Plants
The defenders of nature and undisputed experts in herbalism and bushcraft. Plant Druids use the very power of nature to overwhelm enemies that would harm the environment. Their presence is said to cleanse pollution and restore forests. Though some hint at a dark power at their disposal.
| Level | Prepared Spells |
|---|---|
| 3 | Ensnaring Strike, Goodberry, Hail of Thorns, Spike Growth, Thorn Whip |
| 5 | Plant Growth, Speak With Plants |
| 7 | Grasping Vine, Guardian of Nature (Great Tree) |
| 9 | Commune With Nature, Tree Stride |
| STR | DEX | CON |
|---|---|---|
| 18 (+4) | 19 (+4) | 21 (+5) |
Subclass Features
Helpful Plants
During the course of a long rest you can encourage plants to grow into useful items for you. You can grow simple weapons, shields, a Potion of Healing, or other things such as a crowbar or 50 ft of rope. You can grow items equal to half your WIS modifier (Minimum 1). The objects grown this way wither after 24 hours.
Foliage Armor
You can expend a use of Wild Shape to cover yourself in a variety of plants with different properties. The armor remains for minutes equal to your WIS modifier (Minimum 1). You gain an unarmored defense of 10 + your DEX modifier (Minimum 1) + your WIS modifier (Minimum 1).
Thorny Armor: You can use a bonus action to shoot thorns out, they have a range of 60 ft and deal 1D6 Piercing damage.
Viney Armor: You can use the vines to grapple and climb. You can Grapple from a range of 10 ft and have a Climbing speed equal to your movement speed.
Bark Armor: You can use your reaction to manifest a bark shield adding 2 to your AC.
Circle Spells
Your connection with nature ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.
Vile Bloom
The secret art of Plant Druids behind their power to purify water and cure disease. Once per long rest you can plant a pure white seed as a bonus action. The seed rapidly grows into a black rose. The seed’s growth purifies up to 100 gallons of water, cures one disease, or deals 2D10 Radiant damage to an Undead or creature that can deal Acid, Necrotic, or Poison damage as it absorbs the impure matter.
A mature Vile Bloom hardens into a dart after blooming. It lasts for 24 hours, crumbling into loamy soil at the end of the 24 hours. A creature hit with the dart takes 2D12 Necrotic damage that bypasses damage Resistances and Immunities to Necrotic damage as the plant takes root in the soul now not the body.
A Vile Bloom can be pickled into a potent poison called Silent Death after being submerged in a brine and powdered green dragon scale worth 20 GPs solution for one week. The solution keeps indefinitely with a black rose floating in it that crumbles when the seal is broken. Ingesting the Silent Death poison causes one to slip towards death. The potion dissolves instantly into any cup of liquid and has a reportedly pleasant, nutty taste.
A creature that has ingested Silent Death must make a DC 19 CON saving throw every hour. Before the first saving throw there is no discernible effect. The effects last until a level 6 or higher healing spell is used. For every failed saving throw the afflicted creature has its CON score reduced by 1. The effects can be temporarily stayed for 24 hours with the casting of Greater Restoration. The effects end on consecutive saving throws equal to the total number of previous failed saves (Minimum 3).
Command Plants
You awaken the latent magical power of nature within 30 ft of you. Once per long rest you can choose one of the following for each creature within the area of effect as the spirits of verdant nature lash out or aid your allies. You can expend a third or higher spell slot to regain one use of this feature (Requiring no action).
Life Giving Nectar: A thin bulb appears and administers nectar. The target creature is healed 2D8 + your Druid level.
Binding Roots: Roots shoot out from the ground and wrap around a target. The target creature must make a STR save DC equal to your spell save DC and on a failure are Restrained for one minute, repeating the save at the end of each of its turns.
Stabbing Shoot: Saplings or bamboo shoot juts out. The target creature must make a DEX saving throw DC equal to your spell save DC taking 2D10 Piercing damage on a failed save, half as much on a successful save.
Thick Brambles: Thorny bramble grows around the target’s legs. The ground becomes Difficult Terrain for 10 ft around the target for one minute. On a failed STR saving throw DC equal to your spell save DC the target’s movement becomes 0 ft until the end of their turn. The save is repeated every 5 ft traveled through the Bramble area.
Slashing Leaves: Sharp leaves fly out. On a failed DEX saving throw the target takes 1D8 Slashing damage and has disadvantage on their next attack roll, taking half as much damage on a successful save.
Improved Foliage Armor
You can choose from the following options when you use your Foliage Armor.
Silver Holly: You have Resistance to Radiant and Necrotic damage.
Ironwood: You have an additional plus 2 AC.
Marblewood: You have Resistance to Slashing and Piercing damage.
Infernal Oak: Whenever you are hit with an attack you can use your reaction to deal 1D8 Fire damage.
Celestial Pine: You have advantage on saving throws against being Charmed or Frightened.
Gigas Cedar: Your size is increased by one size. Your unarmed strikes deal an extra 1D4 Bludgeoning damage.
Forest Form
Once per long rest your use of Wild Shape can change you into a heightened form. You take the form of a mass of vines and leafy branches brimming with thorns and berries.The temporary hit points you gain are equal to twice your Druid level. You have the following features
AC: 18
Speed: 40 ft, 40 ft climb
Skills: Medicine +10, Nature +11
Senses: Passive Perception 22
Features: Immunity to Poison damage.
Nature’s Vitality: As long as you have 1 hit point you regain 5 hit points at the start of each of its turns. If you took Acid or Fire damage the turn prior you do not benefit from this feature.
Actions
You can use your Command Plants feature once per turn as an action with a range of 60 ft.