Base Class: Druid
Druids who belong to the Circle of Seeds venerate plants and the beginning of life itself. They see plants as the purest expression of life, growth, and the natural world, whether they are vast grasslands, mighty forests, steamy jungles, or lone cacti. They take patient interest in long-term problems and solutions facing the natural world, viewing the world from the timescale of ancient forests and jungles. They view all life as equal, but know that without plants, all life will eventually perish.
These druids regularly seek the wisdom of dryads and treants, and strive to protect the oldest trees and most vulnerable flora in the world from harm. As they journey the world, they often plant seeds where they are needed, revitalizing damaged wilderness and giving life to barren wastelands. In battle, these druids embody the tactics of plants, slowly taking control of the battlefield and establishing traps and hazards using plant magic.
Circle Spells
Your connection to the plants of the world enables you to easily cast botanical magic. At 2nd level, you learn the thorn whip cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Seeds Spells table.
Once you gain access to one of these spells, 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.
Circle of Seeds Spells
Druid Level | Spells |
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2nd |
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3rd |
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5th |
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7th |
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9th |
New spells and spells marked with an asterisk must be selected manually in the character builder.
Plant Lore
At 2nd level, you gain an innate connection to the spirits of the plants of the world, and they have tutored you in their ways. You can understand the speech of plants regardless of language, and any plant that knows at least one language can understand your speech. You also have advantage on ability checks made for knowledge about plants or made to socially influence plants.
In addition, your druid spells that normally can only target beasts can also target plants.
Rampant Growth
Starting at 2nd level, you can summon primal spirits associated with plants to aid you and your allies. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point and counts as neither a creature nor an object.
As a bonus action, you can move the spirit up to 15 feet to a point you can see. It persists for 1 minute or until you're incapacitated. Once you use this feature to summon a plant spirit, you can't do so again until you finish a short or long rest.
The effect of the spirit and its aura, which uses your spell save DC for saving throws, depends on the type of spirit you summon from the options below.
Flowers. The plant spirit is in the form of a flowering plant, releasing pollen and sprouting healing fruit. You and your allies can pluck and eat a fruit as a bonus action while within 5 feet of the plant spirit, or use an action to pluck a fruit and feed it to another creature. Any creature in the aura that consumes one of these fruits regains hit points equal to your proficiency bonus + half your druid level. A spirit can only heal each creature up to one time. Once a creature has been healed by two spirits, it can't be healed by a spirit again until it finishes a long rest.
When an enemy creature ends its turn in the aura, it is irritated by the pollen; if it is concentrating and it can be poisoned, it must succeed on a Constitution saving throw or lose concentration.
Leaves. The plant spirit is in the form of a plant that flings sharpened, toxic leaves and thorns at your foes. Choose piercing or slashing damage. An enemy creature that ends its turn in the aura takes damage of the chosen type equal to 2 + half your druid level and must succeed on a Constitution saving throw or be poisoned until the end of its next turn. Once a creature succeeds on this saving throw, the spirit can't poison it again.
Roots. The plant spirit is in the form of a plant with strong roots or vines that writhe out of the ground to grab foes. Each enemy creature that ends its turn in the aura must succeed on a Dexterity saving throw or be grappled by the spirit while it remains in the aura, using your spell save DC as the escape DC. In addition, ground in the aura is difficult terrain, but you and your allies can ignore the difficult terrain.
Sowing Magic
At 6th level, you grow to deeply understand what a plant needs to thrive, and you learn to sow your magical seeds with greater skill. When you use your Rampant Growth feature to summon a plant spirit, you can place the spirit onto any surface, including walls and ceilings, and you can place it in water (requiring no surface).
In addition, you can spend 1 minute planting a magical seed in the ground using a druidic ritual. You can use a bonus action on your turn to cause a seed you've planted within 30 feet of you to transform and sprout into a plant spirit of your choice, as if you had summoned one with your Rampant Growth feature at that location. You can't move a spirit summoned using this feature, and you can't have more than one of the same type of plant spirit.
A seed that hasn't been sprouted disappears after 1 hour. You have a number of seeds equal to your Wisdom modifier (minimum of one), and you regain any expended seeds when you finish a long rest. Once you have used this feature to sprout a seed, you can't do so again until you finish a long rest.
Plant Form
At 10th level, you gain the ability to shapeshift into a form similar to a dryad -- a living, humanoid-like magical plant. As an action, you can expend a use of your Wild Shape feature to transform your body into a plant, rather than transforming into a beast form, and you gain temporary hit points equal to your druid level. While this feature is active, you gain the following benefits:
- You are a plant instead of your normal types, and you have advantage on saving throws against poison.
- You are covered with thorns. At the start of each of your turns, you deal 1d6 piercing damage to any creature grappling you.
- You have resistance to radiant damage.
These benefits and temporary hit points last for 10 minutes or until you use your Wild Shape again.
Verdant Master
At 14th level, you can understand and command plants as easily as a powerful dryad or treant. You can cast speak with plants at-will, without expending a spell slot. The spell lasts for the duration or until you cast speak with plants again using this feature.
In addition, when you cast the awaken spell targeting a plant, the material components only have to be worth at least 50gp.
Previous Versions
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9/8/2021 9:18:50 PM
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65
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1.0
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Coming Soon
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I must admit I quite love this subclass. it is more the kind of druid focus on plants I wanna play.
But I would love to a bit more a leshy like PF has maybe it it could learn "find familiar" spell as a ritual, and its pet would be considered a fey/leshy.
and it has some special ability like if you are in a cloudkill or spell like that, it can make you have advantage on your con save, as it can create some air for you.
and maybe it can attach to the caster or a willing creature in a symbotic relation to purefy your with poison related effects.
or it can attach itself to the ground and cast entangle around it.
just a suggestion X3