Druid
Base Class: Druid

Druids who call themselves members of the circle of the Evergreen have eschewed their quest for knowledge on balance in favor of their pursuit of learning and venerating plantlife. Verdant lords honor all that is green and commune with plants as easily as other druids speak with beasts. Preferring the company of plants, these druids are often ascetics, remaining surrounded in a copse of trees rather than pursuit of adventure. It is not unheard of for a verdant lord to go beyond his native grove in protection of all flora. 

Plant Wild Shape

Eschewing familiarity with beasts in favor of plants, the verdant lord gains the ability to emulate his forest brethren, twisting his own physical form to that of a plant creature. 

Beginning at 2nd level the druid gains the ability to wildshape into any plant creature with a CR of 1/4 up to two times per long rest. Due to their intense focus on plantlife, the druid may not wildshape into beasts. 

 At 4th level this ability improves to CR 1/2 plant creatures and benefit from a climb speed. OR the druid may wildshape into a beast of CR 1/4, this creature gains the plant subtype

At 8th level this ability improves to CR 1 plant creatures and benefit from inherent climb/swim/fly speeds OR the druid may wildshape into a beast of CR 1/2, this creature gains the plant subtype and the benefit from a climb or swim speed

 This ability otherwise functions as the druid ability Wildshape, Improved Wildshape, and Greater Wildshape

 

Greenspeaker

You gain the ability to comprehend and verbally communicate with plants. The knowledge and awareness of many plants will be limited by their intelligence, but at minimum, plants can give you information about the goings on within their area of perception out to one day. You might be able to persuade a plant to perform a small favor for you, at the GM's discretion. 

In addition any spell you cast ignores plant creatures immunity to charm, compulsion,  phantasms, patterns,  illusions, and morale effects. Furthermore plant creatures are now viable targets for Charm person, Dominate person, Charm Monster, and Dominate monster 

 

Resilient Growth

As the Verdant lords connection with nature begins to solidify, his magic takes on the regenerative potency of the forest.

Whenever a verdant lord casts a healing spell, he may treat the amount healed as the maximum that could be rolled. The target of the spell heals a quarter of this value every turn for four turns. (example: The verdant lord casts a level 1 cure wounds.  His total casting stat is +6 making this spell heal 1d8+6. He treats the dice rolled as an 8 giving him 14 total points of  healing over the next 4 turns (3 per turn with the last turn adding the remainder  healing 5 on the last out of 4 turns) The verdant lord may use this ability on himself as a reaction as long as he has a reaction available to him. Multiple uses of this ability do not stack, casting a healing spell in this way on a target already effected dispels the original casting and replaces it with the newest cast. 

In addition, a Verdant lord no longer needs to eat if he spends at least one hour a day in full or partial natural sunlight. He still needs to drink and sleep per the norm of his race in order to benefit from a full nights rest and to stave off dehydration.

 

Gaea's Entourage

Further connected to the spirit all living growth, the verdant lord may call forth a small contingent of nature's warriors to fight on his behalf

This feature allows the Verdant lord to cast Animate Objects targeting plantlife instead of inanimate objects once per day without expending a spell slot and is treated as being cast using the highest level spell you are currently able to cast. This ability otherwise is identical to the animate objects skill. 

Verdant Drift

Nearly fully attuned to the very essence of plantlife and all forms of flora, the Verdant lord's growth begins to diverge and adapt to the environment his body now more plantlike that creature. This feature manifests itself in one of several ways. Choose one of the following and an additional feature at level 17 These abilities also function while the Verdant lord is wildshaped.

  • The Verdant lords body continuously grows leaves, sprouts, and vines to blend in with his current surroundings. The verdant lord may hide even while being observed and gains advantage on stealth checks. These abilities only function in areas of enough foliage to conceal the verdant lord.
  • The Verdant lord's body regrows without even the aid of magic. The verdant lord regenerates his wisdom modifier in hp per round while under 50% of his maximum HP. In addition, if the verdant lord loses a limb he may spend one round holding it to the point it was severed to reattach it. If the limb is lost the verdant lord may spend 1d8 days regrowing the missing limb. This regrowth requires that the verdant lord spend at least 4 hours in sunlight or that day isn't counted toward the time needed to regrow the limb
  • Tough bark forms armor around the flesh of the Verdant lord. His AC is treated as 14 + His wisdom modifier. In addition, if the druid spell Barkskin is cast upon this armor it gains an additional +2 to AC. The verdant lord has resistance to slashing damage while this armor is active and vulnerability to fire damage. The verdant lord may doff this armor as a move action. The Verdant lord may regrow his armor after spending at least 4 hours in sunlight. A verdant lord may use a shield while this armor is active and may benefit from abilities conferred by any armor he may be wearing underneath his bark except for features that increase AC
  • The Verdant lords skin grows venomous barbs, any creature attempting to strike the verdant lord with unarmed or non reach melee weapons suffer 1d8+ the verdant lords wisdom modifier in piercing damage and must make a constitution save equal to the Verdant lords spell save DC or be poisoned for one round. The verdant lord also adds this damage to his unarmed attacks and any creature up to one size category that he grapples.  
  • The Verdant lord's anatomy becomes almost indistinguishable from that of a plant. His vital organs no longer function in the conventional sense. As a reaction the Verdant lord may spend one use of his Wildshape to turn a critical hit he recieves into a regular hit. The verdant lord may also use this ability as a reaction to spend a wildshape to reduce any sneak attack damage dice to the minimum damage that could be rolled. for example, as a reaction a verdant lord may use his wildshape to reduce a  12th level rogues 6d6 sneak attack to just 6 damage. This ability does not function in urban areas unless the Verdant lord is in sunlight of any kind.
  • When effected by a transmutation spell cast by a verdant lord may also give the creature the plant subtype for the duration of the spell in addition to any other types the creature would gain from the spell. 

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