Druid
Base Class: Druid

The Druid Circle that is most revered by civilized peoples is that of the Sowers. Folktales tell of an ancient druidic sage that guided mortals to the discovery of agriculture. Drawing on their mystical knowledge of the natural world, this druid led ancient peoples to establish the first farms and towns.

Those who join the Circle of the Sower follow the example of that ancient sage. They wander the countryside and offer magical aid to farmers, gardeners, and all who till the soil.

Circle Spells

Your understanding of the natural world grants you access to certain spells. At 2nd level, and again when you reach certain Druid levels, you gain access to the spells listed in the table below. These spells count as druid spells for you and you always have them prepared, but they don't count against the total number of druid spells you prepare each day.

Druid Level Spells
2nd entangle, goodberry
3rd lesser restoration, spike growth
5th create food and water, plant growth
7th aura of life, grasping vine
9th greater restoration, tree stride

Mystic Fruit

When you join this Circle at 2nd level, you learn to use your druidic magic to produce wondrous fruits. As a bonus action, you can expend a use of Wild Shape to produce a mystical fruit from the list below in your empty hand. The fruit can be eaten as an action. Any uneaten fruit spoils after 1 minute.

Invigorating Fruit. The creature regains hit points equal to your Wisdom modifier + your druid level. Any hit points over their hit point maximum become temporary hit points.

Mystical Fruit. The creature regains one expended spell slot of a level equal to your proficiency bonus or lower.

Revitalizing Fruit. The creature is immediately cured of one of the following conditions: blinded, deafened, paralyzed, petrified, poisoned, a reduction to an ability score or their hit point maximum, or their exhaustion level is reduced by 1.

Wandering Sage

At 3rd level, you gain a mystical understanding of the natural cycles of life and growth. You gain proficiency in the Nature skill, and whenever you make an Intelligence (Nature) check related to agriculture, animal husbandry, the weather, or the growing and harvesting of plants you gain a bonus to your roll equal to your Wisdom modifier (minimum of +1).

Wild Growth

Beginning at 6th level, you cause plants to blossom and grow wherever you set foot. When you take a short or long rest, the effects of the 8 hour casting of plant growth immediately take effect in the area around you, unless you withhold them.

Your connection with plant life also grants you immunity to poison damage, the poisoned condition, and natural poisons.

Abundant Harvest

Starting at 10th level, you can use your Wild Shape to grow more potent produce. When you produce a Mystic Fruit you can choose from the following additional options:

Emboldening Fruit. If the d20 roll for the first attack roll, ability check, or saving throw the creature makes after eating this fruit is lower then your Wisdom score, the creature can choose to substitute their d20 roll with your Wisdom score.

Primal Fruit. The creature is resistant to all bludgeoning, piercing, and slashing damage for the next minute.

Verdant Grasp

Starting when you reach 14th level, you can cast grasping vine without expending a spell slot a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

When you cast grasping vine, you can conjure two vines at once in separate locations within range of the spell. You can direct both vines at once with the same bonus action.

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