Base Class: Druid
Reskin of Circle of the Florist to reflect abilities related to pollen. Original subclass available on GMBinder by Dan Allen (adventure@authordanallen.com).
Bonus Cantrip
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know.
Pollen Halo
Starting at 2nd level, you are surrounded by invisible, poisonous pollen particles that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 poison damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The poison damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
Circle Spells
| Druid Level | Spells |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Living Wreath
Starting at 3rd level when you choose this subclass you weave a magical wreath of living flowers which you can wear as a necklace, wristbands, a circlet or even a cape. The wreath contains flowers with entrancing fragrances, medicines, and even poisons.
Once per long rest, you can activate your living wreath for 1 minute. This increases to twice per long rest at 8th level and three times per long rest at 14th level. While the wreath is active, and you are not wearing metal armor, it adds +2 to your AC as lashing tendrils seek to defend you from attacks. Additionally, on each of your turns the wreath is active, you can use a bonus action to cause vines to ensnare a creature within a 15-foot radius and no more than ten feet above a solid surface or water. The creature must succeed on a Strength saving throw against your spell DC or be grappled by vines for one minute. The creature can attempt a saving throw at the end of each of their turns, ending the grapple on a success.
Additionally, on the turn the living wreath is activated, flowers visibly bloom and spread a magical pollen causing one of the following effects of your choice for any and all creatures you designate within a 10-foot radius:
Invigorated. Each designated creature gains temporary hit points equal to your druid level plus your wisdom modifier. The temporary hit points last until lost or until the creature finishes a short or long rest.
Entranced. Each designated creature must succeed on a Constitution saving throw against your spell DC or be charmed by you for one minute. The creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success. When the effect ends, a creature may make an Intelligence (Arcana) or Wisdom (Insight) check versus your spell DC. On a success the creature recognizes that they were charmed by you.
Poisoned. Each designated creature must succeed on a Constitution saving throw against your spell DC or suffer the poisoned condition. A poisoned creature can repeat the saving throw at the end of each of its turns, ending this effect on a success.
Dust of Dizziness
When you are targeted with a melee attack (hit or miss), you can use your reaction to cause your living wreath to emit a magical pollen that causes the attacker to feel dizzy. The attacker must succeed on a Constitution saving throw against your spell DC or have disadvantage on its next attack before the beginning of your next turn.
Nature’s Ward
When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.
Flower of Death and Life
Your understanding primal magic has granted your insight into the eternal cycle of life and death. While your Living Wreath is active, as an action you can cause two flowers to bloom, one the embodiment of life, and one of death. When you pluck one of those the flowers, the other immediately wilts and fades away. Whichever bloom you choose, in the next minute, you may bestow it upon any creature within 5 feet as a bonus action. When you bestow the flower of life, the bloom releases a wave of primal vitality before disappearing. If the recipient of the flower of life has died in the last minute or is dying, they return to life and gain 50 hit points up to their maximum HP. If they are not dead or dying, they gain 50 temporary hit points that last until lost or until they finish a short or long rest. When you bestow the flower of death, the bloom releases a wave of necrotic energy that swirls around the recipient as a vague dusty haze. For the next minute, each time on its turn that the a creature hits with a melee attack it deals an additional d10 of necrotic damage.
Once you use this ability, you cannot use it again until you finish a long rest.
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