Druid
Base Class: Druid

Druids are known for their intense connection to nature - their practices, taboos, and their very existence all rely on what is considered "natural". Though, druids of the Circle of the Grove take things one step further, going so far as to try and form some semblance of a symbiotic relationship with the verdant expanse to truly deepen their connection to the land.

Secrets of the Green

Starting at 2nd level, your experiences with nature have started to culminate in success.

You gain proficiency in the Nature skill, and can add double your proficiency bonus when you make a Wisdom (Nature) check that involves plants.

Verdant Growth

At 3rd level, you can take on the form of nature.

As a bonus action, you can expend a use of your Wild Shape feature to call forth vines and roots around you, rather than transforming into a Beast.

While active, roots and vines imbued with your magic leap to your aid in a 15 ft. radius around you for 10 minutes. This feature ends early if you dismiss it (no action required), are Incapacitated, you die, or you use this feature again. While active, you gain the following benefits.

  • The area around you is considered Difficult Terrain for creatures considered hostile to you.
  • As a reaction when a creature in the root-covered area is hit by an attack, you can add a bonus to their AC equal to your proficiency bonus until the end of its turn.
  • As a bonus action, you may strike a creature with gnarled roots - make a melee spell attack against a creature within the area. On a hit, the target takes 1d6 bludgeoning damage.

Rose and Thorn

At 6th level, your attunement with nature reaches new bounds.

When you cast a spell that conjures or manipulates roots, branches, thorns, or vines, your magic can turn them into deadly threats. Whenever a creature is hit by an attack, or fails an ability check or saving throw against these features and spells, the target takes extra piercing damage equal to your Wisdom modifier (minimum 1).

In addition, you always have the Speak With Plants spell prepared, and it does not count against the number of spells you can prepare each day. You can cast this spell once without expending a spell slot - once you do so, you cannot do so in this way again until you finish a long rest.

Tangled Embrace

At 10th level, you can cause plants to coil and wrap around your enemies, stopping them in their tracks.

When a Huge or smaller creature moves within 30 ft. of you, you can use your reaction to attempt to bind them in place with roots and vines - the target must make a Strength saving throw against your spell save DC. On a failure, they are Grappled for the next minute. A creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC - on a success, it frees itself.

You can use this reaction a number of times equal to your proficiency bonus, and regain any expended uses when you finish a long rest.

Avatar of the Green

At 14th level, your connection with nature has reached new heights, causing your Verdant Growth feature to improve.

The area for your Verdant Growth increases to 30 ft., and you can also do the following things while it is active:

  • While within 30 ft. of a surface or plant, you have a flying speed of 40 ft.
  • You cannot be Shoved, are immune to the Prone, and cannot be moved against your will.
  • You have advantage on Strength checks and Strength saving throws.
  • The damage when you use your Verdant Growth to attack a creature increases to 2d6 bludgeoning damage on a successful hit.

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