Base Class: Druid
Druids who are of the Circle of Root and Bloom have a close relationship with the green things of the world. Early on in their devotion they learn to resist toxins, emulate flora as easily as they do fauna, and they even learn to utilize the inherent energies of the plants.
LEAF AND BRANCH
Starting at 2nd level, you can also use your Wild Shape feature to take on the shape of plants. These plant shapes have the same maximum CR and limitations as beast shapes. Inanimate plants are considered CR 0.
You also gain resistance to poison damage.
ONE WITH THE NATURE
At 3rd level, you may sink roots into the ground as an action spending one use of your Wild Shape. While rooted, your speed is 0 and you automatically fail all Dexterity saving throws, while you are immune to poison damage and the poisoned condition.
When you use your action to root yourself, you gain temporary hitpoints equal to twice your proficiency modifier that replenishes back to full at the start of each of your turns, these temporary hit points does not stack with other sources.
While rooted this way, you can use your bonus action to sprout a grasping vine from a point you can see on the ground within 30 feet of you, the grasping vine can make a melee attack against a creature within 10 feet of it as a part of this bonus action using your spell attack modifier, on hit the target takes damage equal to your proficiency modifier and it is grappled if its size is large or smaller, you can use your bonus action in your subsequent turns to make the same attack with a single grasping vine.
The target may attempt to break this grapple as an action by making a Strength (Athletics) or a Dexterity (Acrobatics) check against your spell save DC. The grasping vine has hitpoints equal to your druid level + your wisdom modifier and AC of 15, and if it drops to 0 hitpoints the grapple ends. It has a Dexterity of 10 and it is immune to all conditions. You cannot have more than 3 vines out at a time.
LIFEBLOOM
At 6th level, you gain a number of magical blooming seeds equal to half your druid level (rounded down), as a bonus action you can plant one of these seeds to a point you can see within 120 feet of you. At the start of your next turn, all friendly creatures within 10 feet of the seed regain hit points equal to d6 + your spellcasting modifier. While you are rooted, the seed heals for 6 + your spellcasting modifier. You regain all expended seeds when you finish a long rest.
IN THE SHADE OF A GREAT TREE
Starting at 10th level, you can transform into a great tree for the duration of the rest whenever you take a short rest, you and all friendly creatures taking their rest under this tree regain an additional hit dice worth of hit points, and they regain one additional hit point for each hit die they spend.
Also when rolling hit dice to regain hitpoints they may take the average number (rounded down) if it is higher than their roll.
NATURE'S VENGEANCE
At 14th level, when you drop to 0 hit points as a result of taking damage, you instead drop to 1 hit points and immediately cast Wrath of Nature spell without expending a spell slot or requiring material component. If you drop to 0 hit points while you were rooted, you instead drop to 1 + your wisdom modifier hit points.
Once you use this feature, you can’t use it again until you finish a long rest.
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Posted Sep 25, 2022This seems very cool. Shouldn't there be circle spells?