Druid
Base Class: Druid

Different from normal druids this circle does not have the ability to shape shift into living beings such as bears or wolves instead they turn into different kinds of plants. The reason for this circle being founded is that many sentient plants end up becoming druids due to their innate connection, but unlike their fellow druids  they could not use wild shape  to turn into beasts. Although after some experimentation and training they managed to change into different plants from then on they branched off to become the Circle Of Plants 

Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

Natural Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Plant Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells. 

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.

 
Forest
Druid Level Spells

3rd

barkskin, locate animals or plants

5th

speak with plants, plant growth

7th

divination, freedom of movement

9th

commune with nature, tree stride

 
 

Land’s Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Nature’s Ward

When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.

Nature’s Sanctuary

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

Plant Shape-shift

When you choose this circle at 2nd level, you gain the ability to use Wild Shape to transform into monstrosities as well as beasts. you can also use your Wild Shape to transform into Plants of your choice. . if the plant you wildshape into has weapons, you do not have them while as that creature. finally, your max wildshape CR is 1/2, and remains that way till 6th level. other wildshape restrictions on flying and swimming speed still apply.

Stronger Plants

Starting at 6th level, the max CR of your wild shape is equal to 1/5 of your druid level rounded down. other wild shape restrictions apply. 

Deep Roots

At 10th level, your Wildshape can freely change your shape, but only for so long. you can use your Wildshape  an unlimited number of times, but you can only use it for 2 hours per day. if you end your Wildshape  before 2 hours have passed, the next Wildshape  you use can last up to 2 hours minus the time you spent Wildshape  rounded up to the nearest minute. if you have the arch-druid class ability, the duration of your Wildshape  is infinite

Cross Pollination

By 14th level, you have learned to use your wild shape to splice forms of Plant together. you can expend one hour of wild shape to transform yourself into an amalgamation of Plants. Choose 6 Plants you can wild shape into. take the ability scores of one, the size of one, the proficiencies of one, the speed of one, the traits and senses of one and the actions of one. you then transform into a combination of the Plants using the selected stats. if any of the actions use weapons, you ignore them. 

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