Base Class: Druid
For those that walk the Deserts, these Druids have an attunement to Succulents
Plant Shapes
Starting at 2nd level, you gain the ability to also Wild Shape into Plants.
Natural Spikes
Starting at 2nd level, as an action you can have your body become covered in Succulent-like Spines. For 1-minute, the first time a creature hits you with a Melee attack on their each of their turns, they must make a Dexterity saving throw. On a failure, they take Piercing damage equal to your Level in Druid. On a success, they take half that damage. This damage counts as magical for the purpose of overcoming Resistance and Immunity to nonmagical attacks. You can do this once per Short Rest.
Circle Spells
Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid.
Land’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 those created by the entangle spell.
Succulent's Form
When you reach 10th level, you require 1/2 the normal amount of Food and Water required to survive. At the beginning of any length of travel, you may grant this ability to up to 6 allies. You also gain Resistance to Piercing damage from non-magical attacks.
Desert's Might
When you reach 14th level, you gain the Desert's Might ability. Twice per Long Rest, as an action, you may have 3 large cacti sprout from the ground at an point you can see within 30 feet of you. These cacti are 15 feet tall, with a 5 foot diameter. Any creature that is in a space a cacti sprouts from must make a Dexterity saving throw against you Spell Save DC. On a failure, they take 3d8 piercing damage and are knocked prone. On a success, they take half that damage.
All terrain within 5 feet of the cacti becomes difficult terrain and any creature, other than you, that ends their turn or passes within 5 feet of a cacti takes 2d6 Piercing damage.
Comments