Base Class: Druid
Druids of the Circle of Wildfire commune deeply with the essence of the plant kingdom, forming a profound bond with the flora that blankets the natural world. These druids understand that plants are not merely passive entities, but vibrant and dynamic beings with their own forms of intelligence and magic. Embracing the verdant tapestry of nature, members of this circle dedicate themselves to nurturing and protecting plant life in all its forms.
Harmonious Manifestation
As a member of the Circle of Plants, you can harness the power of nature to transform yourself into a hybrid form, blending plant and flesh. By expending one use of your Wild Shape feature, you can enter a state of Harmonious Manifestation. You gain the following benefits:
- You gain temporary hit points equal to five times your druid level + your Wisdom modifier.
- Your AC increases by 2 as your skin takes on a resilient, bark-like texture.
- One of your hands grows into a natural weapon. This weapon deals 1d8 piercing or bludgeoning damage, which you choose when you use this feature. Additionally, you can use your wisdom modifier instead of your strength for determining the bonuses to attack and damage rolls
- When you are hit by an attack, you can use your reaction to gain resistance to the damage type of the attack until the end of your next turn.
These benefits last for 1 hour, until you lose all these temporary hit points, or until you use your Wild Shape again.
Photosynthesis
Starting at 3rd level, your body adapts to pulling nutrients out of the sunlight. If you spend at least 2 hours in direct sunlight, you do not need to eat for that day.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Thornburst Rupture
When you lose the temporary hitpoints granted by Harmonious Manifestation, the bark-like skin ruptures and shoots out thorns. Every creature of your choice within 20 ft that isn't behind total cover takes 1d10 piercing damage. A creature hit by the thorns must then make a Constitution saving throw against your spell save DC. On a fail, they take 4d6 poison damage and are poisoned until the end of your next turn. On a success, they take half damage and are not poisoned.
Improved natural weapons
Starting at 10th level, the natural weapons created by your Harmonious Manifestation feature become more deadly. When you hit with your natural weapons, you can choose to make the hit extremely deadly. Depending on your choice of damage type, this manifests in different ways:
bludgeoning: The target of the attack must make a constitution saving throw against your spell save DC. On a failed save, they are stunned until the end of your next turn. On a successful save, they suffer the normal effects of the attack.
piercing: The target of the attack must make a dexterity saving throw against your spell save DC. On a failed save, they are restrained by you. Oh their turn, they can use their action to make a strength(athletics) check against your spell save DC to try to escape. While you have a creature restrained in this way, you have advantage on attack rolls against the creature you have grappled and disadvantage against other targets. Your speed is halved and if you move, you pull the restrained creature along. As a bonus action, you can release the target.
You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a short or long rest.
Hardened Shell
Starting at 14th level, your skin permanently changes to a bark-like texture. You gain resistance to bludgeoning, piercing and slashing damage. Additionally, you gain immunity to poison damage and can't pe poisoned.
Previous Versions
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2/13/2024 9:57:38 AM
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Coming Soon
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