Base Class: Druid
Druids of the Circle of Bloom embody the flourishing heart of nature. Where they walk, seeds awaken, flowers unfurl, and life seems to take root in their very footsteps. To these druids, every bud holds promise, every vine sings of resilience, and every bloom whispers of beauty and renewal.
These druids sees the world as a vast living garden—one that thrives best when nurtured and shared. They spread life not through conquest, but through gentle encouragement, guiding nature’s growth where it is most needed. To heal a wounded land, they may sow wildflowers over scars of battle; to inspire allies, they conjure radiant blossoms that remind all who see them of the wonder worth protecting.
Those who follow the Circle of Bloom are often gardeners, healers, artists, and wanderers who see beauty where others see only wilderness. They remind the world that life’s greatest strength lies not in thorns alone, but in the blossoms that grow despite them.
Level 3: Wild Seed
At level 3, you gain the ability to mold and direct the growth of plants, instilling them with your nature magic. As an action, instead of transforming into a beast, you can expend one use of your Wild Shape feature to sprout one magical plant of your choice at a target location you can see within 120 feet of you. You know how to sprout two different magical plants at 3nd level: Lily of Life and Tanglethorn. You learn how to sprout new magical plants when you reach certain Druid levels, as shown in the Magical Plants table.
Wild Seed: Magical Plants
| Druid Level | Plant Shapes Learned |
|---|---|
| 3rd | Lily of Life, Tanglethorn |
| 5th | Grey Deceiver, Witch’s Wicker |
| 7th | Illblossom, Ironwood Rhizome |
| 9th | Lily |
When you achieve your 18th druid level your nature magic grows in power and longevity. When you use Wild Seed from then on, magical plants you create last for up to a year and all ranges and radii associated with their effects are tripled.
Level 3: Nature's Balance
At level 3, as a Magic action you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains 2d6 Hit Points.
The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6).
Level 6: Enlivening Efflorescence
Starting at 6th level, your nature magic invigorates your allies, imbuing them with speed and grace. Immediately after you sprout a magical plant using your Wild Seed feature, you may choose a number of creatures within 10 feet of that plant, up to a number equal to your Wisdom modifier. They are granted a bonus 10 feet of walking speed until the end of your turn. When a creature gains this speed, it can immediately use its reaction to move up to its speed without triggering opportunity attacks. When you gain your 18th Druid level and your Wild Seed feature is enhanced, the range of this feature and the amount of bonus speed it grants are also tripled.
Level 10: Sun Step
At level 10, as a bonus action, you dissolve into a burst of petals, vines, or foliage, reappearing in another place. You can teleport up to 30 feet to an unoccupied space you can see, as long as the destination is in dim light, bright sunlight, or within 5 feet of a plant or patch of natural terrain.
Level 14: Wild Growth
Starting at 14th level, you can make vines and trees growth from nothing. As an action, you can choose a point you see on the ground within 60ft of you. A giant vine suddenly growths there. The giant vine is 60 feet tall, and as a diameter of 5 feet. It has an AC of 13 and 30 Hit points. If it reaches 0 hit points, it disappears as the magic that created it fades out.
Alternatively you can bend the giant vine when it is growing so that it forms a vegetal wall, bridge, or dome. When you do so, the shape must be made of continuous vine.
If the giant vine cuts through a creature's space when it appears, the creature is pushed to one side of the vine (your choice which side). The giant vine stays for 10 minutes or until you drop your concentration (as if you were concentrating on a spell).
Once you have used this feature, you need to finish a long rest before you can use it again, unless you expend a spellslot of 3rd level or higher.
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