Druid
Base Class: Druid

The druids of the Circle of the Grove are primarily focused on caring for the flora. Their ability regarding plants are unparalleled. They are at their most dangerous in their own groves.

To enter the Circle of the Grove, one often needs to prove their mettle in herbology and their knowledge of the natural world. In those places where they hold particular clout, for instance the elven kingdoms, grand contests are often organized to select the best candidates.

Herbal Knowledge

When you choose this circle at 2nd level, you gain proficiency with the Nature skill and learn to speak, read, and write Sylvan.

 

Grove Caretaker

When you choose this circle at 2nd level, you learn the cantrip Druidcraft and can cast the 1st level Goodberry at will while you are in a forest. Additionally, you gain the following benefits

  • Green Thumb. When you use a spell or an ability to heal a plant, it regains additional health points equal to you spellcasting modifier.
  • Nature's Ally. When casting a druid spell that has the words Beast or Animal in its description, you may choose to affect a plant instead (for instance, Conjure Animals can conjure plants instead).

 

Circle Spells

Your mystical connection to plants infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

Class Level Circle Spells
3rd Spike Growth, Locate Animals or Plants
5th Plant Growth, Speak with Plants
7th Guardian of Nature, Grasping Vine
9th Awaken, Commune with Nature

 

Master Hebalist

 When you reach 6th level, you may use your Wisdom modifier instead of your Strength modifier when wielding sickles. Additionally, when you make a nature's check to identify or find a species of flora, you do so with advantage.

 

 

Herbal Brews

You gain proficiency with herbalism kits if you don’t already have it. Additionally, when you finish a long rest, you can use an herbalism kit and a pot or cauldron to create magical brews. You create a number of brews equal to your proficiency bonus. Each brew requires its own flask. A brew retains its magical potency for 24 hours or until it is used. For each brew, choose one of the following effects:

  • Fortifying. When you create this brew, choose a damage type from the following list: cold, fire, necrotic, poison, or radiant. A creature can drink this brew or administer it to another creature as an action. The recipient gains resistance to the chosen damage type for 1 hour.
  • Quickening. A creature can drink this brew or administer it to another creature as an action. The recipient regains 2d6 hit points, and one disease or condition from the following list affecting the recipient ends (brew user’s choice): charmed, frightened, paralyzed, poisoned, stunned.
  • Toxifying. As an action, a creature can apply this brew to a simple or martial weapon. The next time the weapon or a piece of ammunition fired by it hits a creature within 1 hour, the target takes 2d6 poison damage and must succeed on a Constitution saving throw against your spell save DC or be poisoned for 1 minute.

 

Natural Recovery

Starting at 10th level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, as long as there is nature around you, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.

 

Shared Growth

You may choose to share the effects of any spell that you have cast on yourself with one plant within 30 ft. of you. If this spell is instantaneous, both you and that plant benefit from its effects equally (single roll). If this spell has a duration, the plant benefits from this spell as long as it is active on you. You may only use this feature a number of time equal to your Wisdom modifier per long rest.

 

Beware the Grove!

At 14th level, Druid Grove becomes a Circle spell for you and it lasts for a week or until you dismiss it. Once you have cast the spell 50 times in a single location, it becomes permanent. Additionally, the land within the area of the spell benefits from the effects of the 8 hours version of the spell Plant Growth.

 

Thick as Leaves

Starting at 14th level, you are permanently under the effect of the Barkskin spell. If dispelled, the spell is interrupted for 1 minute. In addition, the Awaken spell becomes a circle spell for you. You may cast it without expanding any material components. Once you have used this feature, you may not do so again for 30 days.

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