Druid
Base Class: Druid

Druids of the Wandering Garden carry nature with them—not in grand groves or sacred circles, but in pouches of soil, sprigs of dreamleaf, and the quiet rituals of tending life wherever they go. These gardeners are practical, whimsical, and deeply attuned to the rhythms of growth. They cultivate magic through care, companionship, and a touch of stubborn optimism.

Level 2: Pack Gardener

Starting at 2nd level,

You’ve turned your backpack into a mobile greenhouse. You gain proficiency with herbalism kits and cook’s utensils.

At the end of a long rest, you cultivate up to three magical plants in your pack. Each plant lasts until your next long rest and can be used once:

- A vine that can be thrown to replicate the effect of the *entangle* spell (range 30 feet, save DC equals your spell save DC).
- A calming herb that, when brewed into tea, allows the drinker to cast *calm emotions* once per long rest.
- A root that grants advantage on Insight or Deception checks for 10 minutes.

You may swap one plant type during a long rest as your garden evolves. These plants are not spells or items and do not require attunement.

Level 3: Circle Spells

Your mystical connection to your garden infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells that reflect growth, care, and natural harmony—your magic flourishes alongside your garden.

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.

Garden
Druid Level Spells

3rd

Goodberry, Entangle

5th

Enhance Ability, Locate Animals or Plants

7th

Plant Growth, Create Food and Water

9th

Insect Plague, Mass Cure Wounds 

 

Level 6: Herbal Ally

Starting at 6th level,

During a short or long rest, you can prepare up to three herbal bundles. Each bundle can be given to an ally and used once as a bonus action:

- A soothing balm that ends the frightened, charmed, or poisoned condition.
- A focus root that grants advantage on the next saving throw.
- A spicy bloom that adds 1d4 radiant damage to the next weapon attack.

If the ally is a close companion, such as a warlock with whom you share a bond, they also gain advantage on their next spell attack roll or spell save DC (once per long rest).

You can also identify magical plants and fungi instantly.

Level 10: Bloom in Chaos

When you reach 10th level, 

Your magic doesn’t just shape the land—it stirs life and emotion within it. Whenever you cast a spell that affects terrain or plants (such as entangle, plant growth, or similar), choose one of the following effects to accompany the spell:
• 🌿 Verdant Shield: Allies within the affected area gain temporary hit points equal to your Wisdom modifier.
• 🌪️ Nature’s Rebuke: Enemies in the area must succeed on a Wisdom saving throw or suffer disadvantage on their next attack roll.
These effects represent the garden’s will—protective, reactive, and deeply attuned to your presence.

Level 14: Garden of the Mind

When you reach 14th level, 

You conjure a sanctuary of flora—a radiant 30-foot radius garden centered on yourself that lasts for 1 minute and can be used once per long rest. While inside this living haven:
• 🌼 Allies regain 1d6 hit points at the start of their turns.
• 🕊️ Enemies must succeed on a Wisdom saving throw or be charmed while within the garden.
• ✨ Spells you cast inside the garden resonate with botanical magic: you may subtly alter one detail of the spell (such as shifting its damage type, nudging its target within 10 feet, or adding a whimsical sensory flourish).
This garden is not just a battlefield—it’s a moment of peace, memory, and transformation. Poppy’s presence makes it bloom with story.

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