Druid
Base Class: Druid

Often passive and quiet in nature, druids of the Circle of Thorns can lash out violently when attacked, making their enemies' attacks work against them. To this end they cover themselves in tough vines set with barbed thorns, that both protect their host and punish any who tries to attack them. They often work to protect sacred groves and will fight to their last to make sure their protégé survives the invasion.

Thorn Armor

At 2nd level, you can armor yourself with tough, barbed vines. As a bonus action, you can expend a use of your Wild Shape feature to create a Thorn Armor. While covered in these vines, you gain the following features:

  • You gain temporary hit points equal to half your maximum hit points plus your druid level. These temporary hit points cannot be replaced. If these temporary hit points are brought to 0, any excess damage does not carry over to you.
  • Your gain a natural armor class that you can use instead of your normal armor class. The armor class equals 8 + your Wisdom modifier + your proficiency bonus. You can use this armor class in conjunction with your shield.
  • Your movement speed is reduced by 15.
  • Whenever a creature hits you with a melee attack, you can use your reaction to deal 1d6 piercing damage to them, as barbed thorns grow from your armor and pierce the attacker.
  • None of the resistances or vulnerabilities of your class or race apply to the temporary hit points of your Thorn Armor (but resistances from spells do). However, you are vulnerable to fire damage for as long as you have the temporary hit points granted by this feature.

The armor last for 10 minutes. It ends early if all temporary hit points granted by it are removed, you dismiss it (no action required), are incapacitated, die, or use this feature again.

Restraining Spikes

When you choose this subclass at level 2, you become adept at manipulating plants to move or pin your enemies. You know the thorn whip cantrip, and it doesn't count against the number of druid cantrips you know.

Additionally, you can use the whip to pin a creature in place. After you hit a creature with your thorn whip and that creature is pulled within 15 feet of you, it must succeed on a Strength saving throw against your spell save DC or be grappled by you. As long as this grapple remains, the creature is restrained (escape DC equals your spell save DC). While it is restrained, you count as concentrating on a spell, and at the start of each of your turns, that creature takes 1d6 piercing damage as the thorns grow and pierce their flesh.

You can use this feature a number of times equal to your proficiency bonus, and regain all uses of it upon finishing a long rest.

Circle Spells

Your familiarity with magical plants and their natural weapons grants you access to additional spells when you reach certain levels in this class, as shown on the Circle of Thorns 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 THORNS SPELLS

Druid Level Spells

3rd

crown of madness, spike growth

5th

conjure barrage, speak with plants

7th

Evard's black tentacles, grasping vine

9th

conjure volley, tree stride

Bristling Thorns

At 6th level, the bristling vines that cover your body shoot out aggressively at your attackers whenever you call on them.

Whenever you use your Thorn Armor feature, you may have every creature of your choice within 10 feet of you make a Dexterity saving throw. Those who fail suffer 2d8 piercing damage and have their speed halved until the end of your next turn. Those who succeed instead suffer half damage and suffer no additional effects.

The damage increases to 4d8 when you reach level 13 in this class.

Improved Thorn Armor

At 10th level, the benefits of your Thorn Armor improve.

While under its effects, your natural armor class increases to 10 + your Wisdom modifier + your proficiency bonus. Additionally, when hit with a melee attack the damage you can deal to the attacker using your Thorn Armor reaction increases to 1d10, and the attacker's speed is reduced by 10 feet until the end of your next turn.

Barbed Puppet

Starting at level 14, your bond with the vines that protect you becomes so strong that they will independently come to your rescue in your hour of need.

If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of your Thorn Armor, without expending a use of your Wild shape. As long as you have 0 hit points while you are wearing your Thorn Armor this way,  you don't count as being incapacitated, but you can only move, take the Attack action, or use the thorn whip cantrip on your turns.

Once you use this ability, you can't do so again until you finish a long rest.

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