My Documents
Support GM Binder!
# Druid Subclass: Circle of the Seedling
##### Version 1.0 *** *** *** DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
\pagebreakNum ### Circle of the Seedling (Version 1.0) Druids of this circle delve into their love and respect for the plant life of nature. These druids meet together appearing as ordinary plants, as they exchange knowledge and secrets through their druidic language. As a member of this circle, your capabilities of communing with and commanding the plants of nature will grow and flourish like none other of the relative druidic circles. #### Plant Wild Shape Starting at 2nd level when you choose this circle, you may use the *Wild Shape* feature to assume the form of a plant or plant based creature. When you transform into a plant creature, the max CR that you can transform into is double of what your *Wild Shape* normally allows. #### Take Root At 2nd level, you gain the ability to harden your skin into bark and encase yourself in thick thorn covered vines that spread around you. Your speed becomes 0 and you cannot take actions, bonus actions or reactions unless they are noted in this feature. You gain resistance against non magical slashing, bludgeoning, and piercing damage, and the ground in a 10-foot radius centered on you becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 1d4 piercing damage for every 5 feet it travels. Additionally, you may use your action each turn to make a ranged spell attack against a creature within 20 feet of you. On a successful hit, you may move that creature 5 feet in any direction. After 1 minute or by using your bonus action you return to your normal form and must complete a long rest before using this ability again. #### Pollinate At 6th level, you gain the ability to release a strong scented pollen from your body. As an action action, you release the pollen in a 30-foot radius centered on you. Hostile creatures within the area must succeed on a Wisdom saving throw against your spell save DC or be poisoned and charmed by you until the end of your next turn. Additionally, friendly creatures within the area regain a number of hit points equal to 1d8 + your spellcasting modifier. You must complete a short rest before using this feature again. #### Shambler Wild Shape At 10th level, you can expend two uses of Wild Shape to transform into a Shambling Mound. \columnbreak #### Communion At 14th level, you gain the ability to commune with nature on a intimate spiritual level, you can cast the *Speak with Plants* spell at will. Additionally, while communicating with plants, you have the ability to hear and and see up to 24 hours into the past in the area through the chosen plant. When doing this, your hearing and vision is limited and you see through the highest point of the plant itself. #### Animate Overgrowth At 14th Level, when you use the *Shambler Wild Shape* feature, you can choose to animate an additional Shambling Mound in an unoccupied space within 10 feet of you that is controlled by you on your turn.