Base Class: Druid
Druids of this Circle, maybe more than other circles, have a reputation for isolation: tending to blooms and sacred groves, fighting to defend plant life upon which all other life depends on. However, they are also the most revered circle by most civilizations, as many folktales tell of ancient nature spirits gently guiding mortals to the discovery of agriculture in an almost symbiotic relationship of mutual growth and care.
Druids of the Circle of the Verdant attune with such spirits and become friends with them, guiding them to inhabit small pieces of greenery, taking care of their little plant buddies and nurturing them until they become hulking guardians of the wilds. And, in return, these druids gain a new friend and a deeper mystical connection to plant life everywhere.
Emissary of the Green
Starting when you choose this circle at 2nd level, your familiarity with plants grants you the ability to harness your magic through them. For you, plants are considered beasts for the purpose of all your druid spells and features.
Verdant Spirit
Also at 2nd level, you can call upon a nature to bring forth a plant ally. As an action, you can expend one use of your Wild Shape feature to summon your verdant spirit, rather than assuming a beast form. The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 poison damage.
The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Verdant Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a an animal made of gnarled leady branches, while others seem completely made of overgrown wood and roots. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge. The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.
VERDANT SPIRIT
Large Plant
Armor Class 15 (natural armor)
Hit Points 5 + five times your druid level
Speed 30 ft.
Saving Throws Wis +2 plus PB, Con +2
plus PB
Skills Athletics +0 plus PB, Perception +2
plus PB
Damage Immunities poison
Condition Immunities charmed, frightened, prone
Senses darkvision 60 ft., passive Perception 12 + PB
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Actions
Verdant Thorns. Melee Weapon Attack: Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d8 + PB magical piercing damage.
Constrict. Plant Friend attempts to constrict a creature within range. Melee Weapon Attack: your spell attack modifier to hit, one target you can see. Hit: 1d6 + PB poison damage and is restrained. A creature remains restrained until they use their action to make a Strength saving throw against your spell save DC. Your Plant Friend can Constrict one creature at a time.
Circle Spells
Your quest to protect and nurture plant life 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 Circle of the Verdant 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.
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Druid Level |
Spell |
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2nd |
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3rd |
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5th |
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7th |
black tentacles(appears as vines), freedom of movement |
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9th |
Surge of the Harvest
At 6th level, you can channel the magic of the wild plants of existence to heal your allies and plant life alike. As an action, you can cause an eruption of druidic magic to burst from either you or your Verdant Spirit, affecting creatures and terrain within 15 feet of them.
Hostile creatures within that radius must take poison damage equal to your level. Terrain within that radius becomes overgrown and lush with plant life. Allies within that radius regain hit points equal to half your level (rounded down, minimum of one), and gain temporary hit points equal to a d6 + half your level (rounded down, minimum of one). In addition, they add a d6 to their next attack roll, ability check or saving throw.
You can also expend a use of this feature to cast the Plant Growth spell without expending a spell slot, or cause the effects of the Goodberry spell twice without expending a spell slot. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Greensong
Starting at 10th level, you have attained a perfect connection between you and your Verdant Spirit. You gain the following benefits:
- Spiritual Harmony. Whenever you cast a spell from your Circle spells or one that is plant themed (DM's discretion), you may cast it from your Verdant Spirit's space rather than your own.
- Verdant Steps. Whenever you walk, you leave a trace of druidic magic behind: if plants are biologically able to grow on the soil, they appear and immediately sprout and bloom, as greenery traces your steps behind.
- Burst of Bounty. Whenever you cast a druid spell of 1st level or higher, you can cause druidic magic to erupt from either you or your Verdant Spirit (your choice), causing one of the following effects once, regaining the ability to do so again when you finish a short or long rest:
- Space within 10 feet of the chosen creature teems with vitality, sprouting berries and edible flowers, and overflowing with honey and sweet saps. It grows enough food to nourish one medium sized creature for a day, and if there's water, it purifies it from poisons and filfth. purifies enough water for two to drink. In addition, any creature of your choice within the space regains hit points equal to your druid level.
- Space within 10 feet of the chosen creature pulses with spectral overgrown folliage, alerting you of any hidden creatures within it. In addition, until the end of your next turn, if a creature enters or leaves the space for the first time on a turn, they must expend 5 additional feet of movement and take slashing, piercing or poison damage (your choice) equal to your level.
Eruption of Life
By the time you've reached 14th level, you can draw upon the full power of your Verdant Spirit to call upon aid from the wilds. As an action, choose a point within 60 feet of you. A Plant creature of your choice, of a challenge rating equal to or less than your druid level, appears there. The creature is friendly to you and your companions, its initiative is immediately after yours, and it obeys your commands (no action required).
Alternatively, you may choose two Plant creatures of your choice rather than one, of a challenge rating equal to or less than half your druid level. They are friendly to you and your companions, their initiative is shared and immediately after yours, and they obey your commands (no action required).
You can use this feature once, and gain the ability to do so again when you finish a long rest.
Previous Versions
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4/10/2023 6:27:59 AM
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