Optional Class Features
The druid's Wild Shape feature grants it mastery over fauna, but what of the flora? Take control of the plants of the natural world with this replacement for the Wild Growth feature.
Druid
Wild Growth
2nd-level druid feature (replaces Wild Shape)
You can call upon your special connection to plants and the primordial forces of life that give them power. As an action, you can activate Wild Growth. When you do so, choose two of the following magical options; you can choose the same option more than once:
- Razor Leaf. Razor sharp leaves fly at a creature you can see within 60 feet of you. It must succeed on a Dexterity saving throw against your spell save DC or take 1d10 slashing damage. The damage increases by 1d10 at 6th (2d10) and 13th level (3d10).
- Grabbing Vines: Vines lash themselves around an object or creature within 60 feet of you and no more than 10 feet away from a solid surface, using your spell attack modifier to make a grapple attack if you target a creature or a disarm attack if the object is being held.
- Shielding Branches. Limber branches erupt in a 5-foot-cube space on the ground within 60 feet of you, swaying to protect and deter. An allied creature entirely inside the space gains a +2 bonus to AC while it remains in that space, and enemies treat it as difficult terrain.
- Hiding Grass. Tall grass fills a 10-foot-cube area on the ground within 30 feet of you. That area is heavily obscured.
- Stable Root. A large root grows from the ground at a point within 30 feet of you. It is 5 feet wide and 15 feet long. You choose its shape when it emerges. If a creature is standing where the root would emerge, they can choose to be lifted by the root or move to the nearest unoccupied space. If there is no space for the root to grow, then the root stops growing. Each 5-foot-cube section of the root can be attacked and destroyed (AC equal to you spell save DC, 15 hp, vulnerability to fire and slashing damage, resistance to bludgeoning and piercing damage; immunity to psychic damage). When you use Stable Root, you can choose to target an existing root to make it grow 5 feet wider or 15 feet longer.
On subsequent turns, you can use an action to use one of these options again. You have access to these options for 1 minute. Once this time passes, you can't use this feature again until you finish a short or long rest.
While Wild Growth is active, you can expend a spell slot as an action to extend its duration by a number of minutes equal to the level of the spell slot expended.
At 5th level, you can use three options instead of two when you activate this feature, and two options instead of one as an action on one of your subsequent turns before Wild Growth ends.
Special Thanks: Phylea, RaversRollOut
Wild Growth: Leaf Wall
4th-level druid feature (replaces wildshape improvement)
At 4th level, you gain access to the following option when you activate Wild Growth.
- Leaf Wall: A large, tough leaf sprouts from the ground or a wall within 30 feet of you. It is 10 feet wide, 10 feet long, and 6 inches thick. Each 5-foot-square section of the leaf wall can be attacked and destroyed (AC equal to your spell save DC; 15 hp; resistance to bludgeoning, piercing, slashing, fire, and thunder damage; immunity to psychic damage).
As a bonus action, you can cause a leaf wall you can see to sever itself from the surface it is grown from, falling to the ground. A leaf wall weighs 100 lbs and is buoyant enough to float in water.
Wild Growth: Dandelion Ride
8th-level druid feature (replaces wildshape improvement)
At 8th level, you gain access to the following option when you activate Wild Growth.
- Dandelion Ride: A massive seeding dandelion shoots up from the ground at a point within 20 feet of you. It is 5 feet in diameter at its base, 15 feet tall, and its top 5 feet is covered in a thick, 5-foot-radius seed head. The dandelion ride can be attacked and destroyed (AC equal to you spell save DC; 15 hp; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
On subsequent turns while your Wild Growth is active, you can use an action to summon powerful winds that target only the Dandelion Rides that you can see. The wind pushes all target Dandelion Rides 60 feet into the air in a single direction of your choice. The Dandelion Rides can be pushed 5 feet horizontally for every 5 feet it is pushed vertically.
One Dandelion Ride can support the weight of 1 Large creature or 2 Medium or smaller creatures while in the air. A creature must grab onto or be held in some way to the Dandelion Ride in order to be pushed with it.
Dandelion Rides begin to fall at the end of your next turn, unless you use your action to summon winds to push them during that turn, or moderate to heavy winds from another source push them before then.
A dandelion ride falls at a rate of 30 feet per round.
Overgrowth
18th-level druid feature (replaces Beast Spells)
At 18th level, whenever you use an action to cast a druid spell of 1st level or higher, you can as a bonus action use an option from Wild Growth, even if Wild Growth isn't active.
Pangea
20th-level druid feature (replaces archdruid)
At 20th level, you can use an option from Wild Growth as an action on any of your turns without needing it to be active.