Druid
Base Class: Druid

As most druids follow the path of beasts, Wood Weaver druids follow the path of plants. They specialize in growing and manipulating the flora around them to suit their needs, from the tiniest blade of grass to the tallest tree. Wood Weavers understand that many small twigs are just as strong as one large branch and regularly reflect this in their creations as well as their teachings. Wood Weaver druids are also some of the most easygoing druid circles as they are not hindered or halted when faced with obstructions, instead growing around them, like a vine climbing a rocky face that bends and twists as it ascends.

Wicker Craft

The foundation teaching in this circle are the strength of many into one. At 2nd level, you learn the druid cantrip Druidcraft (if you don't already know it) and it doesn't count against your number of cantrips known. In addition, you gain proficiency with Weaver's Tools and can use the tools and techniques to expand the limitations of the Druidcraft spell. As an action, you can cast Druidcraft to rapidly grow and weave together thin vines or roots to make nonmagical objects no larger than a 5' cube. Examples include, but are not limited to, baskets, mats, hammocks, floatation devices, hats and/or blankets. The objects crafted in this way as well as their complexity, durability and time to craft is subject to DM approval.

Wild Effigies

While taking animal forms is possible, one of this circle can also employ plants to take on said animal forms as well. At 2nd level, you can expend one use of your Wild Shape to summon a beast made of vines or roots to your side. The beast is considered a Plant and as such is vulnerable to fire damage. Also, the creature can only take the form of a beast whose CR is within the limits of your Wild Shape feature, but is not restricted by the limits of swimming or flying speeds. The creature is friendly to you and your allies and obeys your commands. If no commands are given, it takes the Dodge action. The creature lasts for 1 hour, until it is reduced to 0 HP, until you use this feature again, or you die.

Once you reach 10th level, your Wild Effigies are no longer vulnerable to fire damage and attacks made with them are considered magical.

Circle Spells

Your connection to plants grants you access to certain spells. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Spells table.

Once you gain access to a circle spell, 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 Wood Weaver Spells
Druid Level Spells

3rd

locate animals or plants, barkskin

5th

plant growth, leomund's tiny hut

7th

grasping vine, guardian of nature (Great Tree Form only)

9th

tree stride, wrath of nature 

Flora Munitions

Though not as fierce or intimidating as beasts, even plants can fight back. At 6th level, you can turn ordinary foliage into ammo for ranged attacks. As a bonus action, you can turn one set of the following flora into ranged weapon ammo via touch:

Foliage:     Weapon:      # Upon Cast:
Leaf           Dagger         1 x WIS Modifier
Twig           Arrow           2 x WIS Modifier
Bark           Bolt               2 x WIS Modifier
Flower       Dart               3 x WIS Modifier
Grass         Needle          3 x WIS Modifier

Ammo created in this way utilize the weapon stats of the form they take but can be used by anyone and attacks made with these munitions are considered magical. The foliage holds the form until you finish a short or long rest or once used for an attack (regardless if it hits or misses). Each foliage weapon form can be made once until you finish a short or long rest.

Root Network

The most important part of all plants are the roots, for without a strong foundation and constant nutrients, it withers and dies. At 6th level, you can draw nutrients from your surroundings to replenish yourself. As a bonus action, you can expend one use of your Wild Shape to root yourself where you stand. While rooted, your speed becomes 0 and you automatically fail all Dexterity Saving Throws. You can be forced or "uprooted" from your spot with a successful Strength check contested against your Spell Save DC. At the start of each of your turns while you are rooted, you regain hit points equal to your druid level. You can choose to uproot yourself as a bonus action.

Canopy Blanket

A tree's outstretched branches and unfurled leaves shades those under them from the elements, like mother nature's comforting arms offering protection. Once you reach 10th level, the hit point regen you gain from your Root Network feature extends to all creatures of your choice within 10' of you while you are rooted, regaining hit points at the start of your turn. Also, during a short rest, you and all creatures of your choice within 10' of you can choose to forgo rolling hit dice and instead take the average roll of the die spent. If chosen to roll the hit die, the player must use the number rolled, even if it's lower than the average. You do not need to be rooted via Root Network in order to use this passive effect.

Crawling Vines

When faced with obstructions, plants will grow around the path of least resistance. At 10th level, spell attacks that specify a single or multiple targets (not area of effect spells) ignore half and three-quarters cover.

Timber!

Falling trees often take others with it be they tree, rock, bird or beast. At 14th level, while you are rooted via your Root Network feature and subsequently uprooted (either by force or by choice), all creatures of your choice within 10' of you take force damage equal to your druid level.

Wicker Construction

Like a bird whose nest is made of many sticks, so too can the homes of man be made. At 14th level, you can magically grow whole buildings or other constructs out of masses of trees, vines, roots and plants. As an action, you can expend a spell slot to spend 10 mins constructing in a cube space equal to 10' times the spell slot level. The space does not require to be flat or clear of obstructions as the plant growth can easily compensate for it by growing around or even including the obstructions in the construction. The construct can take any desired shape and is sturdy enough to be climbed on. Regardless of the shape, the construct has an AC equal to your Spell Save DC and object hit points equal to your Hit Point Max. As
the construct is grown in place, it remains as long as it can withstand the elements around it or until it is destroyed when its object hit points reach 0.

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