Base Class: Druid
A druid from the circle of rebirth focuses on connecting to nodes that spread across the world. They try to solve issues with these nodes on long pilgrimages that could take years. Imbued by the tree of renewal they carry a companion with them to see their quest to an end.
One with the roots
When you choose this circle at 2nd level, you learn Speak with plants as a cantrip
Guardian of moss
As an action, you can expend one use of your wild shape feature to summon a guardian of moss. You can use the stat block for the Guardian of moss and control him using a bonus actions to give him commands.
Circle Spells
| Druid Level | Spells |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Zip Vine
As an action, you or your Guardian of moss can mold their arms into vine like appendages. While their arms are like this, they can use a bonus action to grapple onto a point within range. While grappling a point like this, they can forgo your usual movement to immediately zip over to that grappled point.
Moving like this provokes opportunity attacks when moving into someones space, but does not provoke it when leaving their space. This abilities range is an amount of feet equal to 15, multiplied by your Wisdom Modifier. This range can be doubled or halved if effected by the spell Enlarge/Reduce. While their arms are transformed like this, you cannot cast any spells with Somatic components
A creature can attempt to hold onto them while they are moving in this way. That creature must make an Athletics or Acrobatics check against your Spell Save DC. If they fail, then they fall off at the halfway point between the point of the attempt, and the destination.
They can also attempt to grab onto someone mid movement. While moving like this, they can use your reaction to grab either a willing or unwilling creature. When they attempt to grab a willing creature like this, they do not need to make any checks to grab them. But, if they attempt to grab an unwilling creature, then That creature can make an Athletics or Acrobatics check against your Spell Save DC, to not be grappled. If a creature they're grabbing like this is falling, then they take fall damage as if they were the ground.
This effect ends after 10 minutes, until you break concentration (as if concentrating on a spell), or until you dismiss it yourself with a bonus action on any of your turns.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Engorged by sap
Your Guardian spirit now gains a maximum health equal to your own health. You can now also add the following moves to the abilities of the guardian:
Rebirth cocoon:
The guardian envelops himself around a target you chose. The target is immune to incoming damage while the guardian takes it for him. Inside the cocoon the guardian will start healing you for 1d4 each turn. Should the guardian die it would stop the healing effect.
Enshrining cocoon:
The guardian envelops himself around a target you chose. The target is caged and incapacitated. Magical creatures cannot teleport out of it or use abilities that displace them. Creatures can break out of it with a Strength saving throw of DC 24
Bond of Rebirth
Upon reaching 14th level, your appearance becomes permanently altered, and you gain the following benefits.
- Your movement becomes extremely quiet, and you appear partially camouflaged. You become proficient in Stealth, and your proficiency bonus is doubled for those checks.
- While using your Wild Shape, you (or your Guardian) gain the benefits of freedom of movement. Additionally, while in Wild Shape, other creatures and objects can be moved through as if they were difficult terrain. Ending a turn inside an object will cause the user of your Wild Shape to take 1d10 force damage. If your Wild Shape ends while you're inside an object, you appear in the nearest empty space outside that object.
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