Druid
Base Class: Druid

Harvest Druids are celebrated throughout the world by all cultures as a sign of good times. Their intimate connection to plant and nature magic is said to bring about better harvests, thus their name. During harvest season, Druids of this circle are often welcomed with open arms into small farming villages. Some places even throw large festivals in their honor. Make no mistake though, the Circle of Harvests is not simply a good luck charm for farmers. A Harvest Druid's magic is potent, and powerful enough to turn the tide in any battle.

Circle of Harvests Spells

When you reach a Druid level specified in the Circle of Harvests Spells table, you thereafter always have the listed spells prepared.

Circle of Harvests Spells
Druid Level Prepared Spells
3 Bless, Wither and Bloom, Thorn Whip
5 Create Food and Water, Plant Growth
7 Grasping Vine, Vitriolic Sphere
9 Commune with Nature, Tree Stride

Blessings of The Harvest

At 3rd level when you become a Harvest Druid, you become so gifted in the art of fostering life that plants constantly and rapidly grow in your presence. You now have a small amount of 'Golden Seeds'. 

A Golden Seed can be quickly grown into a fruit that can be consumed during travels as a source of food and water, with a single fruit providing the water and nutrients equivalent to a full day's worth for one person.

You can carry a number of Golden Seeds equal to one plus your Wisdom modifier (minimum 2). You regain all Golden Seeds when you finish a long rest, and you regain one when you finish a short rest.

As an action, you can consume a Golden Seed to imbue yourself or another creature you can see within 30 feet of you with regenerative life magic. Roll a number of d4s equal to your druid level. You or the chosen creature regain that many hit points. Any hit points restored in excess of your/the target creature's hit point maximum becomes temporary hit points.

Seedling

At 6th level, you may spark life into your Golden Seeds to create helpful little minions. As an action, you can consume a Golden Seed to summon a 'Seedling'. A Seedling is a tiny creature that looks like a sprouting seed with small roots serving as appendages.

Seedlings have 1 hit point, 10 points in all ability scores, 14 Armor Class, and 40 feet of walking and climbing speed. A Seedling can move through a space as small as 1 inch without squeezing and they have a +10 bonus to their stealth rolls. The Seedlings speak Druidic and can understand and communicate with anyone who speaks it.

Allied creatures within 10 feet of a Seedling gain a +1 bonus to their Armor Class and saving throws. As a bonus action on your turn, you may command a Seedling to move up to their full movement speed and use the Help, Hide, Search, Use Object, Dash, or Bloom action.

When a Seedling uses the Bloom action, they plant themselves into the ground and become an inanimate stationary flower that cannot be damaged for 1 minute. A Seedling can carry up to 25 pounds and has 60 feet of blindsight. After 1 hour, a Seedling will plant itself and turn into a small flower forever (it is unsummoned).

Flourish

Starting at 6th level, your invigorating nature magics have become so strong that your very presence prompts strong growth and and a sense of vigor. Whenever you or an allied creature within 30 feet of you deals damage to a target, they restore hit points equal to your Proficiency bonus.

Harvester's Form

Starting at 10th level, you have learned to draw in the power of your harvest magic to alter the form and function of your Wildshape. You can now Wildshape into any Plant type creature up to a CR equal to 1/3rd your druid level. While in the form of a plant, you have an additional 15 movement speed.

Carpet of Flowers

At 14th level, your harvest magic has grown so powerful, small plants and flowers bloom in your wake. You are able to send out pulses of raw nature energy, and empower these blooms to strengthen yourself and allies.

As an action, you may consume two Golden Seeds to empower an area of land in a 20 foot radius around you. This area remains this way for 1 hour. Whenever you or an allied creature is in the energized area, they receive the following benefits:

  • If the area was difficult terrain, it no longer is difficult terrain.
  • Heal 2d6 hit points at the start of turn
  • Attack rolls of 2 and 3 count as critical hits (They are treated like rolling a natural 20)
  • Damage rolls gain a bonus 2d6 acid damage
  • The first time they receive damage in a turn, the damage is halved.
  • Immunity to the frightened and charmed conditions.

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