Base Class: Druid
Druids of the Circle of Deep Roots are deeply in tune with the natural order. While their companions in the Circle of the Moon dabble in the changing of forms, the druid of the Circle of Deep Roots understands that they are already one with nature in all Her forms.
The druid may learn the ways of her companions, to cast spells and alter forms, but her connection with Nature empowers all she does with an unusual difference. The forms this druid may take are those that inspire her in her reverence of Nature, the forms of plant creatures.
Speech of the Land
At 2nd level, you gain the ability to speak with beasts and natural creatures. Beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.
Circle Forms
The rites of your circle grant you the ability to transform into natural forms. Starting at 2nd level, you can use your Wild Shape to transform into a creature with a challenge rating as high as 1. This creature must be of the plant or fey types.
Starting at 6th level, you can transform into a plant or fey with a challenge rating as high as your druid level divided by 3, rounded down.
Natural Recovery
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you 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.
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
Circle Spells
Your mystical connection to Nature 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. 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.
Nature's Stride
Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.
Nature's Shape
At 10th level, you can expend two uses of Wild Shape at the same time to transform into an earth elemental.
Nature's Protection
When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its attack against you.
Previous Versions
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