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. They also choose one of two paths: Offense or Defense.

Druidic Path[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 one of two paths: Offense or Defense. Choosing offense grants a +1 to your Attack and Damage rolls, while Defense grants a +1 bonus to your Armor Class. Both paths have more abilities at higher levels. Whenever you take a long rest, you may switch between which path you gain the benefits of.

Plant Life[edit]

The rites of your circle grant you the ability to transform into plants. At level 2 you lose the ability to use your wild shape to transform into a beast, but gain the ability to use your wild shape to transform into a plant. You may now transform into a plant 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.

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.

Additionally, you get one of the following abilities dependent on which path you chose. | Offense: You may cast the Entangle spell at will. | Defense: You may cast the Barkskin spell at will.

Advanced Wild Shape[edit]

Starting at 6th level, you may use your wild shape to transform into a plant creature dependent on your current path. | Offense: You may use your wild shape to transform into a Shambling Mound. | Defense: You may use your wild shape to transform into a Treant. You may not use the Animate Trees action, may only speak its languages if you know them yourself, and may not use the Rock action unless your DM specifies there being rocks available. As a bonus action, you are also able to expend spell slots to heal your plant form. You heal 1d8 per slot expended.

Powerful Spells[edit]

At 10th level, your at will spells you gained at 2nd level increase in potency dependent on which path you chose. | Offense: Your Entangle spell now deals 1d6 piercing damage and adds your wisdom modifier to the damage. | Defense: Your Barkskin spell now increases to 18 AC.

Magical Attacks[edit]

At 14th level, your Spell Save DC with druid goes up by an additional 2, and your attacks while in your plant wild shape count as magical to overcome resistances, as well as gain a +2 to attack and damage rolls. This bonus stacks with the bonus from the offense path.


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