Druid
Base Class: Druid

Druids of the Circle of the Garden cultivate a cornucopia of cleansing crops to cast down creeps, crawlers, and other curmudgeonly creations.

Circle Spells

At 2nd, 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Garden Spells table. Once you gain access to one of these spells, 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.

Some of these spells  are not available due to licensing of their material. For a workaround, see the feat "DNDBeyond Won't Let Me Have Illegal Spell Lists."

Circle of the Garden Spells

Druid Level Circle Spells
2nd alarm, sanctuary
3rd Maximillian’s earthen grasp , spike growth
5th plant growth, speak with plants
7th Evard’s black tentacles (appear as vines), grasping vine
9th hallow, wrath of nature

Seed Selection

At 2nd level, you gain the ability to create semi-sentient plants to assist in fending off foes. As a bonus action, you can expend a use of your Wild Shape to designate the area in a radius of 30 feet around yourself as your Garden, instead of transforming into a beast. This Garden lasts for 1 hour, or until you create another Garden, after which it disappears.

Of course, a garden is of no use without plants to fill it with. You have the seeds of three of the following Plants. When you create your Garden and as a bonus action afterwards, you can place one of your owned Plants within your Garden. These Plants are loyal to you even to the point of death, follow your commands, and act at the end of each of your turns (no action required).

When you place a Plant, you can expend a spell slot of 1st level or higher to place an additional Plant for each level of the spell slot expended. However, you can only control a number of plants equal to your proficiency bonus. If you attempt to create additional plants beyond this limit, the oldest one(s) will die. You can also choose to dig up a Plant, causing it to immediately disappear from your Garden (no action required).

When your Garden disappears, so do any Plants within it.

When you take a long rest, you can replace one of your owned Plants with another one.

The statblocks for each of these Plants are listed at the end of the document, and use your Druid save DC and proficiency bonus (PB) in several places.

Chomper

Chomper

Medium plant


  • Armor Class 6
  • Hit Points 5 + your Druid level
  • Speed 0 ft.

STR DEX CON INT WIS CHA
16 (+3) 2 (-4) 15 (+2) 7 (-2) 8 (-1) 16 (+3)

Senses - Blindsight 30 ft., Passive Perception 9

 

Actions

Chow Down. Melee Weapon Attack. +3 plus your PB to hit, reach 5 ft., one target. Hit: 1d8 + PB piercing damage. A creature of size Medium or smaller hit with this attack must make a Strength saving throw against your spell save DC. On a failed save, it is swallowed by the Chomper. While swallowed, a creature is blinded and restrained, has total cover from attacks and effects outside the Chomper, and takes 1d8 acid damage at the start of each of the Chomper’s turns. Until this effect ends, the Chomper cannot use this attack against another creature. If the Chomper dies, a swallowed creature is no longer restrained by it and can escape from the corpse, exiting prone.

Fume-Shroom

Fume-Shroom

Medium plant


  • Armor Class 6
  • Hit Points 10 + your Druid level
  • Speed 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 2 (-4) 15 (+2) 7 (-2) 8 (-1) 8 (-1)

Senses - Blindsight 30 ft., Passive Perception 9

Actions

Fume Spray. A spray of poison 30 feet long and 5 feet wide emanates from the Fume-Shroom. Each creature of your choice in the line must make a Constitution saving throw against your Druid spell save DC. An affected creature takes 2d8 poison damage on a failed save, or half as much damage on a successful one.

Melon-Pult

Melon-Pult

Medium plant


  • Armor Class 6
  • Hit Points 10 + your Druid level
  • Speed 0 ft.

STR DEX CON INT WIS CHA
18 (+4) 2 (-4) 15 (+2) 7 (-2) 8 (-1) 16 (+3)

Senses - Blindsight 30 ft., Passive Perception 9

Actions

Melon Launch. Ranged Weapon Attack. +4 plus your PB to hit, reach 30 ft., one target. Hit: 1d6+PB bludgeoning damage. Hit or miss, creatures within 5 feet of the target must make a Dexterity saving throw against your Druid spell save DC or take 1d6 bludgeoning damage.

Pea Shooter

Pea Shooter

Medium plant


  • Armor Class 6
  • Hit Points 5 + your Druid level
  • Speed 0 ft.

STR DEX CON INT WIS CHA
16 (+3) 2 (-4) 15 (+2) 7 (-2) 8 (-1) 13 (+1)

Senses - Blindsight 30 ft., Passive Perception 9 + your PB

Actions

Pea Shot. Ranged Weapon Attack. +3 plus your PB to hit, reach 30 ft., one target. Hit: 1d6+PB bludgeoning damage.

Pumpkin

Pumpkin

Medium plant


  • Armor Class 16 (natural armor)
  • Hit Points 10 + 4x your Druid level
  • Speed 0 ft.

STR DEX CON INT WIS CHA
16 (+3) 2 (-4) 16 (+3) 7 (-2) 8 (-1) 16 (+3)

Senses - Blindsight 30 ft., Passive Perception 9

Stalwart. Creatures of your choice within 5 feet of the Pumpkin treat the Wall-Nut as 3/4ths cover instead of half cover.

Living Armor. Allied creatures of size Medium or smaller can use the Pumpkin as a mount. While mounted on the Pumpkin, any damage that a creature takes is taken by the Pumpkin instead. Only one creature can be mounted on the Pumpkin at a time.

Actions

Get Inside Me! The Pumpkin allows a willing creature within 5 feet to mount it without expending any movement. This movement does not provoke attacks of opportunity.

Repeater

Repeater

Medium plant


  • Armor Class 6
  • Hit Points 10 + your Druid level
  • Speed 0 ft.

STR DEX CON INT WIS CHA
16 (+3) 2 (-4) 15 (+2) 7 (-2) 10 (+0) 15 (+2)

Senses - Blindsight 30 ft., Passive Perception 10 + your PB

Actions

Multiattack. The Repeater makes two Pea Shot attacks.

Pea Shot. Ranged Weapon Attack. +3 plus your PB to hit, reach 30 ft., one target. Hit: 1d6+PB bludgeoning damage.

Sunflower

Sunflower

Medium plant


  • Armor Class 6
  • Hit Points 5 + your Druid level
  • Speed 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 2 (-4) 15 (+2) 7 (-2) 8 (-1) 16 (+3)

Senses - Blindsight 30 ft., Passive Perception 9

Ray of Sunshine. The Sunflower grants a 1d6 bonus to the saving throws of creatures of your choice within 10 feet of it.

Actions

Shine. The Sunflower grants 1d6 temporary hit points to a creature of your choice within 30 feet of it.

Wall-Nut

Wall-Nut

Medium plant


  • Armor Class 16 (natural armor)
  • Hit Points 5 + 4x your Druid level
  • Speed 0 ft.

STR DEX CON INT WIS CHA
16 (+3) 2 (-4) 16 (+3) 7 (-2) 8 (-1) 16 (+3)

Senses - Blindsight 30 ft., Passive Perception 9

Stalwart. Creatures of your choice within 5 feet of the Wall-Nut treat the Wall-Nut as 3/4ths cover instead of half cover.

Actions

Look Tasty. A creature within 30 feet of the Wall-Nut is forced to make a Wisdom saving throw against your spell save DC. On a failed save, a creature is compelled to approach and attack the Wall-Nut on its next turn, if possible. A creature that succeeds on this saving throw is immune to its effects for 24 hours

Reap What You Sow

At 6th level, you learn to summon Instants in order to help mitigate breaches in your defenses. As an action, you can plant an Instant, a plant which performs a single destructive effect before disappearing. These plants do not count towards your limit of Plants owned or controlled.

Cherry Bomb. Choose a point you can see within 30 feet. Each creature of your choice in a 10 foot radius of the location must make a Dexterity saving throw against your Druid spell save DC. An affected creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. Creatures within your Garden take 2d6 additional damage from this effect.

Ice Shroom. A burst of frost radiates out from yourself in a radius of 30 feet. Each creature of your choice within the area takes 1d6 cold damage. In addition, affected creatures must make a Constitution saving throw or be petrified until the start of your next turn. Affected creatures within your Garden take 2d6 additional damage from this effect.

Jalapeno. A line of fire emanates from yourself. Each creature of your choice in the line must make a Dexterity saving throw against your Druid spell save DC. An affected creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. Creatures within your Garden take 2d6 additional damage from this effect.

Squash. A heavy gourd falls to crush a single target. Make a melee spell attack against a creature within 30 feet. On a hit, the target takes 4d6 bludgeoning damage. Creatures within your Garden take 2d6 additional damage from this effect.

Once you use this feature, you cannot use it again until you take a long rest, unless you expend a spell slot of 1st level or higher to use it again.

Upgraded Arsenal

At 10th level, you learn to further empower your plants, creating stronger plants instead of more. These elite Upgraded Plants do not count towards your limit of plants owned, but require the sacrifice of an existing plant within your garden.

Gatling Pea. Requires the sacrifice of a Pea Shooter or Repeater. Fires four times faster than a normal Pea Shooter.

Gloom-Shroom. Requires the sacrifice of a Fume-Shroom. Deals AoE damage in a radius around itself.

Tall-Nut. Requires the sacrifice of a Wall-Nut. Provides superior tanking capabilities.

Twin Sunflower. Requires the sacrifice of a Sunflower. Has increased supportive capabilities.

Winter Melon. Requires the sacrifice of a Melon-Pult. Slows down damaged enemies.

 

Gatling Pea

Medium plant


  • Armor Class 6
  • Hit Points 10 + your Druid level
  • Speed 0 ft.

STR DEX CON INT WIS CHA
18 (+4) 2 (-4) 15 (+2) 7 (-2) 12 (+1) 16 (+3)

Senses - Blindsight 30 ft., Passive Perception 11 + your PB

Actions

Multiattack. The Gatling Pea makes four Pea Shot attacks.

Pea Shot. Ranged Weapon Attack. +4 plus your PB to hit, reach 30 ft., one target. Hit: 1d6+PB bludgeoning damage.

Gloom-Shroom

Medium plant


  • Armor Class 6
  • Hit Points 10 + your Druid level
  • Speed 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 2 (-4) 15 (+2) 7 (-2) 8 (-1) 8 (-1)

Senses -  Blindsight 30 ft., Passive Perception 9

Actions

Gloom Spray. A spray of poison emanates from the Gloom-Shroom in a radius of 10 feet. Each creature of your choice in the area must make a Constitution saving throw against your Druid spell save DC. An affected creature takes 4d8 poison damage on a failed save, or half as much damage on a successful one.

Tall-Nut

Medium plant


  • Armor Class 18 (natural armor)
  • Hit Points 10 + 8x your Druid level
  • Speed 0 ft.

STR DEX CON INT WIS CHA
16 (+3) 2 (-4) 18 (+4) 7 (-2) 8 (-1) 16 (+3)

Stalwart. Creatures of your choice within 5 feet of the Tall-Nut treat the Tall-Nut as 3/4ths cover instead of half cover.

Actions

Look Delicious. Creatures of your choice within 30 feet of the Tall-Nut are forced to make a Wisdom saving throw against your spell save DC. On a failed save, a creature is compelled to approach and attack the Tall-Nut on its next turn, if possible. A creature that succeeds on this saving throw is immune to its effects for 24 hours.

Twin Sunflower

Medium plant


  • Armor Class 6
  • Hit Points 10 + your Druid level
  • Speed 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 2 (-4) 15 (+2) 7 (-2) 8 (-1) 18 (+4)

Senses - Blindsight 30 ft., Passive Perception 9

Ray of Sunshine. The Twin Sunflower grants a 1d6 bonus to the saving throws of creatures of your choice within 30 feet of it.

Actions

Multishine. The Twin Sunflower takes the Shine action twice.

Shine. The Twin Sunflower grants 2d6 temporary hit points to a creature of your choice within 30 feet of it.

Winter Melon

Medium plant


  • Armor Class 6
  • Hit Points 10 + your Druid level
  • Speed 0 ft.

STR DEX CON INT WIS CHA
18 (+4) 2 (-4) 15 (+2) 7 (-2) 8 (-1) 16 (+3)

Senses - Blindsight 30 ft., Passive Perception 9

Winter’s Chill. Creatures damaged by the Winter Melon suffer halved movement speed until the start of your next turn.

Actions

Winter Melon Launch. Ranged Weapon Attack. +4 plus your PB to hit, reach 30 ft., one target. Hit: 1d6+PB bludgeoning damage. Hit or miss, creatures within 5 feet of the target must make a Dexterity saving throw against your Druid spell save DC or take 1d6 cold damage.

We're All Plant Food in The End

At 14th level, you recognize that death is simply another opportunity to cultivate life. When a non-Plant creature dies, you can use your reaction to create an Upgraded Plant within 5 feet of where it died. You do not need to sacrifice a plant to create this upgraded Plant.

A Little Quirk of DNDBeyond

Druids require 3rd level features even though half of them don't actually have 3rd level features.

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