Base Class: Druid
Druids of the Green Awakening pour their magic into the vibrant plants that surround them, calling trees and flowers alike to their aid. Some use their powers to strike a balance, serving the needs of the people from the bounty of nature and allowing the two to coexist. Others are more vengeful, leading the last remnants of the forests in a war of survival against the encroachment of civilization. Either way, the verdant plants can offer power, protection and healing.
Level 3: Circle of Green Awakening Spells
When you reach a Druid level specified in the Circle of Green Awakening Spells table, you thereafter always have the listed spells prepared.
| Druid Level | Prepared Spells |
|---|---|
| 3 | Goodberry, Spike Growth, Thorn Whip |
| 5 | Speak with Plants, Plant Growth |
| 7 | Grasping Vine |
| 9 | Tree Stride |
Level 3: Summon Floral Spirit
At third level, you gain the ability to call forth a floral spirit. The spirit animates a plant in an unoccupied space within 30 feet, or sprouts from a seed or cutting that you throw into an unoccupied space within 30 feet. The animated plant uses the Floral Spirit stat block. When the Floral Spirit is summoned, all allied creatures within 5ft of it gain +2 to AC until they move, the Floral Spirit moves, or the end of your next turn, whichever occurs first.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you use a bonus action on your turn to make it take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge. You do not use your reaction to get the Floral Spirit to use the Obstructive Branch or Attack of Opportunity reactions.
The spirit manifests for a number of hours equal to half your druid level, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.
Floral Spirit
Medium Plant, Neutral
AC 13
HP 5 + five times your druid level
Speed 30 ft.; Climb 30 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 13 | +1 | +1 |
| DEX | 11 | +0 | +0 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 4 | –3 | –3 |
| WIS | 17 | +3 | +3 |
| CHA | 5 | −3 | −3 |
Condition Immunities charmed, frightened
Senses Darkvision 60 ft., Passive Perception 13
Languages understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Adaptive Resistance. After the floral spirit takes Acid, Cold, Fire, Lightning, Necrotic, Poison, or Radiant damage, it is resistant to any additional damage of that type until the end of its next turn.
False Appearance. While the floral spirit is not moving, it is indistinguishable from a normal plant.
Actions
Multiattack. The spirit makes a Grasping Tendril attack, and then may use its Soothing Touch if it still has any uses.
Grasping Tendril. Melee Attack Roll: Bonus equals your spell attack modifier, reach 15 ft. Hit: 1d6 + Proficiency Bonus Bludgeoning damage and the target has the Grappled condition (Escape DC equal to your Spell save DC) if it is size Medium or smaller.
Soothing Touch (3/day). Reach 5 ft. Target creature gains Hitpoints equal to 2d4 + your Spellcasting modifier OR target creature has advantage on its next saving throw to end an ongoing effect.
Reactions
Obstructive Branch. When an ally within 5 ft is hit with an attack or is damaged by an Area of Effect spell or ability, floral spirit may use its reaction to provide some cover. The ally takes only half damage from the attack, spell or ability, and floral spirit takes an equal amount of damage.
Level 6: Greater Floral Spirit
When you summon Floral Spirit, it can be size Large.
A Large Floral Spirit can grapple creatures that are size Large or smaller with its Grasping Tendril.
When Floral Spirit uses Soothing Touch, instead of providing Advantage on the next saving throw, Floral Spirit can end one of the following conditions on its target: Blinded, Deafened, Paralyzed, or Poisoned.
When Floral Spirit uses the Obstructive Branch reaction, it takes all the damage of the attack or Area of Effect spell or ability and the ally takes no damage.
Level 10: Thick Bark
Anytime you cast a spell, you and your Floral Spirit gain temporary Hit Points equal to twice the spell's level.
Level 14: Unbridled Fury of the Forest
When you summon Floral Spirit, it can be size Huge. A size Huge Floral Spirit has a movement speed of 40 feet.
A Huge Floral Spirit can grapple creatures of any size with its Grasping Tendril.
Soothing Touch affects all allies within 15 feet. All of those allies must benefit from the same effect - gaining 2d4 + Spellcasting modifier Hit Points, advantage on its next saving throw to end an ongoing effect, or end one condition on the creature: Blinded, Deafened, Paralyzed, or Poisoned.
When Floral Spirit uses the Obstructive Branch reaction, it can take the damage for any number of creatures within 15 feet that are subject to an Area of Effect spell or ability, and those creatures takes no damage.
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