Druid
Base Class: Druid

Circle of Wildflowers wip

Flower Salves

When you choose this circle at 2nd level, you gain the ability to make salves out of plants. At 2nd level you can have up to 2 salves at a time from the following list:

  • Rose: Grants the wearer resistance to poison damage for 1 minute
  • Jasmine: Gets rid of the frightened condition
  • Daisy: Gets rid of the poisoned condition
  • Marigold: Heals 1d4 + Wisdom modifier hit points
  • Poppy: Gets rid of the paralyzed condition

In order to use the salve, a player must either use a bonus action if applying it on themself, or an action if applying it on another creature.

The number of salves you can have at a time increases to 3 at level 4, 4 at level 8, 5 at level 12, and 6 at level 16.

Enhanced Druidcraft

Starting at 2nd level, your ability to Druid craft increases. You gain the following abilities on top of the default effects when you cast the spell:

  • You create a flower of your choice in your hands (which can be used to create a flower salve)
  • You create a 5ft. or smaller piece of vine
  • You cause wildflowers to grow. in the 5ft. cube that you occupy
  • You create a signal to help guide bees to nearby flowers

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land — arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark — and consult the associated list of spells.

Once you gain access to a circle spell, 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 Level Spells

3rd

locate animals or plants, spike growth

5th

plant growth, speak with plants

7th

grasping vine, guardian of nature

9th

commune with nature, wrath of nature 

Land’s Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You 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, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Petal Protection

At 10th level, when you are attacked by an enemy you can see who is within 30 feet of you, you may use your reaction to impose disadvantage by conjuring magic, deadly petals. If the attack still deals damage to you, the creature takes slashing damage equal to your Wisdom modifier. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Nature’s Sanctuary

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

Comments

Posts Quoted:
Reply
Clear All Quotes