Base Class: Druid
You are a keeper of plants and have a complete bond with them, so extreme that you or a plant would die to defend each other.
Bonus Cantrip
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know.
Plant summoner
You can summon a plant of CR 0 to 1/2 or jammer leech (you can only choose one).
Jammer leech summoning
Jammer leech summoning
Plant of choosing
Plant of choosing
Vine Tear
you gain a vine tear attack:
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.
Nature's Wake
When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease, and you can control plants that you can see, given the plant is okay with you doing that.
Plant Ruling
When you reach 14th level, plants of the natural world sense your connection to nature and become hesitant to attack you. When a 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.
you also gain the ability to make a plant have advantage on all of its attacks when defending you.
Previous Versions
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