against civilizations that bring ruin to the environment around them.
Weapon of the Wild
Upon taking this druid circle at 2nd level, you can channel nature's wrath into a weapon you hold. You learn the Shillelagh cantrip. It counts as a druid cantrip for you, and it does not count against the number of druid cantrips you know. When casting it, you gain the following benefits.
- You can have any weapon be affected by this spell or be its material component, so long as you are holding it and it contains wood.
- If this weapon is broken or destroyed while under the effect of this spell, it regrows fully repaired from your hand at the start of your next turn. Any previous pieces dissolve into dust.
- The weapon's damage die increases in size upon reaching 5th level (1d10), 11th level (1d12), and 17th level (2d8) in this class.
Aura of Thorns
Also at 2nd level, you can use your druidic powers to protect you and your allies. As a bonus action on your turn, you can cover your allies in magical thorns. You and any friendly creatures within 15 feet of you gain a number of temporary hit points equal to your level in this class.
When a creature with these hit points takes damage, the creature that attacked them takes an amount of psychic damage equal to double the number of temporary hit points the attacked creature lost.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after a long rest. While you have no remaining uses, you can still expend a use of your wildshape feature to gain the benefits of this feature. Doing it in this way gains you no temporary hit points and friendly creatures instead gain a number of temporary hit points equal to half your level in this class.
Extra Attack
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Verdant Protection
At 10th level, your thorns harden your allies defenses, all while ravaging those who strike against them. Creatures with hit points from your Aura of Thorns feature gain a +1 bonus to their Armor Class or saving throws (your choice when using the feature). When a creature with these hit points takes damage, the creature that attacked them has disadvantage on the next saving throw you have them make before the end of their next turn.
Cull the Desecrators
At 14th level, your aura of thorn invigorates your allies when they are hurt. You gain a bonus to damage rolls with your *Shillelagh* weapons equal to your Wisdom modifier (minimum of +1) when attacking creatures that dealt damage to you or friendly creatures within 15 feet of you since the end of your last turn.
Additionally, your concentration on a spell cannot be broken so long as you have temporary hit points.

