Circle of The First Forest (5e Subclass)
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Circle of The First Forest
You must be a plant based race to use this subclass...use of this is up to the DM as it is meant for plant based races. It could also be explained by a strange mutation caused by a curse or blessing.
Druids of the First Forest remember the real power of the wild. The plants that surround them and make up their bodies. These druids use their innate power to protect the woods.
Plant based races on the wiki:
- Cleansed Blight
- Arbor Qui
- Flora Colossus
- Deku Scrub
At 2nd level, you lose the Wild Shape class feature. Your plant-like body is unfit for wildshaping but can be improved in different ways. Powerful magic flows through your living body, an ecosystem in its own right. You can now produce a variety of magical effects using the magic of your own body. You can produce the following effects by spending bloom points: You can use Natural Light and Bramble Shield, which you learn automatically. You learn two new Bloom effects every level. You cannot learn a bloom effect with a cost greater than your highest level spell slot. You regain all lost bloom points after a short or long rest. Using a bloom effect requires an action unless specified in the description. Also, continuous bloom effects do not use concentration as they are a natural part of your body and instead simply last for the written duration. Bloom effects do not count as spells even if the description is written as casting the spell. This means that you cannot use metamagic to affect bloom effects and counterspell/dispel magic do not work. An antimagic circle however will stop all bloom effects. Viewing active bloom effects with detect magic will always be seen as alteration and detect evil and good will sense a fey presence. You can use the dismissal effect of dispel evil and good to end bloom effects. Protection from evil and good will incur disadvantage on a druid using bloom points.
At 2nd level, you learn the Find Familiar spell. Your familiar is made of plant matter and is vulnerable to fire damage. In addition, communication distance increases to one mile. At 6th level you can channel any bloom effect through your familiar by spending an additional point, the creature’s hit points equal its max plus your druid level, and your familiar adds your proficiency bonus to skills it’s proficient in. Additionally at 8th level when you conjure your familiar the creature’s form can be a twig blight, needle blight, shrieker, violet fungus, awakened shrub, or any beast with a CR of 1 or lower in addition to the default familiars offered by the spell.
Starting at 4th Level and beyond, when you would roll a strength check or saving throw you can spend 1 bloom point to substitute your Strength score with your Wisdom score.
Great Wood Origin
At 6th level you are considered fey/plant. All your attacks are considered magical. Fey creatures treat you with respect and you have advantage on persuasion, deception, and insight checks while dealing with fey. In addition: you can attack twice, instead of once when you take the attack action on your turn.
At 8th level, when a creature has to make a save to counter a bloom effect, you can spend an additional bloom point to make them auto fail. You must take a long rest to use this ability again.
At 10th level, upon being reduced to zero hit points or below, you can spend a spell slot to instantly stabilise yourself and regain hit points equal to the level of the slot x your wisdom modifier. You can use this feature once per long rest.
At 14th level, all animals respect you as a forest lord. In addition, all of your summoned creatures are stronger, faster and more intelligent. All beasts, monstrosities, plants, and fey must succeed a DC 15 Wisdom check to be hostile towards you or they immediately become friendly. All summoned creatures add your Wisdom modifier to their stats, gain hit points equal to your druid level, and can communicate with you in druidic.
At 18th level, double your bloom point maximum
At 20th level, increase your wisdom by 4. Your max wisdom score is now 24.
Natural Light(0) you cast the spell Dancing Lights using the glowing spores your body can emit.;
Bramble Shield(0) as a bonus action you can create a natural shield to increase your AC by 2. The shield is destroyed when you take more than 10 points of damage from a single attack, upon taking fire damage, or after 1 minute.
Deep Roots(1)as a reaction to being moved against your will, you can root yourself in place. While you are rooted, you can not be knocked back. This lasts for one minute or until you dispel it’s effect. You can not move while this is active.
Driftwood(1)as a reaction you cast Featherfall on yourself.
Ensnaring Strike(1)You cast the spell Ensnaring Strike
Entangle(1)You cast the spell Entangle
False Life(1)You cast the spell False Life, your body grows dense as temporary plant matter is produced
Goodberry(1)You cast the spell Goodberry. “Stems sprout from your wooden body and bloom within seconds into multi coloured berries”
Leg Growth(1)Your speed increases by 15 ft for one hour
Full Cover(1)You kneel in front of an ally, your body grows out and you count as full cover. Additionally all spell damage to the ally is reduced by half.
Purify Food and Drink(1)You cast the spell Purify Food and Drink
Natural Weapon(1)You create any simple or martial melee weapon you are proficient with in your hands. The weapon lasts for one minute. You can spend an additional point to make the weapon magical and double the damage dice for one round. Finally any weapon you make with this feature uses your wisdom modifier for the attack and damage rolls.
Barkskin(2)For 10 minutes, your base AC is 14 or your druid level, whichever is higher.
Enhance Ability(2)You cast Enhance Ability on yourself
Enlarge/Reduce(2)You cast the spell Enlarge/Reduce on yourself
Hold Person(2)You cast the spell Hold Person. Instead of wisdom, the target must make a STR save as vines reach up and paralyze the creature.
Thorn Grasp(2)You cast the spell Maximilian’s Earthen Grasp. The hand does piercing damage and is made of sharp, thorn covered vines.
Pass Without Trace(2)You gain a +10 bonus to stealth checks for one minute.
Climbing Vines(2)You cast the spell Spider Climb on yourself. Climbing vines grow across your body and you can grasp horizontal and vertical surfaces with ease.
Spike Growth(2)You cast the spell Spike Growth.
Thorn Blade(3)You cast the spell Flame Blade. The blade is made of sharp wood and does magical slashing damage instead of fire. You have advantage on the first attack made with the blade.
Hail of Thorns(?)You shoot a number of large sharp thorns equal to the number of bloom points spent. The spines are treated like longbow arrows for damage and range. Use your wisdom modifier for the attack and damage rolls.
Plant Growth(3)You cast the spell Plant Growth. For the purposes of collecting herbs and plants meant for potion brewing you can specify the type of plant grown.
Speak with Plants(3)You cast the spell Speak with Plants.
Stinking Cloud(3)You cast the spell Stinking Cloud.
Vampiric Touch(3)You cast the spell Vampiric Touch with a range of 10 feet.
Treant Knowledge(3)You instantly gain knowledge of the following within a 3 mile area:
- -Terrain and bodies of water
- -Prevalent plants, minerals, animals, or peoples
- -Powerful celestials, fey, fiends, elementals, or undead
- -Influence from other planes of existence
Freedom of Movement(4)You cast the spell Freedom of Movement.
Grasping Vine(4)You cast the spell Grasping Vine originating from yourself. You can cast touch spells through the vine.
Spores(4)Poisonous spores fill a 20-foot radius sphere centered on a point within 300 feet of you. Any creature in the sphere or a creature that enters the sphere must make a CON save or take 4d10 poison damage and 2d8 piercing damage. Creatures take half damage on a successful save. The spores require concentration and last up to 10 minutes. You can move the spores up to 50 feet as a bonus action.
Tree Stride(4)You cast the spell Tree Stride.
Thorn Cage(4)You create a magical cage around a creature. The cage has 100 hit points and cannot be broken by non magical weapons and you cannot leave or enter the cage through magical effects. Each turn a creature is in this cage it must succeed a CON save or take 1d12 piercing damage
Incendiary Cloud(4)All creatures in a 30 foot cone originating from you must make a DEX save against your spell DC or take 8d8 fire damage.
Stun Spore(4)All creatures in a 30 foot cone originating from you must make a CON save against your spell DC or become stunned for one minute.
Investiture(5)Your body is empowered by the natural magic that flows through it. You have the following effects for one minute.
- -You are immune to non magical piercing, slashing, and bludgeoning damage.
- -Any creature that moves within five feet of you for the first time takes 1d10 poison damage.
- -You can use your action to create a sharp thorn whip 15 feet long extending from you. Each creature in the line must make a DEX save or take 4d8 piercing damage, or half on a failed save.
- -Your movement speed is reduced to zero, you cannot be moved by magical means
Great Oak Pillars(6)You cast Bones of the Earth. The pillars are made of strong oak wood.
Transport via Plants(6)You cast the spell Transport via Plants.
Wall of Thorns(6)You cast the spell Wall of Thorns.
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