Circle of the Soil (5e Subclass)

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CIRCLE OF THE SOIL[edit]

Druids of the Circle of the Soil are fierce guardians of the wilds. They revere the power of the wilds to such an extent that they hang up their Wild Shape coat, and trade it in for Wilderness Shape. The druids that choose Circle of the Soil are bound to plant based creatures. They are creatures, that without inspection, are often mistaken for ordinary plants. Druids in this order are far and few between, often going their entire lives without meeting another practitioner of the same circle.


These druids are rarely encountered, as their presence is not normally of need. Their presence, when it is in fact a truth, is commonly mistaken as a leaf being blown by the wind, as a lonely, dark forest, that creaks in the gales of Autumn. They are mistaken for fields of waving grains, greeting in the lost language of the Old Faith. These are a people who are never seen together, but they are never seen. So little is known of the druids of this circle, that for outsiders, Circle of the Soil Druids are but a myth, lingering in the songs of minstrels and bards alike.

COMBAT WILDERNESS SHAPE[edit]

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


Additionally, while you are transformed by Wilderness Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

CIRCLE OF THE SOIL SPELLS[edit]

LVL SPELL
3rd barkskin, spike growth
5th plant growth, conjure animals
7th blight, hallucinatory terrain
9th tree stride, insect plague

LANDS STRIDE[edit]

Starting at 6th level moving through non-magical, difficult terrain costs you no extra movement. You can also pass through non-magical plants without being slowed by them and without taking damage from them if they have thorns, spikes, or a similar hazard.


In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

HIDDEN PATHS[edit]

Starting at 10th level, you can use the hidden, magical pathways that some fey used to Traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 ft to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.


You can use this feature a number of times equal to your Wisdom modifier, minimum of once, and you will regain all expended uses of it when you finish a long rest.

THOUSAND FORMS[edit]

By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.



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