Base Class: Druid
The Circle of Blooms honors the untamed poetry of life's renewal. To its druids, every sprouting bud and curling vine carries power---the power to soothe hearts, blur visions, or to reclaim decay for new beginnings. Their rituals awaken fields and forests into vivid consciousness, where fragrance and color become tools of transformation.
These druids do not see nature as gentle; they see it as irresistible---a force that enchants, entangles, and evolves. In their presence, petals may shimmer like illusions, and enemies might find themselves lulled by beauty before the bloom turns to thorns. Those who follow this circle embody nature's paradox: creation and corruption, tenderness and terror, all blossoming from the same root.
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Level 3: Pollination
When you join this circle, your attacks draw visibly from nature's vitality.
When you hit an enemy with an attack roll, you can choose one of the following effects to occur:
- A Blooming Flower blooms on the place you hit them. Any ally that attacks this enemy now gains 1d4 hit points on a hit.
- A Virulent Vine whips out and latches onto that enemy until the end of their next turn. They get a +1 to AC but allies that attack them have advantage.
Level 3: Bloom and Shine
A creature that has a Blooming Flower on them now grows another flower at the start of each of their turns. Each additional Blooming Flower adds a d4 to the healing given to allies. An unwilling creature who is growing flowers can take an action to try and shake them off. They roll 1d6, and manage to remove as much flowers as the number they rolled. A creature within five feet of someone who is growing Blooming Flowers can also take this action to try and shake some off of them.
When you cast a spell that restores hit points, you can choose to grow a Shining Flower on an ally within five feet of you. That ally then restores hit points equal to your spellcasting modifier at the start of each of their turns for one minute. An ally cannot have more than one Shining Flower on them at a time.
Level 3: Circle of Bloom Spells
Your connection to blooming life grants you access to certain spells. You always have these prepared, and they count as druid spells for you.
Level 6: Bursting Blooms
Life springs again in your wake.
As a bonus action, you can burst a flower you can see within 60 feet of you and choose one of the following effects:
- Poisonous Pollen: The target carrying the flower makes a Wisdom saving throw or has the Poisoned condition until the end of their next turn.
- Placating Pollen: The target carrying the flower is relieved of a negative condition and can move up to half their speed without triggering opportunity attacks.
For each flower you burst, the ground around it becomes a patch of grass, and you regain 1d6 hit points.
Level 10: Elemental Blooming
You always have the spell Conjure Minor Elementals prepared.
When you cast this spell, you can alter it so that every instance of damage it does to an enemy also adds one Blooming Flower to that enemy.
Furthermore, when an ally misses an attack against an enemy ensnared by your Virulent Vine, you can spend a reaction to make them reroll. This reroll cannot have advantage.
Level 10: Revitalizing Bloom
If a creature with a Shining Flower is reduced to 0 hit points within 30 feet of you, you can use your reaction to cause roots and flowers to bloom over them, stabilizing and returning them to consciousness with 1 hit point at the start of your next turn. You may do this a number of times equal to your Wisdom modifier per long rest.
Level 14: Garden of Renewal
You summon a flourishing sanctuary of life and restoration.
As an action, you create a 20 foot radius zone centered on you for one minute. Within it:
- Enemies have to spend an extra foot of movement for each Blooming Flower they have on them, up to 3.
- Allies can move an extra 10 feet within it, or 15 feet if they have a Shining Flower.
You can use this feature once, and regain your use of it when you finish a Long Rest.
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