Base Class: Druid
All druids have a strong bond with the natural world. However, druids of the circle of verdure have a particularly close connection with plant life, for they understand the wisdom and knowledge that plants can provide. These druids often meet in jungles or forests where the vegetation is at its most vibrant and lush. Here, they tend to their gardens so as to better understand the life of the undergrowth. Plants form a symbiotic relationship with the world around them, a trait which druids of the circle of verdure strive to emulate in their lives. The druids also know that many plants have watched civilisations rise and fall, seen the years turn into centuries, and thus have a huge amount of wisdom to impart. Some druidic clans awaken and raise tree saplings to act as protectors of their groves. Whatever the life, the druid of the circle of verdure prefers to remain close to plant life at all times, for only among such greenery can one truly understand what it is to live.
Circle Spells
Your connection with plant life grants you access to certain spells. At 2nd level, you learn the entangle spell.
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Verdure 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 Verdure Spells
| Druid Level | Spells |
|---|---|
| 2nd | entangle |
| 3rd | barkskin, spike growth |
| 5th | plant growth, speak with plants |
| 7th | freedom of movement, greater invisibility |
| 9th | awaken, tree stride |
Bonus Proficiency
At 2nd level, you gain proficiency in the nature skill.
Overgrow
From 2nd level, you gain the ability to fuse with nearby foliage and empower yourself.
As a bonus action, you can expend a use of your Wild Shape feature to become overgrown, rather than transforming into a beast.
While overgrown, you retain your game statistics, but your body becomes covered in vines, petals or other foliage of your choice. This form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again. You gain the following additional benefits:
- You gain a +1 bonus to your AC. This effect stacks upon the effects of the barkskin spell.
- You gain temporary hit points equal to twice your druid level.
- You are unaffected by difficult terrain, you are immune to falling prone and you have advantage on Strength checks and saving throws.
- When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a melee spell attack with a range of 10 feet as you lash out with a fist made from vines, bark and thorns. On a hit, the attack deals bludgeoning damage equal to 1d8 + your Wisdom modifier. This damage increases by 1d8 each when you reach 10th level.
Floral Safeguard
From 6th level, you can command nearby plants to protect you or your allies from harm. When a friendly creature within 30 feet that you can see takes damage, you can use your reaction to wrap them in vines and flowers, reducing the damage they take by 1d10 + your Wisdom modifier. You can use this feature a number of times equal to your Proficiency Bonus per long rest.
The reduction in damage increases by 1d10 at 11th level to 2d10.
Bed of Leaves
From 6th level, you can control the surrounding vegetation to form into a comfortable bed with healing properties. If you or any friendly creatures who rest within 30 feet of you regain hit points at the end of a short rest by spending one or more Hit Dice, each of those creatures regains hit points equal to your Wisdom modifier for each hit dice used, up to a maximum of 10 hit points per creature per short rest.
Summon Awakened Foliage
From 10th level, you gain the ability to command the plants around you to form into a creature made entirely of greenery that obeys your command. As an action you call upon the surrounding vegetation to coalesce into an Awakened Foliage. When you do this, you summon the creature in an unoccupied space within 60 feet, and choose its form from Bark, Floral or Thorn. Your choice determines a number of features in the creature’s stat block. The creature disappears when it drops to 0 hit points or after 1 minute. See this creature’s game statistics in the Awakened Foliage stat block, which uses your proficiency bonus (PB) in several places.
This creature is an ally to you and your companions. In combat, the Awakened Foliage shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. If you are incapacitated, the Awakened Foliage can take any action of its choice, not just Dodge.
Awakened Foliage
Large plant
Armor Class 12 + PB + 2 (Bark only)
Hit Points 40 + two times your druid level
Speed 30 ft.
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 14 + PB x 2
Languages understands the languages you speak
Challenge — Proficiency Bonus equals your bonus
Protector (Bark only). All friendly creatures within 10 feet gain a +2 bonus to their AC.
Healing Sap (3/Day)(Floral only). The awakened foliage touches another creature as a bonus action. The target magically regains hit points equal to 1d8 + PB.
Actions
Multiattack. The awakened foliage makes a number of attacks equal to one quarter of your druid level (rounded down).
Branch Swing. Melee Weapon Attack: your spell attack modifier to hit, range 10 ft., one target. Hit: 1d10 + PB bludgeoning damage.
Razor Petal (Floral Only). Ranged Weapon Attack: your spell attack modifier to hit, range 60/150 ft., one target. Hit: 1d6 + PB slashing damage.
Thorn Smash (Thorn Only). Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 2d10 + PB piercing damage, and target creature must succeed on a Constitution saving throw against your spell save DC or become poisoned until the start of the awakened foliage's next turn.
Blossomed Form
At 14th level, you choose a type of flower to empower your Overgrown form with.
Deadly Nightshade
Whilst Overgrown, when you hit with Overgrown Swipe, you deal 1d8 additional poison damage.
Honied Sundew
While you are Overgrown, when you hit a creature with your Overgrown Swipe, that creature's movement speed is halved until the start of your next turn.
Radiant Rose
Whilst Overgrown, you gain the following action:
Soothing Pollen. As an action, you release a cloud of healing pollen. All friendly creatures within 15 feet regain hit points equal to 2d6 + your Wisdom modifier. Additionally, all affected creatures regain hit points at the start of each of their turns equal to 1d6 + your Wisdom modifier for the next minute. Once you have used this action, it cannot be used again until you finish a short rest.
Tangleweed
Whilst Overgrown, you gain the following action:
Knotted Ground. As an action, you extend twisting roots and vines out from you. All grounded creatures within 30 feet must succeed on a Strength saving throw against your spell save DC or become grappled and restrained for the next minute. An affected creature can use its action to repeat the saving throw, ending the restrained condition upon themselves with a success. Subsequent to this, an affected creature repeats the saving throw at the end of each of their turns, ending the grappled condition upon themselves with a success. Additionally, the ground within the 30 feet region becomes difficult terrain for the next minute. Once you have used this action, you cannot use it again until you finish a short rest.
Vampire's Knell
Whilst you are Overgrown, when you hit a creature with your Overgrown Swipe, you heal for half of the damage dealt by the attack, rounded down.
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Previous Versions
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