Base Class: Druid
The druids of this circle find use that the energy of the Shadowfell is not for support, but for utility and attacking. These druids usually change from support to front line depending on their surroundings and what the terrain tells them. These druids are a new breed that seek to change the common thinking that druids are only used for support and healing, when this Circle served to change that idea.
Seeds of the Beyond
When you choose this archetype at 2nd Level, you get to summons plants that are used by special dice called seed dice.
You learn to summon three plants of your choice at the appropriate levels. The plants take up an action to summon. You can only summons one plant per action.
You get to receive one additional seed dice at 6th, 10th, and 14th level. After each long rest, you get to change the plants you would like to summon.
The seed dices are d6s. They are used up after each summon and are brought back after each long rest.
You gain another dice at 6th, 10th, and 14th level.
Seeds of the Attuned
At level 2, the energy from the Shadowfell grows around you and allows you to grow altered plants from different planes.
Seed of the Fawn Blade
Seed grows into a long shard leaf blade. The seed grows the blade at the end of an fist or melee weapon. The reach of the attacking weapon increases by 3 feet and adds 1d6 slashing damage. The blade lasts one round. Damage increases by 1d6 at level 6, level 10 and level 14
Seed of the Imbued Cotton
The seed grows into grey cotton that always seem to be moving and shuffling. The seed grows around an fist or melee weapon. The seed adds 1d6 lightning damage to the attack. The seed lasts for one round. The damage increases by 1d6 at level 6, 10, and 14.
Seed of the Leeching Vine
The seed grows a black, thistle vine with glowing thorns. The thistle grows around a fist or a melee weapon. The Thistle enhances the next attack by adding 1d6 necrotic damage. The vine last for one turn. Damage increases by 1d6 at level 6, level 10 and level 14.
Seed of the Vampiric Rose
The seed grows into Maroon roses with glowing red thorns. The seed grows around the hand or melee weapon of choice. Seed adds 1d6 piercing damage to the attack. After the attack, the damage from the seed seeps into the user, gaining health points equal to the seed dice. Power increases by 1d6 at level 6, level 10, and level 14.
Gardening of the Beast
When using Wild Shape, you can use the seeds as part of your action.
Seeds of the Pestering
At Level 6, the energy your draw from the Shadowfell is more concentrated and deadly.
Seed of the Raining Petals
The seed grows into a large purple lotus which spins wildly and shoots it petals in the air. The seed grows after being thrown to a specific location. Once sprouted, the flower petals shoots up in the air and spins around a circle of 30 feet from the point of placement or a cone of 30 feet if the plant is fired form the palm. Any enemy caught with the area of effect takes 2d6 piercing damage. The enemy also must make a Wisdom saving throw. Ona fail, the enemy is stunned. The effect last for 1 round. Damage is increased by 1d6 at level 10 and level 14.
Seed of the Screeching Clouds
The seed blossoms into lime green puff flower. The seed grows on the ground with a circle shape or at hand with a cone shape and releases a loud piercing sound. When an enemy is caught in the area of effect, they take 2d6 thunder damage. The enemy must make a Wisdom saving throw. On a failed save, the enemy is paralyzed. The seed lasts for 1 round. The damage is increased by 1d6 at level 10 and level 14.
Seed of the Sun Weed
The seed grows into a small, bright dandelion. The seed can grow from the ground for a circle effect or at hand for a cone effect. An enemy caught in the area of effect gets shot by the light of the plant. The enemy takes 2d6 radiant damage. The enemy must make a Wisdom saving throw. On a failed save, the enemy is blinded. The effect last for 1 round. The damage increases by 1d6 at level 10 and level 14.
Seed of the Wrapping Whip
The seed grows into several vines with serrated thorns that swarm erratically. The seed needs to be placed on the ground for a circle effect or in hand for a cone effect. If caught in the area of effect, the enemy is ensnared by the sprouting vines. Enemy takes 2d6 slashing damage. The enemy must make a Wisdom saving throw. On a failed save, the enemy is restrained. The vines last for 2 rounds. If an enemy starts the round entangled, they take half damage form the seed. Damage increases by 1d6 at level 10 and level 14.
Seeds of the Guarding Green
At level 10, the Shadowfell energy now enhances the seeds on its own, allowing growth of larger plants. These plants consume more seeds to grow dur to their sheer power.
Seed of the Dragon Tree
The seed requires 3 seed dice to summon. The seed grows into a black scale tree bark. The seed grows at hand. The seed engulfs you in a very hard tree bark armor. The bark absorbs all types of damage equal to 4d6 damage. If the damage does not exceed the protective hit, then your HP is safe until all dice are used. After 1 round, the armor falls off. The damage taken is increased by 2d6 at level 14.
Seed of the Freezing Bite
The seed requires 3 seed dice to summon. The seed grows a tree with sentience holding sharp teeth and leaking a chilling saliva. The seed grows around your and and produces 2 heads. The heads have a 15 foot reach. They can see 2 targets to attack around you. The enemy takes 4d6 cold damage. The plant last for 1 round. Damage increases by 2d6 for cold at level 14.
Seed of the Hazing Flames
The seed requires 3 seed dice to summon. Seed spouts several pods spewing yellow pollen in the air. The seed grows right in front of you. The area of effect is a 30 foot cube. The seed spews the yellow spores and then the spores ignite when activated. The enemy takes 4d6 fire damage. The flames burn for 1 turn. The damage increases by 2d6 at level 14.
Seed of the Vile Tree
The seed requires 3 seed dice to summon. The seed grows into a maroon medium sized plant with a frightening face with latching vines, filling the target with sinning thoughts. You place the seed at a random spot in the ground. When an enemy enters its area of effect of a 30 foot sphere. When in the area, the enemy is caught within the growing tree. The enemy then takes 4d6 psychic damage. The enemy must make a Wisdom saving throw. If the save failed, the enemy is charmed and restrained every turn the target fails. The target takes 2d6 necrotic damage each turn trapped. The damage increases by 2d6 at level 14.. If the enemy goes unconscious from the seed, then it automatically has a failed death save and is trapped with in the tree. If not made unconscious, the tree lasts until the enemy is freed.
Seeds of the Attacking Forest
The Shadowfell energy automatically enters the seeds, unlocking the powers from deep within the plane. These plants require even more seeds to to summon entirely.
Seed of the Seeking Bamboo
The plant requires 4 seeds to summon. The seed grows a array of traveling glowing bamboo. The plant takes 2 seeds from the inventory. When planted, the plant has 2 options from the planting. One option is summoning the plants as a spiked wall, growing 15 feet tall and 60 feet wide. When an enemy attacks the wall, they take 6d6 slashing damage and 3d6 acid damage on a failed Wisdom save. The wall's HP is equal to the rolled dice. The wall is destroyed once the HP is depleted. The second option is to send the bamboo seeking an enemy that is within a 60 foot line. When attacked, the enemy takes 6d6 piercing damage on a failed Wisdom save. On a fail, the damage is 3d6 acid damage. Both the line and the wall last for 3 rounds.
Seed of the Shifting Mangrove
The plant takes 4 seeds to summon. The seed grows into several loose but dense vines that surrounds the caster. The caster places the seeds either on their body or the body of a team member. The seeds vines rolls around them, creating a dense armor of shifting vines. The plant grants +3 AC to the wearer of the armor. If there is a successful hit, the armor negates 6d6 worth of damage. The armor lasts for 3 rounds. If the damage exceeds the dice amount, it is automatically destroyed. As a bonus action, you can turn the mangrove into a arm hammer. On a hit, the enemy takes 4d6 bludgeoning damage. When turned into a arm hammer, the plant leaves after the round. The plant must be converted to a arm hammer on the first round.
Seed of the Syphoning Pulp
This plant requires 4 seeds to summon. The seed grows a large orchid bouquet that has many small syringe like bulbs. The seeds can be placed on the ground with a 30 foot sphere. Plants grow when enemy enters the are of effect. When entered, the orchid grows and the vines laches on the enemy. Enemy must make a Wisdom saving throw. On a failed save, the enemy takes 6d6 necrotic damage. The plant stays on the field for 3 rounds. On the 3rd round, a fruit is summoned from the bouquet. As a bonus action, if around the bouquet, the team can pick the fruit and eat it. When consumed, the person gain HP equaled to the damage sustained from the enemy. During the production of the fruit, the enemy may have the ability to destroy the plant.
Seed on the Hunting Pine
This plant requires 4 seeds to summon. The seed grows into large palm trees with heads with teeth at the top and glowing light purple leaves with sharp teeth down the bulb middle. When activating the seeds, two large trees grow at the location of the placement. Each tree are sentient and attack anything in 30 foot sphere. The tree lasts for 3 rounds. When an enemy enters the area of effect, one of the two plants attacks. The enemy takes 6d6 piercing damage. The enemy must make a Wisdom saving throw. On a fail, the enemy is grappled. Each turned grappled and failed another Wisdom save, the enemy take 2d6 acid damage. The plants can also make a acid spew range attack. When hit, the enemy takes 6d6 acid damage.
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Posted Sep 21, 2021Hello,
You start with 3 seed dice and they are expended after each use. The roll of the dice is to use the number as a modifier for damage.
For example: You summon the Seed of the Freezing Bite and roll 3d6. The highest number gets added again for a total of 4d6 to keep the expenditures fair and balanced. I was relatively new at creating classes so I should update the Seed features.
Thanks for the support.
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Posted Jun 15, 2021If the highest seed requirement is 4, and the max number of plants you can summon per action is one, why is the seed dice a 1d6 instead of a 1d4?
Or maybe I'm mis understanding how they work. Do you roll seed dice and add the seeds to your inventory, or do you roll the seed dice to see what your able to summon when you take an action.
Love the idea for this sub class btw.
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Posted Jun 15, 2021How many seed dice so you start with?