Circle of Plants (5e Subclass)

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Circle of Plants[edit]

Druids under the circle of plants tend more towards plant life over animal life.

Plant Totem[edit]

When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, you choose a plant totem:

  • Juniper. Gain +1 Hit Point per level of druid. You may cast the Goodberry spell at will.
  • Oak. Gain +1 to Armor Class. You may cast the Barkskin spell at will.
  • Thorn. Gain +1 to attack and damage rolls. You may cast the Entangle spell at will.

Your totem grants more abilities at higher levels. Whenever you take a long rest, you may choose to alter which totem you benefit from.

Plant Shape[edit]

The rites of your circle grant you the ability to transform into plants. At 2nd level, you gain the ability to use your wild shape to transform into creatures of the Plant type with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table). You do not need to abide by the swimming and flying limitations when shifting into Plant-type creatures. Starting at 6th level, you can transform into a plant with a challenge rating as high as your druid level divided by 2, rounded down.

You do not lose access to creatures of the Beast type, though they are treated as if they had the Plant type when you shift into them; effectively, for example, shifting into a cat instead causes you to become a creature of twigs, leaves, or other plant matter which simply resembles (and uses the statistics of) a cat.

You may also wild shape into the following creatures at the appropriate druid level. When you do so, the creature's type is treated as if it were Plant, regardless of its original type.

Druid Level Additional Wild Shape Options
2nd Dryad, Piercer, Scarecrow
6th Mimic
10th Otyugh, Roper, Troll

Circle Spells[edit]

At 3rd, 5th. 7th and 9th level you gain access to additional spells associated with plant magic. 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
3rd Air Bubble, Enlarge/Reduce
5th Plant Growth, Speak With Plants
7th Grasping Vine, Hallucinatory Terrain
9th Tree Stride, Wrath of Nature

Improved Woodland Magic[edit]

At 6th level, the at-will spells you gained at 2nd level become stronger.

  • Juniper. Your uses of the Goodberry spell now heal a number of Hit Points equal to 1d6 + your Wisdom modifier.
  • Oak. Your uses of the Barkskin spell now confer 18 AC.
  • Thorn. Your uses of the Entangle spell now deals 1d6 piercing damage whenever a creature becomes restrained by it, starts their turn restrained by it, or breaks free of its effect.

Advanced Plant Shape[edit]

Starting at 10th level, the maximum challenge rating of a Plant-type creature you can wild shape into increases by 2.

Additionally, while wild shaped, you can spend a spell slot to heal yourself as a bonus action. You heal 1d8 per level of the spell slot spent.

Woodland Blessing[edit]

At 14th level, your totem confers magical properties even onto your mundane actions.

  • Juniper. Whenever you cast a druid spell that heals a target, they regain an additional die of Hit Points (ie. a spell that normally heals 3d8 would instead heal 4d8). In addition, when wild shaped into a plant, you gain Regeneration. This functions as the troll's Regeneration ability, but it heals a number of Hit Points equal to 1d4 + your Wisdom modifier. Your Regeneration can be thwarted by fire or necrotic damage (rather than fire or acid damage).
  • Oak. You gain proficiency in Constitution saving throws. In addition, when wild shaped into a plant, your Armor Class increases by 2, and you gain resistance to nonmagical damage. These bonuses stack with other bonuses from this totem.
  • Thorn. Your Spell Save DC for druid spells increases by 2. In addition, your attack and damage rolls while wild shaped into a plant are made with a +2 bonus; any attacks you make while under these conditions count as magical, meaning they overcome the same resistances that a magic weapon would. These bonuses stack with other bonuses from this totem.
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