Base Class: Druid
Druids of the Circle of Yggdrasil understand that decay and regrowth are vital parts of the natural cycle. Just as fallen leaves nourish the soil and dying trees give birth to new saplings, these druids embrace the balance between withering and renewal. They bond with an ancient primal spirit drawn from the roots of the World Tree itself—an essence of verdant power that weaves growth, decay, and rebirth into one. This spirit aids the druid in nurturing life, reclaiming what is lost, and restoring balance through nature’s endless cycle.
Circle Spells
3rd-level Circle of Yggdrasil feature
You have formed a bond with a verdant elemental, a primal being of decay and regrowth. Your link with this elemental grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Yggdrasil Spells table.
Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Circle of Yggdrasil Spells
| Druid Level | Spells |
|---|---|
| 3rd | earth tremor, ensnaring strike, cure wounds, barkskin |
| 5th | plant growth, revivify |
| 7th | aura of life, death ward |
| 9th | contagion, mass cure wounds |
Call Verdant Elemental
3rd-level Circle of Yggdrasil feature
You can call upan the primal elemental bound to your soul. As an action, you can expend one use of your Wild Shape feature to call your verdant elemental, rather than assuming a beast form.
The elemental appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the elemental (other than you) must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 2d6 bludgeoning damage, though this damage cannot reduce the creature’s hit points below 1.
The elemental is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Verdant Elemental stat block, which uses your proficiency bonus (PB) in several places. You determine the elemental’s appearance. Some elementals take the form of a humanoid figure made of gnarled branches and earth, while others look like beasts surrounded by vines.
VERDANT ELEMENTAL
Small elemental
Armor Class 13 (natural armor)
Hit Points 5 + five times your druid level
Speed 30 ft., fly 30 ft. (hover)
Damage Immunities varies
Condition Immunities charmed, frightened, grappled, prone
Senses tremorsense 120ft., passive Perception 12
Languages only speaks in mental images and emotions
Challenge — Proficiency Bonus (PB) equals your bonus
Actions
Healing Soil. Ranged Healing: one target that touches the earth. Heals: 1d8 + PB health points.
Blessing of the Ground. The Elemental grants one person touching the earth the ability to take another action this turn.
Earth Strider. The Elemental grants one person touching the ground 20ft extra movement speed and prevents oppertunity attacks targeting the effected person.
In combat, the elemental 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 elemental can take any action of its choice, not just Dodge, but always prioritizes your safety.
The elemental manifests until it is reduced to 0 hit points, until you dismiss it or it leaves, until you use this feature to summon the spirit again, or until you die.
Enhanced Bond
6th-level Circle of Yggdrasil feature
The bond with your verdant spirit enhances your decaying and restorative spells. Whenever you cast a spell that deals damage or restores hit points while your verdant spirit is summoned, roll a d4, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.
In addition, you are granted a d6 bonus to your Strength, Dexterity and Constitution checks and saving throws.
Caustic Bloom
10th-level Circle of Yggdrasil feature
You gain the ability to turn death into magical flowers that can heal or decay. When a Small or larger creature dies within 30 feet of you or your verdant elemental, a harmless spectral flower springs forth in the dead creature’s space and blooms there for 1 minute. When a creature you can see enters that space, you can use your reaction to burst the spectral flower there and either heal the creature or deal necrotic damage to it. The healing or damage equals 2d10 + your Wisdom modifier.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Withering Resurgence
14th-level Circle of Yggdrasil feature
The bond with your verdant elemental can save you from death. If the elemental is contacted and you are touching the earth when you are reduced to 0 hit points and thereby fall unconscious, you can cause the elemental to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet.
Once you use this feature, you can’t use it again until you finish a long rest.
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