Base Class: Druid
Bloom and thrive, blossom and survive. Unique among other druidic circles for their focus on the natural world of flora rather than fauna, druids of the Circle of the Green generally espouse a slower and more contemplative life style akin to that of their namesake.
Living quiet existences secreted away in remote locales of lush greenery, these druids care for, and in turn, are supported by the plant life around them. A green druid, as they are known, may remain rooted in a meditative stance for months, seeking to establish a deeper connection to the teeming vegetation surrounding them. Whereas some discount the importance of plants in the natural order, a druid of the Circle of the Green is their champion.
Sunlight Absorption
When you choose this circle at 2nd level, you gain the ability to derive nourishment from light. Provided you are exposed to at least dim light for a minimum of 4 hours a day, you do not require food or drink.
Botanist
Your green touch alongside seed cultivation has allowed you to shape flora to take forms more suitable for your purposes.
Beginning at 2nd level, you gain a number of special seeds equal to your proficiency bonus. This stash of seeds refills automatically following a long rest.
Entangle and spike growth are your field spells. You always have field spells prepared, and they do not count against the number of spells you can prepare each day.
When casting a field spell, you may expend seeds as a bonus action to enhance the spell and add variant effects to the area being affected. Each variant use on a spell expends 1 seed. You can use only 1 variant on a spell when you cast it, unless otherwise noted. You learn 2 variants from below, and acquire another whenever your proficiency bonus increases.
Bladeleaf
Prerequisite: 9th level
Upon entering or starting their turn within the spell's area, a creature takes 1d4 magical slashing damage.
Deep Roots
After maintaining the spell for 3 turns and allowing the plants to become entrenched, the spell no longer requires concentration and will last for 1 minute.
Itchy Pollen
Prerequisite: 5th level
Upon entering the spell's area for the first time or starting its turn there, a creature must make a Constitution saving throw, else moving 5 feet in a random direction if it can move and its speed is at least 5 feet.
Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.
On a successful save, the originating variant effect does not affect the target for the duration of the parent spell. Another spell with this variant effect will force a saving throw as usual.
Painful Burs
Prerequisite: 13th level
When making a Constitution (concentration) saving throw, a creature with the spell's area has disadvantage. If a creature within the spell's area attempts to cast a spell, it must make the same saving throw. On failure, it must choose another action to take on its turn.
Parting Branches
Creatures of your choice may enter and move through the spell's area without being affected by its effects or negative variant effects associated with it.
You can use this variant even if you have already used a different variant on the casting of the parent spell.
Ripe Harvest
Prerequisite: 5th level
A medium fruit-bearing tree appears within the spell's area at a location of your choice, e.g. the edge. The tree has 5 fruit, and each upon consumption will heal a creature an amount equal to your Wisdom modifier. A creature can pick a fruit and devour it as an action. When the parent spell ends, the tree and any uneaten fruit wither and crumble into rich ash.
Sweeping Meadows
Prerequisite: 17th level
Choosing this variant permanently allows the plant growth spell, when cast using 1 action, to become a field spell.
Sweet Nectar
Prerequisite: 13th level
Creatures within the spell's area or 15 feet of its border when it appears must make a Wisdom saving throw, else becoming inexplicably attracted to a batch of flowers blooming at the center of the spell area. An attracted creature must spend its turns trying to move to reach the flowers.
At the end of each of its turns or upon taking damage, a creature can repeat the saving throw to end the effect. After 1 minute or upon reaching the flowers and picking one, the creature is released from its unnatural attraction.
Tall Grass
Creatures within the spell's area have disadvantage on their attack rolls, but ranged attack rolls upon them from beyond the spell's area are also done with disadvantage.
Representative of the Plants
You have been recognized by the green as their champion, and bestowed the ability to transform into plant forms. Starting 6th level, you can use your Wild Shape to transform into plant creatures that obey the challenge rating rules.
At 10th level, while transformed into a plant creature via Wild Shape, you can expend another use of your Wild Shape feature as a bonus action to gain the effects of the Great Tree form from the guardian of nature spell. These effects are tied to your Wild Shape and do not require concentration, but end when you revert to your normal form.
Regrowth
Beginning 10th level, you can regain some of your vitality by basking in light. During a short rest, provided there is a sufficient amount of at least dim light to completely cover your body, you may choose to recover hit points. You regain a number of hit points equal to two times your druid level.
Once you use this feature, you can’t use it again until you finish a long rest.
Abundance
Starting at 14th level, you may cast speak with plants without expending a spell slot. When doing so, you gain an option to request additional seeds from the plants, up to your max.
Once you cast speak with plants in this way, you cannot do so again until you finish a short or long rest, though you can still cast the spell normally using an available spell slot.
NOTE
This homebrew subclass is not set up to work with D&D Beyond's gameplay system.
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