Druid
Base Class: Druid

The Circle of the Woods recognises plants as an extremely important part of nature, for all life depends upon them for survival, directly or indirectly. They protect groves and forests from being destroyed, help farmers with their crops, and reforest bare lands to turn them into lush, fertile fields. Druids of this Circle are often farmers using magic for benefits and goodness, whereas others devote their lives to create a lush utopia.

Flora's Knowledge

Starting at 2nd level, your experience in handling plants has granted you knowledge and keen eyes, as well as resistance to the poisons they contain. You gain Expertise in the Perception and Nature skills if you don't already have it, and have resistance to Poison Damage. You also have advantage on saving throws in particular against being Poisoned by poisons from plants.

Guardian of the Groves

At 2nd level, you use your familiarity with plant life to take on a plant-like form, representing your close connection to the woods of the lands. By expending a use of your Wildshape, you can instead take on the form of an Guardian of the Groves. While in this form, your skin turns to bark, and your eyes glow green. You may even grow horns made of branches, or grow a beard of leaves and vines. While this feature is active, you gain the following effects:

  • You gain temporary hitpoints equal to twice your Druid level, and temporary hitpoints equal to half your Druid level at the start of each of your turns.
  • While you heal a creature, it also gains temporary hitpoints equal to your Wisdom Modifier(minimum of 1). If the creature healed is a Plant, then it gains temporary hitpoints equal to twice your Wisdom Modifier(minimum of 2).
  • Large roots grow in a 15-foot-radius circle on the ground centred around you, turning the area into difficult terrain for creatures of your choice, and move with you. On each of your turns as a Bonus Action, you can make the roots try to restrain a creature within the area, forcing it to make a Strength Save against your Spell Save DC. On a failed save, the creature is Restrained until the end of your next turn.

This form lasts for 10 minutes or until you choose to end this form as a Bonus Action.

Blossoming Life

Beginning at 6th level, you begin to extend your control over plants to aid others. As an Action, you can summon a field of blossoming plants centred around you in a 10-foot-radius and lasts for 1 minute. When a creature starts its turn within this radius, you can cause that creature to regain hit points equal to 1d8 + your Proficiency Bonus. This feature can be used a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest. This die turns into a d10 when you reach 10th level in this class.

Nature's Wrath

Beginning at 10th level, your bond with nature allows you to control plants of the wilds to punish those who destroy nature's creations without remorse. While Guardian of the Groves is active, you can use a Bonus Action to force Plants of a CR equal to or less than one third of your Druid level (rounded up) within 30 ft of you to make a Wisdom Saving Throw against your Spell Save DC. On a failed save, the creature is Charmed by you for 1 hour, and follows any commands you issue as long as it isn't directly harmful to it(no action required). On a successful save, the creature is immune to this effect for 24 hours.

One with the Woods

From 14th level onwards, you become one with the foliage of the wilds, gaining the ability to commune with plants at will and reforest areas lacking in vegetation. You can cast Speak With Plants and Plant Growth at will without expending spell slots.

Unnamed

This feature is here to enable this subclass to be published.

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