Base Class: Druid
The Firbolg woman raised her shaggy head, shaking leaves and dirt away. He eyes were kind and gentle as she gazed upon the group of young men standing at the edge of the clearing. Slowly, softly, she regarded them, "I suggest that you boys take those axes and saws and find yourselve s different glade. This one won't take kindly to being harmed. I don't want to see you get hurt." "Best get out of our way you cow-faced tree-lover." replied one of the burly lumberjacks, raising his large axe. The Firbolg sighed, "The trees knew you would be coming, but youhave walked too deep, and I'm afraid, if you act now, you'll never leave these woods". The man took a step forward and as he did, a branch reached out of the canopy and tore his head from his body. The Firbolgs face, saddened, began to harden into bark as tshe stepped towards the lumberjacks.
The wood elf woman laughed as she swung from branch to branch through the trees, vines whipping from her hands and latching onto the branches which curled and curved to give her more purchase. She came to a cliff, and with a whoop of joy she swung out from the trees, into the open air. Falling, falling, falling down the massive cliff face before she turned swiftly into a hawk and soared on an updraft into the sky.
The old Tortle, his shell covered in a layer of dirt, with flowers and weeds growing from it, kneeled before the dirty urchins. From his hand a flower grew rapidly, which he gave to the small girl. He thanked her for her help, and wandered over to the docks where she saw the assassin dive beneath the waves, and sat with his feet in the water. As he concentrated, the sea grasses and weeds heard his magical call and grew and grew out of the water, curling up his body. As he sat they showed him images of the assassin swimming beneath the docks, his face covered in a bubble of air, the grasses spoke to each other and he followed their memories to a crack in the cliff face where the assassin swam inside and did not re-emerge.
The Shifting WIlds is the last remenant of true natural magics in all of Valarun. As such, the concentrated magics birth beings who are deeply and wildly connected to the natural magics of the woods themselves. The Druids of the Shifting Wood embody the wilds themselves and walk with the tree's awakening the natural magics around them to fight off those who would dare to sunder the trees.
Vine Lash and Swing
When you join this circle at the second level, you become trained in moving swiftly through the sacred woods using magically conjured vines.
You know the Thorn Whip cantrip and you may use this cantrip as a bonus action.
Whenever, you use this cantrip you can make the melee spell attack on a creature or an object or terrain. If you hit an object or terrain that is fixed or secured (balcony, branch, etc.) you may instead move yourself 10 ft. toward the object. If you pull yourself 10 ft. in the air you may swing in a straight line up to your movement, using the object or terrain as an anchor. The anchor point cannot exceed the range of the spell or else you fall.
If you use this to travel through a wooded area, you have advantage on attack rolls to swing from tree's and branches. When you travel in this way you are not effected by difficult terrain.
Flora Form
At 2nd levelAs a bonus action, you can expend a use of your Wild Shape feature to take on a Flora form, rather than transforming into a beast.
While in your Flora form, you retain your game statistics, but your body takes on treant-like features; your skin and muscles appear barklike, and vines and flowers grow and bloom across your form. While in this form you gain advantage on stealth checks in wooded areas or to blend in with trees and plants. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.
Whenever you assume your Flora form, choose which of the following features grant you benefits while in the form:
Hardwood Hide. Your skin hardens as it takes on its barklike form. Your AC becomes 16. You gain resistance to bludgeoning and piercing damage.
Piercing Vines. A number of long vines covered in thorns grow from your body. Whenever you use your Thorn Whip it deals an extra 1d6 piercing damage. If you hit a creature that is Large or smaller with your Thorn Whip you may attempt to restrain them. The creature must make a Strength saving throw against your Spell Save DC. A restrained creature can repeat this save at the end of each of their turns. You may restrain a number of creatures equal to half your proficiency bonus rounded down.
Floral Scents. The flowers that grow from your body give off a range of bolstering and putrefying scents. When you take on this feature, select one of these scents to take effect. Creatures that don't breath are not effected by your Floral Scents.
Noxious Odour. Whenever you are hit with an attack, each enemy creature that is within 10 ft. must make a Constitution saving throw against your Spell Save DC or be effected by the poison released from your buds. On a failed save, the creature spends its action that turn coughing and gasping for breath.
Empowering Aroma. As a bonus action, you grant each ally within 10 ft. temporary hitpoints equal to 1d6 + your wisdom modifier.
Rooted Connection
At 3rd level you gain the ability to root yourself in an area and connect with the surrounding plants. You may sit in an area for 10 minutes to imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you. You can question plants about events within 30 feet about the past day, gaining information about creatures that have passed, weather, and other circumstances.
Plants might be able to perform other tasks on your behalf, at the GM's discretion. This ability doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.
If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.
If you use this ability in conjunction with Speak with Plants, the range increases to 60 feet and you gain a bonus to Charisma Checks equal to your wisdom modifier plus your proficiency bonus with plants you communicate with.
Awaken Tree
Starting at 6th level, once per long rest, as part of your Rooted Connection, you may magically animates one tree you can see within 60 feet. This tree has the same statistics as an awakened tree (see the Monster Manual), except the tree is Large or Medium (your choice) and can't speak. If the awakened tree is large its hitpoints are 52 (7d10+14), if it is medium its hitpoints are 45 (7d8+14). An animated tree acts as an ally and acts on your initiative. The tree remains animate for 1 day or until it dies, or is more than 120 feet from you, or until you take a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
If no tree's are visible you may expend a 3rd level spell slot or higher to magically grow a tree. You may only have one tree awakened in this way at a time
Symbiotic Dendrosis
At 10th level, your bond with your awakened tree grows. When you are in your Flora Form and your awakened tree is animated your awakened tree gains the following benefits of your Flora Form, depending on the form.
Hardwood Skin. Your awakened tree's AC becomes 16.
Piercing Vines. A number of long vines covered in thorns grow from its body. When the treat hits a creature that is Huge or smaller with its slam attack it may attempt to restrain them. The creature must make a Strength saving throw against your Spell Save DC or be restrained. While restraining a creature in this way the awakened tree cannot use actions or bonus actions, but deals 2d6 piercing damage to the restrained creature. A restrained creature can repeat this save at the end of each of their turns.
Floral Scents. When you select your Floral Scents effect, your awakened tree blooms its own flowers that release a scent that lures in various birds and insects. These birds or insects occupy the awakened trees space, act at the same time, and only use their action to defend the awakened tree or attack the same creature the awakened tree is attacking. Whenever the awakened tree or swarm is hit with an attack, the damage is halved equally between the two before accounting for resistances. Whenever you activate your floral scent effect, the swarm gains 1d4 temporary hitpoints.
Noxious Odour. Your awakened tree blooms flowers that stink of corpses, luring in a Swarm of Ravens.
Empowering Aroma. Your awakened tree blooms flowers that smell beautifully, luring in a Swarm of Bees (using the statblock Swarm of Insects).
Empowered awakening
When you reach 14th level, your awakened tree grows in power. It gains the following:
It can now be huge in size. When it is huge its hitpoints are 59 (7d12+14). When it is huge and in its Piercing Vines form it can restrain Gargantuan creatures and creatures that are medium or smaller have disadvantage on their savings throws.
Your awakened tree also gains the multiattack feature and can make two slam attacks on its turn.
It gains the Regeneration ability which states that
Regeneration. The awakened tree regains 5 (1d10) hit points at the start of its turn if it is in contact with the ground. If the awakened tree takes fire damage, this trait doesn’t function at the start of the awakened tree’s next turn. The awakened tree dies only if it starts its turn with 0 hit points and doesn’t regenerate.
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