Nature's Evolution - Your time spent among nature has deepened your bond, changing your body and strengthening it to evolve in the way nature does. Your constitution score and score maximum are increased by two. While in your awakened form, damage you receive is halved. Your base amount of hit dice are now doubled, and you may enter into your awakened form for free while within your druid Grove, can last infinitely while in your Grove, and no longer need to change your size or body type when entering. Your soul now resides within your primary tree. Should your body die or if you choose so (your soul may decide), your primary tree may form a new body for you and wither the old one should you choose.
Guardians Grove - Your divine power has seeped into your groves, empowering them with your own life force and allowing you to form druid groves in any environment. Your Grove becomes natural, and can no longer be affected by effects you would deem harmful. Creatures of your choice while in your Grove gain a bonus to their AC, saving throws, ability checks and attack rolls equal to your constitution modifier. When awakening trees within your druid Grove, you may have them take on the Treant stat block instead. Plant type creatures of your choice within your groves have their hp, to hit bonuses and damage they deal doubled. You may also choose one creature (Not player characters) to gain these benefits in each druid grove of yours, and are referred to as a Grove Guardian.
Willows Growth - You may now grow Willows Demise with your divine power, heightening its abilities. Abilities from your patron (subclass) and *Willows Demise* are now considered natural abilities and not magical. Effects from *Willows Demise* are doubled, and whenever you make an ability check, you may expend a hit die and add twice the number rolled to the roll.
Siphoning Branch - While in your druid grove you may replace your fanged bite attacks with a branch attack, growing it from your Grove around you. The attack is considered a natural weapon attack that uses your constitution modifier for attack and damage, and deals a base 4d12 magical piercing damage on a hit. When using this attack you may empower it with your empowered bite without expending a charge, and may instead heal any creature within your Grove for the piercing damage dealt.
Life Energy - Your life force has become more potent, causing the residual life energy to become more powerful. When using your Release Energy ability, you may choose to either hit all creatures in a 120ft. and 10ft. wide line, or all within 30ft of a point you can see. Additionally you gain new uses for your Energy Charges.
- At the beginning of your turn you may empower your damage with your Life Energy, expending 10 charges to ignore any damage immunities and resistances a creature might have until the end of your turn.
- As a bonus action you may expend Life Energy to heal any amount of plant type creatures within your grove. For each Life Energy charge spent, you may heal a plant type creature for 25hp. You may also heal a Grove Guardian with this ability.
Divine Flower Seed - As an action you may cause a flower to bloom, revealing a special seed in the center of the flower. A creature who has this seed may plant the seed in a druid grove that belongs to them, spending ten minutes to nurture and water the seed. After the ten minutes, the seed sprouts and blooms into a beautiful flower. While this flower is in the druid grove, all creatures within the Grove are under the effects of the guidance and bless spell. If the druid Grove is connected to a *Life Tree*, the owner of the Life Tree may decide what creatures gain the benefits.
Khara can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Khara regains spent legendary actions at the start of its turn.
Attack (1 Action) - Khara may make one weapon attack.
Teleporting Stride (1 Action) - Khara may teleport to an unoccupied space within 60ft of her, or to any point within her druid grove.
Energy Beam (2 Actions) - Khara may use her *Release Energy* attack.
Cleanse (3 Actions) - Khara may expend 20 Life Energy to cleanse her body, removing any conditions she deems harmful.
Imprison (3 Actions) - A tree begins to sprout below one creature of your choice within your druid grove, forcing them to make a dex save against your spell save DC. On a failure, a creature becomes restrained by vines and branches as the tree grows around them, trapping them within. A creature trapped within can only leave through teleportation, and must succeed a charisma saving throw against your spell save DC when they attempt to teleport or have their teleportation fail.
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