Base Class: Druid
Druids of the Circle of the Harvest have a keen and particular relationship with the wildlife where they live. Many of the Harvest Druids seem to act as emissaries between the wild world and many towns, cities, and even entire empires, as they wish to see wildlife and flora work in tandem with the people who rely upon it. Many of these druids instead of living in Circles, Grottos, & Groves tucked away from civilizations- actually live near towns and work closely with the towns-folk, government officials, farmers, city sages or may even be filling the role of those positions themselves. The Harvest Druids abide & embrace a lot in the cultures of wherever they live and share the ideals and morals of whatever town they usually live beside.
Seed Pouch
At Second Level, you’ve become quite adept at growing plants as you see fit and have crafted a seed pouch. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Seed Pouch table or by choosing one.
While holding this Seed Pouch, you gain these benefits:
- You know the Thornwhip & Druidcraft cantrips
- You have the Good Berry and Entagle Spells prepared. They count as druid spells for you, and it doesn’t count against the number of spells you have prepared.
- You can cast Good Berry and Entangle for free at level 1 once per long rest for free.
Herbal Communer
At 6th level you have learned how to speak to plants at a very intricate level.
While holding your seed pouch you gain the following benefits:
- Whenever you use the thorn whip cantrip, the range is doubled.
- You now know the speak with plants and plant growth spells and they count as druid spells for you, but don't count against your spells known.
- You are able to cast the speak with plants and plant growth spells equal to your wisdom modifier at no cost per long rest.
Natures Defender
At 10th level the crops and flora around you have grown to trust you and your call to nature, entrusting you with the call to defend them how you see fit. You gain the ability to summon a swarm of plants or plant matter around yourself and cause numerous effects for 30 seconds (five initiative rounds of combat). You can cast this once per long rest. This requires concentration and can’t be cast with other spells that require concentration. Rolling CON saving throws to maintain this feature has advantage.
You can pick from the following options when casting this feature:
Cacti’s Tempest- Small budding cacti sprout from the floor in a 5, 10, or 15 ft radius around yourself, making it difficult terrain for anyone of your choice. On each of your turns as an action you can launch cacti pricks at one foe of your choice. They must succeed on a dex saving throw of your spell save DC. On failure they will take 10d4 piercing damage. If they succeed the target takes half of the damage rolled.
Goodberry Flurry- goodberries seem to fall from the sky and swarm around you in a 5, 10, or 15 ft radius providing you and people of your choice ½ cover while remaining inside. As a bonus action on your turn you may target up to three creatures and administer a ‘greatberry’ infusion, healing 1d4+your wisdom modifier.
Ensnaring Monsoon- Thick vines and roots burst out of the ground and envelop a 5-ft radius around yourself, granting you ¾ cover, rooting you into the ground- unable to use your movement speed to move but also granting immunity to being knocked prone. As a bonus action on your turn while this feature is being channeled you’re able to target 3 creatures in a 30 ft radius around yourself and cause vines to reach out or erupt beneath a creature. They must succeed on a dex saving throw using your spell saving DC or become Restrained. They are able to attempt to break free once per turn using their action.
Plant Pal
At 14th Level, you can summon a plant-like familiar to aid you in your endeavors. As an action you can expend one of your Wildshape Charges and a spell slot of varying levels to summon a plant who assists you, rather than assuming a beast's form.
The plant pal appears in an unoccupied space of your choice that you can see within 30 feet of you.
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 10 minutes, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die. You may only have one plant pal conjured at one time, if you try conjuring a new one the original one would disapparate.
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Spell Level |
Creature |
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Level 1 |
Twig Blight |
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Level 3 |
Needle Blight |
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Level 5 |
Astral Blight |
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Level 7 |
Groff |
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Level 9 |
Treant Sapling |
Bounty of the Harvest
At third level, the ways of utilizing what you’ve grown come at much ease to you. You become proficient in cook’s utensils and brewers supplies. At the end of a short rest you can concoct a number of nourishing meals or hearty drinks up to your proficiency bonus. As a bonus action a person may consume the item and a hit die. Once they do they regain a number of hit points equal to one of their hit dice and your wisdom modifier. These items do not expire naturally but do not contain their magical properties after your next subsequent rest.
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