Druid
Base Class: Druid

Druids of the Circle of the Awakened Forest are the often guardians of ancient forests or woodlands touched by fey magic. They are entirely focused on plants rather than animals and can turn into powerful Treants.

To become a druid of the Awakened Forest, one usually has to be introduced into a circle by a peer. Progression is often very dependent on the surrounding forest, since prolonged contact with awakened trees or flora is often necessary to achieve any measure of success.

Awakened Flora Wild Shape

When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Unlike other druids, you can only turn into the Wildshape forms specified in this subclass. Those Wildshape forms, except for the Flying form, use the following template as a basis:

Armor Class 10 + Wisdom modifier (natural armor)
Hit Pointsat level 2 : 16 (2d8 + 6). You gain additional hit dices at 4th, 5th, 7th, 8th, 10th, 11h, 13th, 14h, 16th, 17th, 19th and 20th levels in this class.
Speed 20 ft.(walking)
STR
12+PB
DEX
4+PB
CON
14+PB
INT
Yours
WIS
Yours
CHA
Yours
Saving Throws All your proficiencies, plus any specified by a feature in this subclass.
Damage Vulnerabilities Fire
Senses Passive Perception: Yours
Languages All languages spoken by you.
 
 
False Appearance. While you remain motionless, your can masquerade as normal plant.
Actions and bonus actions

Slam. Melee Weapon Attack:+4 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage.

Take roots. Bonus action. You take roots into the ground if possible. While rooted, you speed becomes 0 and you gain advantage on some Strength checks and saving throws (DM's discretion), but automatically fail any Dexterity saving throw.  

Unroot. Bonus action. You become unrooted.

 

Plant Forms

Starting at 2nd level, when in Wild Shape, you may choose to transform into 3 different forms of Awakened Flora :

  • Treant. While in this form and rooted, you may use your action to use the Throw Rock ability.
    • Throw Rock. You make a single ranged weapon attack using a rock, a log or a similar object from your surroundings. The projectile is a thrown weapon with a range of range 60/180 ft. and with with you are considered proficient. On a hit, it inflicts (1d10+Strength modifier) bludgeoning damage and may knock prone a creature Large or smaller unless it succeeds a Strength saving throw with a DC of 10 + your Strength modifier. The damage grows to 2d10 at 6th level, 3d10 at 10th level, and 4d10 at 14th level.
  • Carnivorous Plant. While in this form, you grow two vines and your Slam attack becomes a Vine attack which is similar in all aspects to it. When you land a hit with your Vine attack on a single Medium sized or smaller creature (not necessarily in a single turn), it is grappled unless it can succeed a Strength saving throw with a DC of 10 + your Strength modifier. If a creature already restrained by a vine is hit by a second vine and fails its saving throw, it is restrained instead. Each vine can grapple or restrain one creature only. If all your vines are busy grappling or restraining creatures, you can only take a Vine attack against those creatures. While you restrain a creature with your vines, you can use your bonus action to swallow this creature into the plant's giant mouth, which is filled with rows of teeth, or to chew it with your teeth. You cannot make a Vine attack against a swallowed creature.
    • Swallow. As a bonus action, you swallow a creature restrained by your vines, or one that is incapacitated. You may only swallow a single creature at a time. As long as a creature is swallowed, it is restrained and blinded. As part of this bonus action, you make a bite attack.
    • Chew. You use your bonus action to make a bite attack against a swallowed creature.
    • Bite attack. Your bite is a natural weapon whith which you a proficient. On a hit, your bite inflicts (1d6+Strength) piercing damage to the creature. That damage grows to 2d6 at 6th level, 3d6 at 10th level, and 4d6 at 14th level.
  • Fey-touched Shrub. While in this form and rooted, you can cast some druid spells using this form's physical body as a focus. You may ignore any somatic and material components for those spells. You must still have prepared those spells to cast them, and it consummes spell slots as it normally would. All area-of-effet spells must be centered on yourself.
    • Shrub Form Casting. At 2nd level, you may cast Entangle, Animal Friendship while in this form.

 

Fey-Touched Shrub Spells

While in Fey-touched Shrub form and rooted, you can cast druid spells using this form's physical body as a focus. You may ignore any somatic and material components for those spells. You must still have prepared those spells to cast them, and it consummes spell slots as it normally would. All area-of-effet spells must be centered on yourself. They must be prepared in your spell list, and you must consume the appropriate spell slot, but you ignore all somatic and material requirements when casting them this way.

  • Starting at 3rd level, you may cast the following spells: Whither and Bloom, Spike Growth. When casting Spike Growth in this form, you may ignore the effects of the spell.
  • Starting at 5th level, you may cast the following spells: Aura of Vitality, Plant Growth. When casting Plant Growth in this form, you heal 1d8 + your Wisdom modifier HP for yourself and any other plant in the area of effect.
  • Starting at 7th level, you may cast the following spells: Grasping Vine, Gardian of Nature. When casting Gardian of Nature in this form, you may only choose the Giant Tree option.
  • Starting at 9th level, you may cast the following spells: Wrath of Nature, Commune with Nature. When casting Commune with Nature in this form, you may learn five facts instead of three.

 

Aquatic Form

Starting at 6th level, you learn a new Wild Shape form:

  • Awakened Algae. While in this form, you use the regular Awakened Flora table and you gain a swimming speed of 20 ft. and Water Breathing, but you lose your walking speed. In the dark, you can emit a dim glow in a 30 ft. radius. You can only Take Roots at the bottom of an appropriate body of water while in this form.

 

Fey Power

Your wild forms are imbued with power from the feywild. Starting at 6th level, while in Wild Shape, you gain an extra attack and your natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

 

Flying Form

Starting at 10th level, you learn a new Wild Shape form:

Escaping Seeds. You may use a Wild Shape feature charge to transform your body into 8 cluster of seeds that are projected in the air, either within a 30 ft. radius or along a 60 ft. line (your choice). The seed clusters are unable to take any action or bonus action, but can be moved 20 ft. per turn as the druid wills it. If there is wind, they cannot move against it, but may add half the wind speed to their movement when following it. Only the destruction of the last seed cluster interrupts the Wild Shape and forces you to revert back to his body at the location where the last seed cluster was destroyed. During his turn, you can decide to end the Wild Shape transformation as a free action. Your body then reappears at the location of the seed cluster of your choosing.

Tiny Plant, Unaligned
Armor Class 14 Natural Armor
Hit Points 2*(druid level)
Speed 20 ft., The seed cluster can move 20 ft. through the air in the direction of your choosing. If there is wind, they cannot move against it, but may add half the wind speed to their movement when following it.
STR
1 (-5)
DEX
18 (+4)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Damage Vulnerabilities Fire
Damage Immunities Bludgeoning, Piercing, Slashing
 
 
Senses Blindsight 20 ft, Passive Perception 10
Languages Unable to speak or communicate other than through telepathy.
Challenge 0 (10 XP)
Proficiency Bonus +2

Magic Senses. The seed cluster is blind, deaf and mute, but it benefit from Blindsight within 20 ft. through fey magic. 

Actions

Is a seed. The seed cluster can perform no action, bonus action nor reaction.

 

Exalted Awakened Forms

Starting at 10th level, your Awakened forms become exalted. These evolutions still gain all bonuses their base forms gain. Your forms gains the following benefits :

  • Ancient Treant. Your Treant form evolves. While in this form, you now have resistance against Bludgeoning and Piercing damage and +2 AC. Your Slam attack inflicts an extra 1d6 of bludgeoning damage, and you may replace any Slam attack with a Claw attack, dealing the same amount of slashing damage.
  • Carnivorous Megaflora. Your carnivorous plant form evolves. While in this form, you now have four vines and your Slam attack inflicts an extra 1d6 of bludgeoning damage. You may now attempt to grapple a Large creature with two successful vine Attacks, and to restrain it with two additional vine attacks, and then swallow it. Due to its size, a large creature swallowed this way has advantage on the Strength check to free itself. Additionaly, while a creature is swallowed by you, it must make a Constitution saving throw against your spellcasting DC at the start of your turn, taking 2d6 of poison damage and 2d6 of acid damage on a fail, and half the damage on a success. This damage augments to 3d6 damage of poison and acid at 14th level.
  • Feywild Shrub. Your Fey-touched Shrub form evolves. While in this form and rooted, you gain Lightning Immunity and when you are subjected to lightning damage, you regain a number of hit points equal to half the lightning damage, rounded down. Addtionally, you may now cast Call Lightning when in this form, but every bolt must fall on yourself.
  • Algae Monster. Your Awaken Algae form evolves. You gain a Walking speed of 10 ft., your Slam attack inflicts an extra 1d6 of bludgeoning damage and you gain two new bonus actions : Entangle and Engulf.
    • Entangle. While in water, you may attempt to entangle any Medium sized or smaller creature that you have successfully hit this turn. The target creature must succeed on a Strength saving throw DC 10 + your Strength modifier or be grappled. 
    • Engulf. You engulf a Medium or smaller creature grappled by you underwater. The engulfed target is blinded, restrained, and unable to breathe. As you constrict it, it must succeed on Constitution saving throw against your spellcasting DC at the start of each of your turns or take 2d8 bludgeoning damage. This damage grows to 3d8 at 14th level. You can have only one creature engulfed at a time.

 

Warden of the Ancestral Forests

At level 14th, your Wild Shape forms improve. You may choose four benefits among the following list to apply to all your Wild Shape forms :

  • Ironwood Bark. You are no longer vulnerable to fire. If taken twice, you are resistant to fire.
  • Strong Roots. While rooted, you +2 Strength. It taken twice, the damage dices from your weapon attacks go from d6 to d8, d8 to d10 or 10 to d12.
  • Siege Monster. While rooted, your deals double damage to objects and structures. If taken twice, you deal double damage to creatures made from inorganic material (stone, glass, crystal...).
  • Poisonous Sap. Your natural weaponq deal an extra 1d6 damage poison. If taken twice, the hit creature must suceed a Constitution Throw DC 15 of be poisonned.
  • Pliable Trunk. While rooted, you make Dexterity saving throws with a disadvantage, instead of automatically failing them. If taken twice, you may take Dexterity Saving throws without disadvantage.
  • Warding vines. You gain +1 AC, and an extra +1 AC while rooted. If taken twice, when yourself or a creature within 5 ft. of you is the target of a melee attack, you may use your reaction to substract 1d4 from the attack roll.
  • Oak Resilience. You gain +2 Constitution. If taken twice, your Wild shape forms have proficiency on Constitution saving throws.
  • Magical Strikes. Your natural weapons count as +1 weapons. If taken twice, they count as +2 weapons.
  • Feywood. While in plant form, your Wild Shape body counts as a +1 magical focus. If taken twice, it counts as a +2 focus.
  • Call of the Treant. Once per day, you make take an action to awaken a tree within 120 ft of you. It uses the Awakened Tree table and stays awakened for (1 minute * Wisdom modifier), after which it takes roots again if possible. It can be given commands for the turn with a bonus action. If not commanded, it will use its action to Evade. If taken twice, this power may be used twice a day.
  • Bloody fruit. While rooted, you use your action to sacrifice a number of HP ranging from 1 to your twice your druid level to grow one Life Fruit, that you may give to any creature within 10 ft. of you as part of the action. When consumed, that fruit heals the consumer the amount of HP you sacrificed. The Life Fruit disappears when you revert back from Wild Shape. If taken twice, you grow a second Life Fruit that heals the same amount of HP.

 

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