Base Class: Druid
While most druids choose to embrace nature as a whole or only the spiritual or beastly ways, this circle focuses on overseeing and assuring the flora wellbeing by being protectors of a reserve of nature, using their power and strength to do so.
sometimes these druids even choose to leave their primal and recluse ways to take care of the parks or gardens in cities, These last ones are seen with a really bad eye by the other druid or druid circles, believing that they have betrayed the “wild and free methods of nature” for the “imprisoning comforts of society”.
Magical Seeds
When you choose this Circle at 2 level, you gain the ability to magical transmute seeds into either a Writhing Vine, a Thorny Shrub, a Warden Bark, an Invigorating Moss or a Twisting Bramble seeds.
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MAGICAL SEED PLANT Small plant |
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Armor Class: 10 + PB (natural armor) Hit Points: 15 + your Wisdom modifier (minimum of 0) + Three times your druid level. Speed: 0 ft. |
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STR 12 (+1) |
DEX 9 (-1) |
CON 14 (+2) |
INT 5 (-3) |
WIS 12 (+1) |
CHA 11 (+0) |
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Saving throws: CON plus PB, WIS plus PB. Vulnerabilities: Fire. Resistances: Piercing. Condition Immunities: Charmed. Senses: passive Perception 10 plus PB. Languages: Understands one language that you know but cannot speak. Proficiency Bonus (PB): equals your bonus |
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Protective Healing. When healed by you the Magical Seed Plant will also gain 1d8+PB temporary hit points. |
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The Magical Plant will have different effects based on the species chosen, as represented on the following table:
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Plants |
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Species |
Effect |
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Writhing Vine |
ACTION: Lashing strike. Melee Attack: your spell attack modifier to hit, reach 10 ft., one target you can see. Hit: 1d12 + PB Slashing damage. At higher levels: at 10 the damage dice increases to 2d12. |
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Thorny Shrub |
ACTION: Spurting Spine. Ranged Attack: your spell attack modifier to hit, reach 60 ft., one target you can see. Hit: 1d10 + PB Piecing damage. At higher levels: at 10 the damage dice increases to 2d10. |
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Invigorating Moss |
ACTION: Regenerative Growth. The moss heals one non-undead or non-construct creature within 15 ft for 1d6+PB. At higher levels: at 10 the healing dice increases to 3d6. |
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Warden Bark |
Wooden Husk. The Warden Bark gains +2 AC. REACTION: Lumber Guardian. If a creature within 5 ft. attacks you or another creature that you can see, you can use your reaction to higher the attacked creature AC by 2 for that turn. At higher levels: at 10 the range of Lumber Guardian increases to 10 ft. |
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Twisting Bramble |
Tangle Growth. The Thorny moss gains +10 maximum hit points and covers an area of 10 ft. diameter and makes it a difficult terrain for any creature except for you and a number equal to your wisdom modifier (Minimum of 1) of creatures that you choose. REACTION: Land’s Agitation. If a large or smaller creature damage you or another creature while on the Tangle Growth area, you can use your reaction to impose a Dexterity or Strength saving throw with 13 CD, on a failed save the attacker falls prone. At higher levels: at 10 the Tangle Growth area increases to a 20 ft diameter circle. |
You can use an action to throw up to 10 ft. way a number of seeds equal to half your proficiency bonus, each of them will grow at the start of your next turn.
You can have a maximum number of plants equal to half your proficiency bonus, if you exceed that number the oldest plant will wither and die, the plants will stay alive for approximately 1 month, then they wither and leave behind a 1d4 number of magical seeds.
As a bonus action at the end of your turn you can command all the plants to do one action.
All plants created via this feature are considered magical plants to abilities or spells that target them.
You can transmute a number of seeds equal to your proficiency bonus, you regain these transmutations after a long rest, unless you spend one spell slot of any level to transmute one seed.
Plant Form
When you choose this Circle at 2 level, you can spend one use of your wild Shape feature to transform yourself into plant creatures that you have seen before.
Your druid level determines the plant you can transform into:
- At 2 level, you can transform into any plant that has a challenge rating of 1/2 or lower that does not have a flying or swimming speed,
- At 6 level, you can transform into any plant that has a challenge rating of 1 or lower that does not have a flying speed,
- At 10 level, you can transform into any plant that has a challenge rating of 2 or lower.
You can transform yourself into any magical plant from your Magical Seeds, Seed of Companionship and Elemental Flower features at the level when you gain them.
Green Companionship
At 2 level, you learn how to magical transmute seeds into a Familiar Sprout seed.
Once bloomed, the Familiar Sprout seed will birth a creature similar to a creature summoned via the Find Familiar spell, but the aspect of the creature is instead composed of vines, foliage, bark and/or flowers, you choose how is its form.
You can have only one familiar at a time, it doesn’t count against the number of magical plants you can grow, and the familiar created via this feature is considered a magical plant instead of the usual type of the summoned creature.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn, it cannot attack but can perform other actions normally, when the familiar drops to 0 hit points, it withers, leaving behind lifeless and/or rotten plant parts that composed its body.
The familiar understands one language that you know but cannot speak, additionally, as an action you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind regarding your own senses.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 30 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Natural Tongue
At 6 level, you learn the Speak with Plants spell and can cast it without expending spells slots, you always have it prepared, it does not count against the number of spells you can prepare each day, and the spell duration is changed so that it will be always active until dispelled,
Also, you gain advantage on Wisdom (Nature) checks when interacting with plants.
Arboreal Movement
At 6 level, you can spend one use of your wild Shape feature to gain the ability to enter a tree or magical plants created via the magic seeds and the elemental flowers features, and move from inside it to inside another tree or magical plant within 60 feet.
Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree o magical plant. You instantly know the location of all other trees or magical plans that you can use within 60 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.
You can use this feature once per round for a duration of 1 minute, after which you will have to spend another use of your wild Shape to reactivate it.
Elemental Flowers
At 10 level, you learn how to magical transmute seeds into elemental flower seeds and how to select which flower species and element type the seeds will produce.
The elemental flowers will gain a different attack action based on the flower type and a resistance & effect based on the element chosen, each are represented on the following tables.
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Flower |
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Types |
Action |
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Rose |
Breathing Bloom: the elemental flower breaths its elemental pollen in a 15 ft cone, any creature hit must resolve the effect of the element chosen. |
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Daisy |
Glimmering Bloom: the elemental flower releases its elemental pollen in a 10 ft diameter circle, any creature hit must resolve the effect of the element chosen. |
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Orchid |
Surging Bloom: the elemental flower concentrates its elemental pollen in a 30 ft line, any creature hit must resolve the effect of the element chosen. |
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lily |
Shooting Bloom: three Ranged Attack: your spell attack modifier to hit, reach 60 ft., up to three targets that you can see. Hit: 1d8 + PB damage of the element chosen. |
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Element |
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Types |
Resistances |
Effect |
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Fiery |
Fire |
Any creature hit must make a DEX Saving throw with your spell CD, on a failed save the target takes 2d10+PB Fire damage, or half as much on a successful save. |
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Frozen |
Cold |
Any creature hit must make a CON Saving throw with your spell CD, on a failed save the target takes 1d8+PB Cold damage and has its speed lowered by half for 1 minute, but at the beginning of all its turn the afflicted creature can try again the Saving throw, if it succeeds the effect will end. |
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Stormy |
Lighting |
Any creature hit must make a DEX Saving throw with your spell CD, on a successful save, the target takes 1d6 Lighting, on a failed save the target also takes 2d6+PB Lighting damage and is pushed 10 feet away from the flower. |
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Venomous |
Poison |
Any creature hit must make a CON Saving throw with your spell CD, on a failed save the target takes 3d4+PB Poison damage and it is poisoned for 1 minute, but at the beginning of all its turn the afflicted creature can try again the Saving throw, if it succeeds the effect will end. |
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Caustic |
Acid |
Any creature hit must make a DEX Saving throw with your spell CD, on a failed save the target takes 1d8+PB Acid damage and at the beginnings of its turn it must succeed on a DEX saving or take 1d4 acid damage for 1 minute or until it succeeds on the saving throw. |
You can have only one elemental flower at a time, if another one is planted, the last flower will wither and die.
All elemental flowers created via this feature are considered magical plants to abilities or spells that target them.
Aura of Nature’s Protector
At 14 level, you can choose to emit a 30 ft diameter circle aura around yourself, when this ability is casted you and all magical plants that you choose and that are in the aura gain a number of temporary hit points equal to half your druid level + your wisdom modifier, and while in the area you and all magical plants lose all vulnerabilities, gain resistance to slashing, piercing and bludgeoning from non-magical sources and +2 to their CA.
Also, at the start of your turn you heal 2d4 + your Wisdom modifier (minimum of 1) all magical plants that you choose and that are in the aura range.
The aura will stay active for 1 minute or until dispelled.
You can use this feature three times and regain all uses after a short or long rest.
Previous Versions
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6/7/2021 7:07:39 AM
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6/7/2021 7:33:20 AM
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Posted Jun 7, 2021One Clarification:
- the "Green Companionship" feature its a 2nd level feature, and i had to post it as 3rd level one because, for dnd beyond, the druid must have a feature at that level (even if im pretty sure they dont, or at least not all circles do).