Druid
Base Class: Druid

Circle of Gardens druids care for the many plants and forests of Faerun as caretakers. They nurture and heal, and even prune if necessary. Garden druids are wise beyond their years and knows useful herbs or dangerous poisons at a glance. Even more than other druids the avaricious nature of most humanoids is anathema to their dogma. Whatever it is they battle for, they struggle to maintain the balance between the natural world and its inhabitants.

Wisdom of the Woods

The wisdom passed down from your predecessors informs your knowledge of the natural world. When you choose this circle at 2nd level you are proficient in Nature and can make Nature checks using Wisdom instead of Intelligence.

Additionally, whenever you are making a check related to plants or poisons you do so with advantage.

Natural Ritual

By spending time in an environment with plant life such as a forest or open field, you can cast certain Druid spells as rituals even if they are not ritual spells. You do not need to have the spell prepared. You must spend at least 10 minutes + the casting time of the spell at which point the spell is cast. This does not expend a spell slot. The spells you can cast this way are listed below.

Circle of Gardens Ritual Spells

Spell Level Spells
1st create or destroy water, goodberry
2nd barkskin, lesser restoration
3rd plant growth, speak with plants
4th conjure woodland beings, control water
5th awaken, greater restoration

Animate Plants

 Once a day you can expend a spell slot to animate plant life around you. Depending on the spell's level you can choose the form of this creature. The table below shows what creature you can conjure. The creature acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. The creature returns to its natural state after you finish a long rest.

Animate Plants Table

Spell Level Creature
1st twig blight, awakened shrub
2nd needle blight, vegepygmy
3rd vine blight, thorny
4th awakened tree, vegepygmy chief
5th assassin vine

Bastion of Nature

At 10th level your body becomes resistant to elements that harm nature the most. You resist Poison and Fire damage.

In addition, when you cast a healing spell of first level or higher it ends one status effect on that creature. You can do this a number of times equal to your Wisdom modifier.

Treant Form

By 14th level you have learned to transform yourself into a powerful avatar of nature. You can expend two uses of Wild Shape at the same time to transform into a treant.

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