Druid
Base Class: Druid

Green Knights stare deeply into the faces of death and life to better understand nature. They see that all life feeds through the death and seeding of plants. The cycle of winter's cull and spring's renewal holds great importance to them, and carnivorous plants have special significance. When a druid performs the first rites of this circle, they are given a personal quest. Yours may be a pilgrimage to a sacred forest, the retrieval of a stolen seed of power, or to slay an undead abuser who refuses to return to nature.

In ancient times, the land lay covered in forest, where from ages long past dwelt the spirits of the gods. In some places still, roam warriors clad in green—legends of emerald and ivy. These oldest of the green knights are said to have decided kings, to become gantlets before heroes and the unworthy, and to be impassible defenders of the cycle of death and life.

Green Thumb

2nd-level Circle of the Green Knight feature

Plants and vegetation understand the meaning of your words, and you gain the ability to understand them when they communicate.

Feasting Bloom

2nd-level Circle of the Green Knight feature

You have a magical bond with plants, and can cause them to grow at your command. As a bonus action you can expend a use of your Wild Shape feature to cause carnivorous plants to bloom in a 15-foot cube centered on a point you can see within 30 feet of you. The plants remain for 1 minute, or until you expend another use of Wild Shape to use this feature again, after which they whither away. Until the plants whither away, you can use a bonus action on each of your turns to cause them to recede then bloom in another point you can see within 30 feet of you.

Your feasting bloom grants you the following benefits:

  • You have half-cover while you are completely within the plants' area.
  • When you deal damage to one or more creatures in the plants' area, you deal additional damage equal to your proficiency bonus. This additional damage can be acid, piercing, or poison damage (you choose).

Extra Attack

6th-level Circle of the Green Knight feature

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, when you take the attack action on your turn, you can give yourself advantage on each attack you make as part of that action. You can do so once, and can't do so again until you finish a long rest, unless you expend a spell slot of 1st-level or higher to do so.

Botanical Body

10th-level Circle of the Green Knight feature

Your physical form metamorphoses to resemble the perseverance of plants. Whenever you expend a spell slot of 1st-level or higher, you regain a number of hit points equal to 3 times the spell slot's level. Additionally, you can reattach a severed body part of yours back in place when you use this feature.

Seeds of Wrath

14th-level Circle of the Green Knight feature

Your fearsomeness grows from the seeds of your wrath. When you expend a use of your Wild Shape feature, roll 1d6. You gain a number of Seeds of Wrath equal to the result, which you keep until you finish a short or long rest. When you take the Attack action, you can expend one Seed of Wrath to make one additional attack as part of that action.

Circle Of The Green Knight Image

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