Druid
Base Class: Druid

Druids of the Circle of Groves find harmony with plant life. These druids recognize that all living things play a role in the natural world, yet they focus on plants that have difficulty defending themselves. 

Grove Keepers, as they are known, see such plants as their charges. They ward off monsters that threaten them, rebuke those who degrade or unreasonably destroy plant life, and prevent civilization from encroaching on hidden nature groves. Many of these druids are happiest far from cities and towns, content to spend their days in the company of plants and the animals of the wilds.

Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.

Circle Spells

Your mystical connection to plants infuses you with the ability to cast certain spells. At 2nd, 3rd, 5th, 7th and 9th level you gain access to circle spells connected to plants.

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

 

         2nd                                                               Thorn Whip, Entangle, Tasha's Caustic Brew

         3rd                                                                       Locate Animals or Plants, Barkskin

         5th                                                                          Plant Growth, Speak with Plants

         7th                                             Grasping Vine, Guardian of Nature(great tree only), Vampiric Touch

         9th                                                                              Cloud Kill, Wrath of Nature

       

Tender of the Grove

You can summon a plant creature pulled from the natural energy around you. As an action, you can expend one use of your Wild Shape feature to summon a Plant Guardian, rather than assuming a beast form.

The plant appears in an unoccupied space of your choice that you can see within 15 feet of you. When you summon it you must choose Vines, Thorns, Poison or Aroma. 

The plant is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Plant Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the plant's appearance. Some plants take the form of a humanoid figure made of gnarled branches, while others look like awakened plants with features from the option chosen while summoning.

In combat, the plant shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the plant can take any action of its choice, not just Dodge.

The plant manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon a plant again, or until you die.

Guardian's Wrath

Starting at 6th level the attacks of you Plant Guardians are now considered magical when overcoming resistances.

In addition, when you cast a spell with a range other than self, the spell can originate from you or your Plant Guardian.

Keeper of the Grove

When you reach 10th level, whenever you use your Tender of the Grove ability you may now choose 2 traits when summoning a Plant Guardian.

Additionally, when you take a short rest under direct sunlight you may add your wisdom modifier to each hit die you expend to determine hit points regained.

Guardian of the Grove

When you reach 14th level, you have the druid grove spell always prepared. Once per long rest you may cast Druid Grove as a 6th level spell using this feature. 

In addition, whenever you would roll to determine the damage or temporary hit points given of an ability or action of the Plant Guardian, roll an additional die of the same when determining the damage or temporary hit points.

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