Druid
Base Class: Druid

The Circle Of The Garden is one of peace and nurturing, and a deep respect for plant life. These druids learn how to grow the tallest trees, the sweetest flowers, and the most potent herbs. It’s through their love of the flora and fauna that fuels their powers, having their sprouting allies form themselves into help for them and their other- less green- friends. 
Their gardens with them, a Garden Circle Druid is always on the lookout for new additions and herbal discoveries.

Green Thumb

Starting at 2nd level, your proficiency bonus is doubled for any ability check made with an herbalism kit. Additionally, you may add your Wisdom modifier to any Intelligence (Nature) checks you make.

Forest Herald

Additionally at 2nd level, instead of taking a shape of a beast using wild shape, you may create a Grove at a point you can see within 30ft of you that has solid ground. The Groves size equals 5ft x your Druid level. Your Grove is treated as rough terrain to creatures you choose, and is treated as Half-Cover for you and you only. The grove sprouts tall grass, bushes, small trees too small to provide effective height, and a plethora of flowers where it is chosen. You may reflavor your Grove to whatever you please, the only constant is it must have a change in the environment. The Grove is unable to be burned or destroyed, if anything such as a tree or small boulder spawned by the Grove is destroyed, it reappears after a small period. The Grove is magical and you can use any of your features that say they are in your Grove inside it. After 10 minutes, or if you choose to create a new Grove, the benefits you gain from this Grove disappear, and your previous Grove is not treated as a Grove itself.

When you choose this subclass select 1 features from this list, this feature applies to your Grove when you create one. You may choose an additional one when you reach 10th level.

Hardy Crops

If you create a Grove in direct light, you gain additional temporary hit points the first time you enter the Grove equal to twice your proficiency bonus (minimum 4). These bonus temporary hit points will last for only the duration of your Grove, but will carry on even if the light covering your Grove is obscured.

 

Magic Leaves

While your Grove is active, any natural weapons or weapons you and your allies possess are considered magical for the purpose of overcoming resistances while in the Grove.

Overgrown

Once per short rest, when you make a Grove, you can choose to overgrow. While overgrown, any healing & damage you do while in the Grove has a bonus equal to your Wisdom modifier (minimum 1).

Pollination

Twice per long rest while in your Grove, as an action you can release a aura of pollen, if you do so, you expend up to 2 hit dice. All creatures within 20ft of you in the Grove of are healed for the amount you rolled, this counts as healing for the purposes of the Overgrown feature.

Natures Troops

Starting at 3rd level, as an action you may summon the legions of nature. You conjure 2d4 + your Wisdom Modifier Awakened Shrubs, each placed somewhere within 30ft of you. These Shrubs can only take the Dodge, Help, Hide, and Search actions. You can command up to half (rounded down) of the Shrubs as a bonus action, or all of them as an action. The Shrubs share your Initiative count, but take their turn immediately after yours (during the Shrubs turn you may choose which go first or last). If a Shrub has no command to fulfill, the Shrub takes the Dodge action. The Shrubs last up to 10 hours, after which they will start to wilt- or if one is available, move to the nearest forest if one is nearby, where it will happily live the rest of it’s days.

While in the nearby presence of their summoner the Shrubs are cooperative, cheerful, and a bright green. But while away from their summoner or a forest environment, their green color dulls and they seem less pip. The Shrubs Armor Class increases to 12 at 6th level, 15 at 10th level, 18 at 13th level, and 20 at 18th level. 

You can only use this feature once per long rest.

Plant Sculptor

At 6th level, you gain the ability to encourage a plant to grow. Over the course of a minute a plant you touch as an action begins to double in size, and can be shaped and grown in specific ways of your choice during this period. (IE; a branch of the oak tree grows in a path upward towards the castle window.) You can use this feature a number of times per long rest equal to your Wisdom modifier.

Verdant Expanse

At 10th level your Grove allows you to collectively force nature upon multiple creatures. When you target creature other than yourself with a spell and you and the target are in the Grove, you can expand the spells reach. When you cast the spell, you can expend an additional spell slot of the same level you cast the spell at, then a number of creatures within 30ft of the original target that are in the Grove up to your Wisdom modifier (minimum 1) are subjected to the effects of the spell.

Additionally, all the aspects of your Grove become more potent:

Hardy Crops. While inside your Grove, your Ac increases by 1.

Magic Leaves. Creatures subtract your Wisdom modifier from Saving Throws against your Spells, Harvests, or similar effects.

Overgrown. Your bonus also applies to your Skill Checks and any Saving Throws you are not proficient in.

Pollination. The maximum number of times per long rest you can use this feature becomes 3. Additionally, once per long rest, when you use your Pollination feature, you can choose to give you and a number of creatures affected by this equal to your Proficiency Bonus the benefits of a short rest.

Green Guardian

Starting at 14th level, you can call upon the forces of the environment to answer your call, turning you into a herald of nature itself. You place a Grove centered on yourself, and turn into a mystical tree. Your grove grows taller trees (about 30ft high) capable of being climbed, taller grass, and an uncountable amount of foliage. Your Grove becomes you, and you become the Grove; while in this state you can not move, and gain the following benefits.

Royalty Of The Forest. Your total hit points equals your normal hit points + half of your maximum.

Ironwood. Your Ac becomes 17. You gain resistance to nonmagical bludgeoning, piercing, and slashing damage, and vulnerability to magical fire damage.

Truly Connected. Any non damaging spells that you cast have a range of your entire Grove. Additionally, you are aware of the presence of any creature in your Grove.

Gnarled Vines. The area in the Grove is considered lightly obscured to creatures of your choice.

Wrath Of The Sacred. You can cast the Wrath Of Nature spell at it's lowest level at will as long as it's within your Grove.

Harvest List

Upon summoning a Grove, you can create Harvests. These Harvests are summoned at points in your Grove of your choice, and you can summon a number of Harvests per Grove equal to your Proficiency Bonus (this counts against the Harvest's themselves, not the number of the plant a Harvest summons). You can summon a Harvest as a bonus action, and can immediately summon 1 when you create a Grove, at level 2 you know how to summon 2 Harvests of your choice, and learn an additional one at the 5th, 7th, 11th, 15th, and 19th levels. Saving Throws made against creatures with Harvests use your Spell Save Dc. You can choose if you want a Harvest to not affect a creature. You can choose to Obscure a harvest upon it's summon, or if it isn't in any hostile creatures line of sight, making it require a creature to make an Investigation check against your Spell Save Dc to notice the presence of it.

Addison's Blood

A large green bush with leaves in a cup shape, the nectar in each leaf is said to be the blood of a fallen goddess, the plant sprouting from her entrails. You summon an Addison’s Blood in an unoccupied space you choose in your Grove. A creature can use it's action to pick the potlike plant, and can sip from it using the same action. If a creature drinks from the Addison’s Blood, that creature's Strength or Dexterity (chosen upon creation) score increases by 2 to a maximum of 20 until the end of combat. The Addison's Blood loses its magical properties after consumption, or after 1 minute.

Carnage Trap

You summon 3 Carnivorous Sod’s in unoccupied spaces in your Grove. Additionally, you can instead summon 1 Carnivorous Plant.

Cinderpetal

The Cinderpetal is a red Dahlia flower that floats above the lava moats of the fire plane. You summon 2 Cinderpetals in unoccupied spaces you choose in your Grove. You can activate one as an action. When activated, the Cinderpetal releases a cloud of black dust, which fills a creature's lungs with the feeling of being burned alive. A creature of your choice within 15ft of the Cinderpetal must make a Constitution saving throw, taking 2d8 poison damage on a failed save, and half as much on a successful one. The damage increases to 3d8 at 4th level, 4d8 at 8th level, and 5d8 at 12th level. When a CInderpetal uses this attack it loses its magical properties.

Claymore Mushroom

A dull grey Cremini Mushroom, none would assume it holds spores with explosive power capable of blowing the common folk to scorching ash, too bad the only visible difference would be the red strobing beneath it’s brim. You summon up to 2 Claymore Mushrooms in unoccupied spaces you choose in your Grove. A creature that walks in the same space as a Claymore must succeed a Dexterity Saving Throw or take 3d4 fire damage as the small mushroom explodes, or half as much on a successful save. This damage increases to 3d6 at 4th level, 4d8 at 10th level, and 5d10 at 16th level. After it explodes, the Claymore loses it's magical properties.

Drake Orchid

With enough care, some metallic dragons grow Drake Orchids, which sprout from the ground blessed with their presence. Although some Chromatic Dragons grow them as guard dogs, making sure to keep them hungry… A Drake Orchid sprouts from the ground in an unoccupied space you choose in your Grove. The Orchid has the same stat block as a Brass Dragon Wyrmling, except it has a speed of 0. And attacks any creature hostile to you that it can see in range. When you summon the Drake Orchid choose a damage type from fire, lightning, poison, acid, thunder, or cold damage. The Drake Orchid can only use its Fire Breath breath weapon, and its damage type becomes the same as the damage you chose (if you chose fire nothing changes). The Drake Orchid lasts indefinitely, even if your Grove disappears, but loses its magical properties when you make a new one. It gains the stats of a Juvenile Brass Dragon at 11th level.

Drowcap

Found deep in the depths of the underdark, the Drowcap contains toxins capable of creating startling explosions of darkness. You summon a Drowcap in an unoccupied space you choose in your Grove. If a creature steps on it, the Drowcap releases a burst of darkness. All area in a 20ft circle around the Drowcap is obscured by magical darkness, similar to that of the Darkness spell, and dissipates at the end of your next turn. Once activated, the Drowcap loses all its magical properties.Dr

Faefall

A rose native to the Feywild and is highly feared due to its... chaotic nature, it is the main cause of loss of direction in the Feywild itself. You summon a Faefall in an unoccupied space you choose in your Grove. If a creature moves within 5ft of the Faefall then they must succeed a Wisdom saving throw, becoming disoriented on a failed save. The creature will have no idea which direction it moves in and will be confused if it moves the wrong way. Until the end of the creature's next turn the creature will move in random directions of the Dms choice when using its movement speed, but will never be in the direction they want to go. The Faefall loses its magical properties when a creature fails a saving throw against its effects.

Goldencup

A bright yellow flower, the nectar it produces has a smell so calming it magically seals one's wounds. You create a small 10x10ft field of Goldencup flowers in your Grove. As a reaction when an ally with missing hit points enters the area, you can heal all creatures inside it for 2d4 + your Spellcasting modifier as the Goldencup’s releases a healing aroma. The Goldencups immediately lose their magical properties afterwards. This healing increases to 3d6 at 9th level, 4d6 at 13th level, and 5d6 at 16th level.

Gripweed

A carnivorous mass of vines, the Gripweed is commonly found hiding underground waiting to find a creature above its burrow to devour. You summon a Gripweed in an unoccupied space you choose in your Grove, it is always treated as Obscured. If a creature is within 10ft of the Gripweed, it unravels and pulls the creature into its viney trap. The creature must succeed a Strength Saving throw or be pulled into the Gripweed’s space. The creature is restrained while trapped, and a creature can use it's action to repeat this saving throw, untying itself on a success. After it traps a creature the Gripweed loses it's magical properties.

Hucklenut

The Hucklenut is a rare and unique species of walnut, sizing at about 2ft tall. It reproduces by attaching to creatures, and spreading its seeds as it’s ride moves around. You release a Hucklenut beneath an ally you can see inside your Grove. Upon summon, the Hucklenut splits apart and covers their body in natural armor. The creatures Ac increases by 2, and they have disadvantage on Stealth saving throws. The first time a creature takes fire, lightning, acid, necrotic, radiant, bludgeoning, piercing, or slashing damage while they have the Hucklenut’s protection that creature has resistance to the damage they take. After they take that damage the Hucklenut plate shatters, and the creatures Ac simply increases by 1 until that creature leaves the Grove.

Jabbersprout

A large anthurium that sprouts with petals in the shape of a mouth, it’s main defense mechanism is to startle anything that provides it mild distress. You summon a Jabbersrout in an unoccupied space you choose in your Grove. When a creature is within 10ft of it, you can use your reaction to activate it, and it releases a thundering noise similar to a tuba. Each creature within 15ft of the Jabbersprout is deafened until the end of your next turn. After activating it loses its magical properties.

Lifelily

A golden flower, the Lifelily commonly grows near the graves of fallen heroes, and can cure nearly any ailment. You summon a Lifelily in an unoccupied space you choose in your Grove. As an action you can activate the Lifelilly; all creatures within 10ft of the Lifelilly gain the benefits of the Lesser Restoration spell. If a creature is within 5ft of it, that creature also regains Hit Points equal 1d6 + your Wisdom modifier. This healing die increases to 1d8 at 6th level, 1d10 at 10th level, and 2d12 at 14th level. After it activates twice, the Lifelilly loses its magical properties.

Mirage Moss

The Mirage Moss is a rare magical invasive species of dark purple moss, made by the great enchantment mage Elzadirr. You summon a Mirage Moss in an unoccupied space you choose in your Grove. Each turn a creature is within 5ft of the Mirage Moss, they must succeed a Wisdom Saving throw or start hallucinating. They see a random illusion at another point in the grove, roll a d6 to determine what it is. 1: Their worst fear, 2: The Thing They Hate Most, 3: A copy of you, the creature can't determine where you were before it saw it though, confusing it of which of you is the real one. 4: A structure relating to their past of the Dm's choice, 5: A family member, 6: A Treant Doing The Macarena. The creature repeats this saving throw at the end of each of it's turns, and ends the effect on a success. The Mirage Moss loses it's magical properties when a creature spends at least 2 rounds affected by an illusion caused by the Mirage Moss, then the illusion ends.

Pelor Scorchflower

A distant cousin of the Sunblossom, the Pelor Scorchflower is grown religiously by clerics and paladins, and is one of the traditional means of sending an infected undead to the afterlife in the Book Of Pelor. You summon a Pelor Scorchflower in an unoccupied space you choose in your Grove within 10ft of you, but cannot be Obscured. When a creature targets you for a melee weapon attack you can use your reaction to activate the Pelor Scorchflower! The Scorchflower makes a ranged weapon attack against the creature, using your Spell Attack Modifier, dealing 2d4 + 3 fire damage on a hit. If the creature can not see the flower, this attack has advantage. After it makes this attack, the Scorchflower loses its magical properties. The Scorchflowers damage increases to 4d4 + 4 at 5th level, 6d4 + 5 at 11th level, and 8d4 + 6 at 18th level.

Reath

The Holy Reath is a rare sight to behold, as it can only be created when an archdruid blesses the surrounding environment, when such occurs, a Holy Reath will appear somewhere. A circle of bright orange small bushes in a 15x15ft formation appear at a point you choose in your Grove. Any allies that enter the Reath have resistance to nonmagical damage the first round they enter the Reath. While a creature is in the Reath they have advantage on Intelligence, Wisdom, or Charisma saving throws. The Reath loses its magical properties after 4 rounds. 

Servant's Of Nature

You summon 3 Awakened Tree's as an action in an unoccupied space you choose in your Grove, or a Shambling Mound when you reach 18th level. You can only use this Harvest twice per long rest. If any of these summons leave the Grove, they wilt and die after 10 minutes, unless they return to the Grove.

Shrieking Tuber

A Mandrake is summoned underground in an unoccupied space you choose in your Grove. When a creature is within 5ft of the mandrake, it exits the ground and uses it’s Shriek ability. After it does so it immediately burrows back down if possible. You can summon 2 Greater Mandrakes at 5th level, and the Dc for their Shriek ability adds your Wisdom modifier when you reach 8th level. Greater Mandrakes do not return underground but instead attack the nearest creature that poses a threat to you. If a Mandrake Shrieks twice or after 1 minute, it loses its magical properties and dies, but a Greater Mandrake dies after 10 minutes naturally.

Smuggler's Root

The Smuggler’s Root was developed by the thief queen Daleeru, it is incredibly useful for any skilled Botanist, as it has the ability to teleport items and even people, and it has the appearance of a flattened blue Corpse Flower. You summon 2 large Smugglers Root’s in unoccupied spaces you choose in your Grove. If a creature walks in the same space as the Smuggler’s Root you may use your reaction to teleport that creature to the other flower. The flower can teleport an item of 15lbs or less indefinitely. When the Smuggler's Root teleports a creature in this way both flowers lose their magical properties.

Snowbell

An icy blue tulip, the Snowbell grows around the sleeping bed of a Yeti, and releases a magical aura of frigid cold. You summon a Snowbell in an unoccupied space you choose in your Grove. Any creature who moves within 5ft of the Snowbell must Succeed a Constitution Saving Throw or have their base speed lowered by 10ft until the end of your next. The creature's speed is lowered by 20ft at 8th level, and 30ft at 14th level. After 1 minute the Snowbell loses its magical properties.

Sunblossom

The Sunblossom is a large vibrant sunflower, which has pollen capable of increasing the amount of adrenaline a creature produces. As a reaction when an ally uses an action or bonus action you can use the Sunblossom’s power. The Sunblossom fires invigorating pollen in a 45ft long, 5ft wide, line. Any friendly creature in that line is under the effects of the Haste spell until the start of your next turn, but they do not stop moving on the following turn. Once it fires its pollen the Sunblossom loses its magical properties.

Thorn Lotus

Occasionally found in forest’s inhabited by hags, it is naturally malicious and covers even creatures not wishing it harm with painful needles. You summon a circle of Bone Lotuses in an unoccupied space you choose in your Grove. When a creature steps into the Lotuses that creature must succeed a Dexterity Saving Throw or take 2d6 piercing damage, or half as much on a successful save. When the creature leaves the Lotuses space, that creature's base movement is halved until the end of their next turn. When a creature enters the Thorn Lotuses area the Thorn Lotus loses it’s magical properties. This damage increases to 3d6 at 6th level, 4d6 at 10th level.

Viper Vines

A poisonous vine, it is similar to a hydra as all it’s vines are separate entities, but they all have one goal, to feed. The ground beneath an enemy in your Grove you can see becomes infested with Viper Vines. The creature that is targeted must succeed a Dexterity saving throw or fall prone. The vines wrapped around them rapidly envelop their body as they are dragged onto the ground, and the creature must make a Constitution saving throw at the beginning of their turn or become Poisoned for 1 minute on a failed save. As an action the creature can make a Strength Saving throw, becoming freed of the Viper Vines on a successful save. The Viper Vine loses its magical properties after a creature breaks free of it’s grip.

Witch Sapling

You summon a 7ft tall, obsidian black, leafless tree in an unoccupied space you choose in your grove. This tree feeds on life force, and any creature that starts its turn within 10ft of it must succeed a Wisdom saving throw or take 1d4 necrotic damage. The tree has a glowing purple malicious face etched into it, which is constantly snarling or staring blankly. Once during its stay, you can use your action to cast the Enthrall spell without expending a spell slot, centered on the Witch Sapling as if it was the caster. The damage of this Harvest increases to 1d6 at 5th level, 1d8 at 9th level, and 1d10 at 15th level. The Sapling disappears after 1 minute or if 3 creatures die within 10ft of it.

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