Base Class: Druid
“The charm of a flower is in its contradictions – so delicate in form but strong in perfume, so small in size but great in beauty, so short in life but so long in effect.”
(Terri Guillemets)
These druids are characterized by being as sweet as the fragrance of a rose and, in turn, as fierce as its thorns. They have learned to find the balance between the contradictions of nature, which allows them to use this knowledge to their advantage. The flower druids are sworn to protect the natural environment in which they inhabit as much as possible, so they respect life, but are not afraid to use the necessary methods to defend it. They tend to have a quiet life and feel comfortable in places where there is abundant flora.
Creation of natural beauty
When you reach the second level In this class you learn the cantrips “Druid craft” and “Thaumaturgy” and they do not count towards the number of cantrips you learn per level
Crown of Eglanteria and Lotus Crwon .
Crown of Eglanteria
Starting at 2nd level, you are able to create crowns based on flowers (appearance of roses eglanteria) giving off pleasantly fragrant petals, the number of creatures that you can select is 3 (not counting you), these crowns are capable of recovering 2d4(+charisma mod) hit points at the start of each turn to the wearer of the crown, In turn, this crown offers advantage on charisma saving throws and the chance to add 1d4 to Performance and Persuasion skill checks. A creature that wears the crown can only benefit once per turn from the save advantage or to add 1d4 to checks.
At high levels you can create an extra crown 6(+1) and 10(+1) as well as healing increases 6(3d4), 10(4d4) and 14(5d4). You can use this feat 1 time per long rest and it cannot be used while it is active. Lotus Crown (At level 10 you gain 1 extra use).
Lotus Crwon
At level 2 you are able to create flower-based crowns that detach petals from a relaxing fragrance, , the number of creatures you can select is 3 (not counting yourself). these crowns are capable of granting an extra 1d4 on attack rolls for spells rank once at the start of the crown bearer's turn, they also give advantage on Wisdom save checks and the chance to add 1d4 to Wisdom save checks. Arcana and Perception skill. A creature wearing the crown can only benefit once per turn of save advantage or to add 1d4 to checks
At high levels you can create an extra crown 6(+1) and 10(+1), and at level 7 it increases the die value for Arcana and Perception skill rolls 1d6. You can use this feat 1 time per long rest and it cannot be used while it is active Eglanteria Crown (At level 9 you gain 1 extra use).
Flower Circle Spells
Your natural connection to the flowers infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the flowers where you became a druid.
Flower Circle Spells
| DRUID LEVEL | SPELLS |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
|
|
|
Improved Wild Shape: Wild Nature feature
When you transform into any allowed form of any CR, you now upgrade your transformations, giving them a more floral and spiritual appearance in the process. Your transformations gain resistance to radiant, piercing, and slashing damage, but You gain vulnerability to fire damage. Also, when you transform and while While in that state, you can spend 1 bonus action to create a flower (1 per transformation or by spending 1 level 2 spell slot to create others) with one of the following effects, this bloom and its effects last as long as you are in the “wild” state nature” and you or an ally can carry it. Eating the flower spends one action
At high levels you can charge 1 more flower per transformation, 8(+1) and 13(+1)
● Grants Advantage on Constitution checks. Also gains 1d4 Hit Points temporary if the flower is eaten.
● Grants advantage on Strength checks. Can also add 1d4 to weapon damage simple if the flower is eaten.
● Grants advantage on skill checks. Also increases speed by 5ft if eat the flower
● Grants advantage on Charisma checks. You can also add 1d4 to hit rolls. spell damage if the flower is eaten.
● Grants advantage on Intelligence checks. Can reduce 1d4 to spell damage received if the flower is eaten.
● Grants advantage on Wisdom checks. You can also add 1d4 to the damage of martial weapons if the flower is eaten.
Beauty Survival
You gain advantage on survival and performance rolls. You can use this feat up to 2 times per long rest.
Spring bud
Lavender alliance.
1 action, duration 2 minutes
You summon a non-poisonous flower of your choice, 6ft long that emits a slight glare at a 5ft range. You can select up to 3 creatures (apart from of you) which will sprout a small mark identical to the flower in some visible part of its body recovering 1d8 hit points instantly. Later these creatures can recover 1d4 at the end of each of their turns. In addition to receiving an extra 1d4 on Constitution saving throws. These benefits are lost if the plant is destroyed or if the targets move 120ft away from the
plant
Plant Stats: 15 hit points, 10 AC + your wisdom modifier, vulnerability to necrotic damage, resistance to radiant damage.
At higher levels it increases healing to level 10(3d4 and 2d8) and 17(4d4 and 3d8) as well as the maximum number of creatures 7(+1) and 15(+1).
Siraya's Embrace
1 action, duration 2 minutes
You summon a flower of your choice that possesses thorns, 6ft long that emits a light glow at a 5ft range. This plant takes turn after you, you can order it (telepathically) to attack up to 2 creatures or 1 creature twice. The flower creates 2 spear-sized spines that each do 1d8 piercing damage, this attack is benefited by your ability to cast spells, also in a
On impact, the creature must make a Constitution saving throw against your Spell DC or take an extra 1d4 per poison.
Plant Stats: 15 hit points, 10 AC + your wisdom modifier, vulnerability to necrotic damage, resistance to radiant damage.
At higher levels the damage increases, at level 10(2d8) and 17(3d8) as well as the number maximum creatures or attacks 7(+1) and 15(+1).
Bougainvillea Bud
1 action, duration 2 minutes
You summon a non-poisonous flower of your choice, 6ft long that emits a slight glare at a 5ft range. You can select up to 3 (other than yourself) creatures that will sprout a small mark identical to the flower in some visible part of their body, their AC is increased by +1 and they gain resistance to attacks from radiant and acid type, as well as immunity to poison.
Plant Stats: 15 hit points, 10 AC + your wisdom modifier, vulnerability to necrotic damage, resistance to radiant damage
At high levels the maximum number of creatures is increased to 7(+1) and 15(+1).
Flower effect
At level 10 you can use one of the following effects per long rest, at level 15 you win an extra us
Poppy storm.
1 action, duration 2 minutes, Concentration.
You envelop the field around you in a 70ft radius in a floral zone, in which endless petals begin to emanate that form a storm that you control, this terrain is considered difficult terrain (you can exclude your allies) hostile creatures inside the area they must make a wisdom saving throw against your spell DC, on a failed save they take 3d10 psychic damage and have disadvantage on all attack rolls while the field is active, on a successful roll they only take half damage and have disadvantage on attacks against you. Also while the field is active, you can use your bonus action to damage up to 2 creatures for 2d6 with the petals (with a DEX check against your spell DC). consider poison damage or you can create up to 2 illusions that last until start of your next turn.
Appeasement of Azahar
1 action, duration 2 minutes, Concentration
You envelop the field around you in a 70ft radius in a floral zone, in which an endless number of petals begin to emanate that form a storm that you control, the hostile creatures within the area must make a wisdom saving throw against your spell DC, on a failed roll these creatures throw their weapons away from them and as long as they are not attacked they do not feel the need to attack, they also reduce their speed halved, on a successful roll the creatures only halve their speed and have disadvantage on attack rolls against you. Also while the field is active you and your allies have advantage on wisdom and dexterity saving throws. you can use your action bonus to trap a creature until the start of your next turn, the effect is applied if the creature fails its Wisdom check against your spell DC (the creature is considered restricted) or you can use your bonus action to move without causing opportunity attacks.
Glorification of flowers, Lady of flowers
Glorification of flowers, Lady of flowers
1 action, duration 2 minutes
Your body is covered by an outfit of your choice made of flowers and a crown, you emanate a light breeze with pleasant fragrance in a 5ft radius and a faint glow in the same range. While under the effects of this feat, you gain a +2AC bonus, resistance to radiant, slash and piercing damage as well as immunity to poison and advantage against being charmed. In addition, at the end of your turn, you recover 1d6 points of hit, and any creature or construct related to the plant type must make a hit roll. Wisdom save and on a failed roll is charmed by you and becomes friendly As long as you and your allies don't attack him, you can give him orders but he won't accept any. that puts his life in danger, likewise you have advantage in skill rolls that have to do with charisma.
While this effect lasts, you can use your bonus action to activate your crown which needs 3 charges to activate completely, when it is complete you can summon a flower golem in your next bonus action to help you, this consumes all charges and also grants you vision in any darkness for 3 rounds within 30ft range, you can then heal your golem for 1d8 using your action bonus to activate the crown, you can only have one active golem at a time and it lasts 3 hours or until destroyed, takes initiative behind you and if you don't order him alone take the dodge action:
|
Guardian of the flowers Small construct, neutral good |
|||||
|
Armor Class: 13(natural armor) Hit points: 37(5d8+15) Speed: 20ft |
|||||
|
STR 16(+3) |
DEX 11(+0) |
CON 16(+3) |
INT 10(+0) |
WIS 14(+2) |
CHA 16(+3) |
|
Skills: Nature +4, Survival +4 Damage immunities: Poison Damage resistances: Piercing, slashing Damage vulnerabilities: Fire, necrotic Condition immunities: Charmed, exhaustion, frightened, paralyzed, poisoned, petrified Senses: Blindsight 60ft, tremor sense 20ft Languages: Druidic, Sylvan Challenge: 2 (450) |
|||||
|
Innate spellcasting: The flower golem's spell casting ability is wisdom (spell DC save 12), you can cast the following spells innately without requiring material components 2/day: goodberry 1/day: Daylight 2/day: Entangle |
|||||
|
False appearance: While immobile the flower golem is indistinguishable from a flowering shrub Inmutable form: The golem is immune to spells that change its appearance. Explosive petals: In a melee attack the golem suffers, it can use its reaction to deal damage with exploding petals,, +2 to hit, one target, 5ft, 5 (2d4+3) force damage |
|||||
|
Actions: Multiattack: The flower golem can attack 2 times with leafy slam, if at the beginning of its turn it starts below half its maximum hit points it can only attack 1 time Leafy slam: Melee attack, +2 to hit, reach 5ft, one target, hit 7 (4d4+3) slashing damage Bonus action: Seed thrower: Ranged attack, +2 to hit, reach 15ft, one target, hit 6 (3d4+3) force damage |
|||||
Feats of the Floral Lady
You gain advantage on “Persuasion” and “Deception” rolls. You can use this feat up to 2 times per long rest.
Flower charm
When dealing with grass-type creatures or creatures from the Feywild you have an advantage on charisma rolls and on wisdom saving throws. You can use this feat up to 2 times per long rest.
Comments