Base Class: Druid
While many druids are drawn to the power and grace of the fauna of the world, the Circle of Flora druids recognizes the silent strength and timeless endurance of the plants that form the basis of nearly every food chain.
Where druids of other circles might take the form of a beast to patrol protected lands, a druid of this circle is just as likely to take the form of a tree or a shrub to silently observe the beauty of nature around them. Plants are the gateway to the pinnacle of balance, in the eyes of a flora druid, as silent arbiters and life bringers; providing the foundation for the animals other circles aspire to.
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Flora familiar
Your bond with plant life is such that each shrub, flower, and sapling is a potential ally. when you join this circle, you learn the find a familiar spell and can cast it as a ritual.
when you cast the spell, you may substitute the material component cost with a Small plant. The plant must be living, nonmagical, and not already a creature. The plant material is not consumed but becomes an awakened shrub that serves as your familiar. When the shrub dies or is permanently dismissed, it returns to being a normal plant.
Botanical Body
In finding the balance of the flora and fauna, you are able to take the forms of both. Starting at 2nd level you can use your Wild Shape to transform into a plant creature with a challenge rating as high as 1 but must abide by the limitations collum of the Beast Shapes table. Starting at 6th level, you can transform into a plant creatuer with a challenge rating as high as your druid level divided by 3, rounded down.
One among the Trees
At 6th level, the life of a plant has become almost second nature. Each continuous hour you spend motionless while Wild Shape into a plant creature does not count against the duration of your Wild Shape. You have advantage on ability checks to pass yourself off as a plant.
In addition, you know how to best position yourself in nature's arena. When you are lightly obscured by foliage; attack rolls against you are made with disadvantage.
Photosynthesis
Starting at the 10th level, your close bond with plants has given you a reduced need for nourishment. you do not require food for a day if you spend at least 1 hour of it in sunlight. you do not begin to suffer penalties due to lack of water if you have had at least 1 gallon of it within the last week.
as your body adopts these internal changes, you find it willing to make external change as well. You may cast Barkskin on yourself at will, without expending a spell slot or material component.
Semipiternal Seed
By the 14th level, you've been able to condense your essence into a single seed of life. once per week, you can spend an hour-long ritual creating a seed for your future rebirth and burying it in loose soil. The seed is magical and remains active for 1 day. You may expend a spell slot during this ritual to add a number of active days equal to the level of the spell slot expended.
Each time you perform this ritual, only the most recent seed is considered active. A seed can become inactive if it is uncovered and moved from the ritual location. Should you die while a seed is active, you are reborn 1 hour later as per the reincarnate spell, at the location of the seed. The process of rebirth is an ordeal. you take a -4 penalty to all attack rolls, saving throws, and ability checks. Every time you finish a long rest, the penalty is reduced by 1 until it disappears
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