Base Class: Druid
Nature Always Returns
The ancient power within all floraspawn grants them the ability to come back from even the most deadly wounds. Through training and exposure to the elements a floraspawn’s skin grows tougher against attacks, beneath this layer of protection is the body they once had. Many floraspawn lean into this shell and use it as both a layer of protection and a deadly weapon against their foes.
Synthesis And The Means To Eternal Life
The change into a tree-like creature has many implications. Essentially, you retain your racial features and aspects, however, you also gain a connection to the very essence of Nature. Your previous physical features will generally remain but will be infused with tree-like qualities: your skin will toughen to bark-like resilience and to a bark-like appearance and color, which varies by individual. In some individuals, random twigs will grow from various places on their bodies, while in others, their hair will be replaced with small branches or leaves. It is left to the player's imagination exactly how much of their body appears more tree-like and in what way; it is even possible for the individual to transform entirely into a tree (which is recommended more for those who remain within the confines of a specific forest vs. adventuring)!
With a steady water supply, sun, and soil, floraspawn grow more vital. Photosynthesis and chemosynthesis are the core of most of the floraspawn’s powers and new "sprouts" (nicknames for those who have recently become a floraspawn) should explore the variables of this newfound energy.
Creating a Floraspawn
While creating your floraspawn, consider the elements that came together to create them in the first place. A background will help inform many of these decisions. A sage may have found an ancient ritual while an outlander could stumble into a grove and get changed by its denizens. Some druids become floraspawn after they die, created by a special ceremony from the grove they served or from the Fey. In these cases, the druids are embracing the natural cycle of nature and renewing themselves as floraspawn; a beautiful and poetic way to continue to serve and thrive within Nature. Druids "reincarnated" in this way begin at level 1 regardless of their level prior to the transformation.
What drove you to accept your new changes? Did you always have this connection to nature? Were you in the wrong place at the wrong time, or was this always your goal? You should also decide how your stance has changed since you’ve started training your new form. Those who become floraspawn can feel the heart of nature itself flowing through them. This may change their perspective on deities and nature itself. Those who were adventurers before this may have a very different backstory from those who changed while living daily life as a simple hunter or farmer.
Attracting Nature
Nature is woven into every fiber of your being, and many peaceful creatures begin to perceive you as flora rather than a humanoid. Whereas an ordinary person may drive away wildlife by their scent or sounds, you may have to do some real work to keep animals from nipping at your foliage. Or, alternatively, you may walk comfortably among these creatures, providing them shelter and a modest amount of nourishment. Upon becoming a Floraspawn, roll 1d6 to find what you naturally attract:
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D6 |
Natural Attractions |
|
1 |
Bees, Hummingbirds, and Moths |
|
2 |
Song Birds (Finches, Warblers, Thrushes) and Woodland birds (e.g. Cuckoos, Kingfishers, Swifts) |
|
3 |
Caterpillars, Butterflies, and Fireflies |
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4 |
Squirrels, Bats, and Raccoons |
|
5 |
Raptors (e.g. Falcons, Hawks, Owls) |
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6 |
Deer, Moose, and Elk |
Scent
Whether covered in fungus, made of wood and bark, or sprouting blossoms from your skin, you are very much engulfed in nature. This change in your body has been accompanied by changes to your scent, which may be as strong as any perfume one might wear. Upon becoming a Floraspawn, roll 1d6 to find what your natural scent is:
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D6 |
Scent |
|
1 |
You smell sweet, like fresh honey |
|
2 |
You carry the delicate yet powerful scent of roses |
|
3 |
You smell like a field of Lilac bushes. |
|
4 |
You smell strongly of the sweetness and spice-scent of Cloves |
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5 |
You have a strong scent of the type of tree you embody; for scentless tree types, choose from Sandalwood, Cedarwood, or Camphor. |
|
6 |
You have the strong and pleasing scent of Vanilla. |
Voice of Nature
Through synthesis, you collect nutrients and energy from soil, water, and sunlight, and thus you are always connected to the forces of nature around you. This connection provides you with certain unique traits or senses. Upon becoming a Floraspawn, roll 1d6 to find what additional essence you have:
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D6 |
Voice |
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1 |
The cycle of life is evident in your every movement. If you step upon barren dirt, or a patch of earth where the plants have died by frost, fire, or any other means, tiny weeds, wildflowers, or fungi spring up on the ground trailing your footsteps. If you walk among living plants, you cause a surge in growth that causes crops to produce a more bountiful crop at harvest (roll 1d100 for the percent increase in yield), and plants to grow greener and more lushly. You are a great resource to farmers, horticulturists, and Protectors of Nature alike. |
|
2 |
You have a sense of what nature craves or what troubles it. With great accuracy, you can intuit the quality of the soil, the effects of a drought or deluge, or the stress of an insect infestation by the cries of the flora. You are a great resource to farmers, horticulturists, and Protectors of Nature alike. |
|
3 |
You enjoy collecting potted plants and you talk to them as friends. Your plants are visibly perkier and healthier after you've had a good long chat. You have the natural ability to Speak with Plants, the same way as with the spell by the same name. |
|
4 |
You have the natural ability to speak with the same type of animals that you attract, working the same as the Speak with Animals spell, but only for those types of animals. |
|
5 |
You show the same fondness and respect for all forms of life, especially animals and plants, and as such seek to protect them even at great peril or cost to yourself. You would replant a sprout that emerged overnight on a heavily trodden road to save it from being crushed under carriage wheels, or you'd change the course of your day to help a fawn caught in a river's undertow. In cases where your actions to help one creature may cause harm to another (including humanoids), you must make a Greater Good judgment call to make a decision which is the more important. +2 to Passive Perception checks when it comes to noticing situations that involve the health or well-being of animals and plants. |
|
6 |
You can create a healing mud that can Cure Wounds the same as the spell by the same name does. You can create one application of healing mud per week in your downtime. This mud can be applied to animals or humanoids. |
Natural Defense
At 2nd level, the transformation into a living tree has made your body more hardy and flexible. Your AC becomes 11 + your Dexterity modifier + your proficiency bonus.
Synthetic Recovery
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots you can recover must have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
Also, starting at 2nd level, once per day you can gain a pool of special temporary hit points known as "Synthetic Recovery Points". These special temporary hit points can stack with other temporary hit point bonuses and can be recovered through Communing with Nature, which means that you are in physical contact with an element of nature. For example, spending at least 1 minute within the sunlight, standing on solid earth, or in water that has a depth of 3 feet or more begins to fill your temporary pool of hit points (aka Synthetic Recovery Points). The DM has discretion as to what counts as Communing with Nature. While Communing with Nature, you regain temporary hit points at the start of your turn at a rate equal to half your floraspawn level + half of your Constitution bonus to a minimum of 1 hit point per turn. The maximum number of temporary hit points you gain is equal to your Constitution score.
Additionally, if you maintain 1 hour of synthesis, you do not need to eat this day; If you maintain 4 hours of synthesis you no longer need to sleep within the next 24 hours.
Synthesis fails to work on planes you are not used to. You must spend 7 days within a new plane before you learn how to invoke synthesis.
Circle Spells
Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land — arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark — and consult the associated list of spells.
Once you gain access to a circle spell, 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.
Arctic
| Druid Level | Spells |
|---|---|
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3rd |
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5th |
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7th |
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|
9th |
Coast
| Druid Level | Spells |
|---|---|
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3rd |
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5th |
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7th |
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|
9th |
Desert
| Druid Level | Spells |
|---|---|
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3rd |
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5th |
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7th |
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|
9th |
Forest
| Druid Level | Spells |
|---|---|
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3rd |
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5th |
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|
7th |
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|
9th |
Grassland
| Druid Level | Spells |
|---|---|
|
3rd |
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|
5th |
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|
7th |
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|
9th |
Mountain
| Druid Level | Spells |
|---|---|
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3rd |
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5th |
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7th |
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|
9th |
Swamp
| Druid Level | Spells |
|---|---|
|
3rd |
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|
5th |
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|
7th |
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|
9th |
Underdark
| Druid Level | Spells |
|---|---|
|
3rd |
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|
5th |
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|
7th |
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|
9th |
Wood Walker
Starting at the 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 as those created by the entangle spell.
When traveling through forest or swamp terrain, you receive advantage on any Wisdom (Survival) checks. While in these types of terrain, your Synthetic Recovery grows stronger. While in a forest or swamp your pool regains hit points at the start of your turn equal to half your floraspawn level + your constitution bonus to a minimum of 1 hit point per turn.
Spread Roots
At the 7th level, you have learned how to plant your roots into the ground under your feet. As a bonus action while on solid ground, you take root as long as you are not standing on metal or stone that is more than 1 foot thick. You may spread your roots up to 20 feet in any direction from where you are standing and you may also spend hit points from your pool to increase the distance your roots travel, 5 hit points for every 10 feet further to a maximum of 60 feet. You may use this ability a number of times equal to your Constitution modifier and you regain all expended uses of it when you finish a long rest. While your roots are planted underground and you are standing in a square occupied by them, you cannot be knocked prone or pushed any distance.
Root Strider
Starting at 7th level, you may use 10 feet of your movement to step magically into one living tree within 5 feet of you. You then can emerge from a second living tree within 60 feet of you that you can see. You appear in an occupied space within 5 feet of the second tree. Both trees must be Large or bigger.
As a bonus action, you may also use this ability to pass through your network of roots. You may appear anywhere along your root network as long as you pass through only connected squares. Once you use the ability to pass through your roots your movement speed is reduced to 0 for that turn.
Petrified Bark
At 3rd level as long as hit points remain in your Synthetic Restoration pool you gain resistance to all bludgeoning, piercing, and slashing damage. This effect also extends to other creatures when affected by Blessing of the Mother.
Nature’s Ward
When you reach the 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.
Splinters
Also, when an attack cuts through your hearty bark, you retaliate in full. As a reaction, when your temporary hit points are reduced by a creature, you may choose to cause your bark to
break away in a hail of splinters. You may either propel your bark at a single target up to 60 feet away or allow it to explode in a 5-foot area around you. Each creature affected must make a Dexterity saving throw against your Synthetic Restoration Pool save DC (8 + Dexterity proficiency bonus (if any) + Constitution Modifier). A target takes half of your Synthetic Restoration pool maximum in piercing damage on a failed save, or half as much on a successful one. You may use this ability a number of times equal to your Constitution modifier (minimum 1 time) and you regain all expended uses of it when you finish a long rest.
Hungry Roots
Finally, the first time each turn you are exposed to magical effects that restore hit points, you may instead add these hit points to your Synthetic Restoration pool. When you use this effect, instead of normally rolling one or more dice to restore hit points with a spell, you instead use the highest number possible for each die and restore that amount to your Synthetic Restoration pool. Any amount over your Synthetic Restoration pool is divided evenly and given to all creatures standing in a 5-foot area around you.
Nature’s Sanctuary
When you reach the 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or 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.
Blessing of the Mother
Upon the 15th level, you are able to infuse others with nature’s blessing. As a bonus action, you can touch a creature and draw power from your Synthetic Restoration pool to grant temporary hit points to that creature, up to half of your current Synthetic Restoration pool. When a creature has these temporary hit points reduced to 0 you may use your reaction to bolster them with a barlike skin, adding an additional supply of temporary hit points up to a maximum of your level.
Stalwart Defender
At the 18th level, when an ally is in danger you may spread your roots and come to their aid. As a reaction when an ally within 60 feet of you is the subject of an attack after the roll has been made but before damage has been dealt, you may lay your roots in a line towards your ally and immediately travel through them to defend them. Your ally is moved to an unoccupied square within 5 feet and the attack now targets you. You have resistance to the damage dealt by the attack. This ability consumes 40 temporary hit points from your Synthetic Restoration pool.
Forest Tyrant
At the 20th level, have bound the "Spirit of Nature" to your body and have learned how to bolster yourself with ancient power. As an action, you turn into an avatar of the forest. You become a large-sized Tree creature and your current Synthetic Restoration pool hit points double in size. Your Strength and Constitution each increase by +6. Your maximum for these scores is now 26. Your pool can no longer be restored while in this form. All melee attacks you make have the siege property, dealing double damage to objects and structures. As an action, or when your Synthetic Restoration pool has been fully depleted, you revert back to your normal form. Any temporary hit points remaining in the Synthetic Restoration pool stay for 10 minutes, after which the Synthetic Restoration pool is reduced to 0. Once you have used this feature, you cannot use it again until you finish a long rest.
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