Base Class: Druid
The Circle of Growth druid focuses on the use of Shape Water and Mold Earth to help the world heal.
Bonus Cantrips
When you choose this circle at 2nd level, you learn the Shape Water and Mold Earth cantrips if you do not already know them
Scatter Seed
Starting at 2nd level, you can germinate a small area near you to accelerate growth that hinders enemy movement. Once per long rest as a bonus action you hurl a handful of seeds at a target area within 10 feet of you and create a 10-foot square of difficult terrain as sprouts begin to grow there. Casting dispel magic on the area ends this effect, otherwise it lasts forever.
The affected area size increases when you reach 5th level (15ft.), 7th level (20 ft.), and 9th level (25 ft.).
Circle Spells
Your mystical connection to the earth 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.
| Druid Level | Spells |
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3rd |
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5th |
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7th |
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9th |
Improved Shape Water and Mold Earth
Starting at 6th level, the duration for all non-instantaneous effects of Shape Water and Mold Earth are now 8 hours long and you can maintain three of the non-instantaneous effects at a time and can dismiss such an effect with a bonus action.
- You can use the freeze to try to freeze large or smaller creatures in it, if you try, that creature must make a strength saving throw versus your spell save DC, or be frozen in ice, at the start of each turn, they take 1d6 cold damage and can attempt the save at the end of their turn. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
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If you target a stone weighing 1 to 5 pounds that isn’t being worn or carried, you can launch it at a creature within 30 feet of the stone. If you target an area of loose earth, you can compact 5 pounds of it into a projectile which is launched instead. Make a ranged spell attack against the creature. On a hit, the creature takes 1d8 bludgeoning damage and the projectile is destroyed. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Eden
When you reach 10th level, you gain the ability to call forth the garden of eternal harvest in the area around you.
As an action, you fabricate a magically enchanted garden that expels death and decay. This garden spans around a 20-foot cube around you and lasts for a minute. While being inside this garden, all allies have resistance to poison and necrotic damage. Additionally, spells that destroy or corrupt physical forms fail to do so inside the garden. You can use this feature once per long rest.
Advanced Shape Water and Mold Earth
When you reach Level 10, the power of Shape Water and Mold Earth increase again. You can maintain four of the non-instantaneous effects at a time and can dismiss such an effect with a bonus action.
Shape Water
- The range of Shape Water increases to 60 feet.
- The size of Shape Water increases to a 10-foot cube.
- You can change the flow of water up to 15 feet in either direction
- The freezing attack can now target a Huge or smaller creature in it
Mold Earth
- The range of Mold Earth increases to 60 feet.
- The size of Mold Earth increases to a 10-foot cube.
- You can move ground as far as 15 feet and can excavate hard earth and stone.
Great Elemental Form
At 14th level, you can expend two uses of Wild Shape at the same time to transform into an earth elemental or a water elemental.
Your attacks as either form are considered magical for the purposes of overcoming resistance.
As an Earth Elemental, you lose the vulnerability to lightning damage and can use the skill:
Stone Burial (2/day). The elemental uses the powers of earth to surround a target in rock. The target must make a DC19 Dexterity Save. On a fail they take 2d8 bludgeoning damage and are encased in stone. On a success the target takes half damage and are not encased. While encased the target is considered restrained. Each coffin has 30 HP and a AC of 12. The Elemental can only have one target encased at a time. If it uses Stone Burial on a second target and they fail the save the first targeted is freed.
As a Water Elemental, you gain a resistance to cold damage and can use the skill:
Water Beam (2/day). Ranged Weapon Attack: +10 to hit, range 30/120ft. 1 target. Hit: 30(4d10 + 8) piercing damage. This beam can also be split between two targets for half the damage each.