Base Class: Druid
Druids of the Circle of Harvest are the ultimate green-thumbs. Their mere presence around natural creatures revitalizes them with newfound life. These druids are advocates of preserving life, while also promoting full enjoyment of nature's boons toward the betterment of mankind. Druids of this circle live polarized lifestyles, either those that live a simple bountiful farming life or those that advocate hedonism by enjoying the pleasures of abundance and excess.
Blessings of Ambrosia
At 2nd level, during short rests you can perform a ritual to magically ferment berries created by the goodberry spell and condense its healing properties into vial(s) of nectar.
When you drink this beverage, you gain temporary hit points equal to the number of berries used during its creation and your hunger and thirst are completely satiated. This boon lasts until you finish a long rest and drinking another vial has no effect while you still benefit from the blessing. As is the case with the goodberry spell, this concoction also loses its potency if not consumed within 24 hours of this ritual.
Scatter Seeds
At 3rd level, you can germinate a small area near you to accelerate growth that hinders enemy movement. Once per long rest as a bonus action you hurl a handful of seeds at a target area within 10 feet of you and create a 10-foot square of difficult terrain as sprouts begin to grow there. Casting dispel magic on the area ends this effect, otherwise it lasts forever.
The affected area size increases to 15 feet at 5th level, 20 feet at 7th, and 25 feet at 9th.
Create Eden
At 6th level, you gain the ability to call forth the garden of eternal harvest in the area around you.
As an action, you fabricate a magically enchanted garden that expels death and decay. This garden spans around a 20-foot cube around you and lasts for a minute. While being inside this garden, all allies have resistance to poison and necrotic damage. Additionally, spells that destroy or corrupt physical forms fail to do so inside the garden. You can use this feature once per long rest.
Invoke Ancient Guardian
At 10th level, you gain the ability to instantly raise a forest guardian to your aid. As an action, you materialize a tall ancient tree with a face of a wise old bearded man carved into its center in an unoccupied space 5 feet from you as long as plant life grows there. This wise old spirit will stay within the tree for 10 minutes, during this time you may ask the spirit questions as if using the commune with nature spell and while within 20 feet of the tree you and your allies gain immunity to being magically slept and resistance to charm effects. This tree is considered your ally and uses the awakened tree stat block. Once you use this feature, you can't do so again until you finish a short rest.
This is not considered a spell, so it can't be dispelled, though the tree can be destroyed. If the tree is destroyed, it disintegrates into the ground and a robust flower garden grows around it over the next 1d6 days. Otherwise, if the tree survives the 10 minute period, the ancient spirit leaves peacefully and the now inanimate tree permanently roots at the spot it was standing on.
Haven
At 14th level, you have become the consummate host of revelries and festivities. When you use the heroes' feast spell, the component material is half the price. In addition, you may also create a portal leading to an extradimensional extension of the Feywild where you can spend the duration of your feast in. Time passes differently inside this dimension. Roll 1d6 and divide the 1 hour duration of heroes' feast by the result, that will be the actual time that passes in the material realm.
The feast materializes on top of a large table at the center of a botanical garden dome made out of elven stained glass. If a creature looks outside the dome from inside they all see different mirages due to the Feywild's trickery nature. For example, the dome would seem to be resting on top of a giant turtle's carapace swimming through the astral sea or a tower that pierces the sky surrounded by an ocean of clouds. The extradimensional portal has the same properties as per the portal created from the magnificent mansion spell.
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Posted May 11, 2021Create Eden seems to vague it says "Additionally, spells that destroy or corrupt physical forms fail to do so inside the garden," which could be interpreted as any damaging spell because it destroys the physical form of things by damaging them. Maybe change this to something like, "creatures of your choice within the area gain resistance to necrotic damage." This would keep it similar while having a very specific effect. The reason I didn't say immunity, in case you were wondering, was for balancing.
I hope this helps. Have a nice day!