Circle of Roots (5e Subclass)

From D&D Wiki

Jump to: navigation, search

Circle of Roots[edit]

Druid Circle

Druids from the circle of roots are the shepherds of trees, using their connection with nature to protect verdant areas, such as forest and woodlands from destruction brought up by natural wildfires, magical corruption or expansion of civilization. Members of this circle can awaken the vines and roots of the plants around them, giving them movement, using their power to drive off invaders of their sylvan sanctums. When members of this circle are encountered outside a ancient natural area, they are dedicated to the purpose of expanding the natural territory, by reforesting devastated areas, cultivating gigantic gardens and bringing the green wild to urban territories, infusing gray and dead cities with new life.

Plant Shape

When you choose this circle at 2nd level, you can use your Wild Shape to assume the form of a plant, instead of a beast. The CR and movement limits are the same for your plant forms as they are for your beast forms.

Root Magic

Your deep attunement with plants grants you the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to plants. Once you gain access to a root magic 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.

In addition, you can cast a spell from your Root Magic list once, without spending a spell slot. You can't do it again until you finish a short or a long rest.

Root Magic
Druid Level Root Magic Spells
2nd entangle, goodberry, thorn whip
3rd barkskin, spike growth
5th plant growth, speak with plants
7th grasping vine, guardian of nature
9th wrath of nature, tree stride
Verdant Soul

At 6th level, you develop a deeper attunement with the plants. You gain vulnerability to fire damage, and resistance to piercing and bludgeoning damage from non-magical attacks. Furthermore, you no longer require food if you spend at least 8 hours each day in direct sunlight.

In addition, when you are touching a tree, any creature that is also touching that tree can understand your speech, and you can understand theirs.

Temporary Awakening

Starting at 10th level, you can use an action to temporarily awaken a tree you can see within 60 feet. That tree has the properties of an awakened tree. This awakened tree has a number of temporary hit points equal to your druid level.

The awakened tree is friendly to you and your companions. Roll initiative for the tree, that has its own turns. The tree obey any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the tree, it will defend itself from hostile creatures, but otherwise take no actions.

After 1 hour, the awakened tree returns to its slumber, and become a regular tree again. Once you use this feature, you can't do it again until you finish a long rest, unless you spend a spell slot of 3rd-level or higher to do so again.

Shepard of Trees

At 14th level, you can spend two uses of your Wild Shape to assume the form of a treant, for 1 hour. Once you do so, you can't do it again until you finish a long rest.

4.00
(3 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: