Druid - Circle of Roots

by Mozziconi

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Circle of Roots

Unlike most druid circles who often shun the industrialized and organized societies typically held by humanoids, this circle instead emphasizes the agricultural aspects of those societies. They do not shun societies for their high rates of pollution and the corruption of nature around them, but rather they attempt to stem the tide of said pollution and corruption by aiding them in a healthy growth. Often times, druids of t-his circle are mistaken for simple farmers - and that is often how the circle originated.

Ancestor's Tree

Beginning at 2nd level, you have learned how to manifest the seed of your "Ancestor's Tree", a unique plant that offers magical benefits to its benefactors. Over the course of 1 hour, you can plant the seed in the ground and meditate upon it. This one hour period can be enacted over the course of a short or long rest. Once the hour has passed, your magic flows into the seed and blooms into an Ancestor's Tree at the location that it was planted. The Ancestor's Tree is a Giant sized object with 10 AC, 50 HP, resistance to piercing and bludgeoning damage, and vulnerability to fire damage. Whenever a creature of your choice receives magical healing or temporary hit points while within a 5 mile radius of the Ancestor's Tree, they receive an additional amount of healing or temporary hit points equal to your proficiency bonus.

You can only have a number of Ancestor's Tree's planted in this way up to your Proficiency Bonus. If you attempt to plant another Ancestor's Tree over the maximum amount, the longest standing tree wilts and dies. A creature can benefit from the effects of only one Ancestor's Tree at a time.

Fruits of Your Labor

At 6th level, your Ancestor's Trees have begun to manifest fruits upon their branches. Once an Ancestor's Tree has been planted, or one week after the fruit was last picked, the tree grows a number of fruits up to your proficiency bonus. These fruits are magical in nature, and will rot if not used within 24 hours after being picked. A creature can consume one of these fruits as a bonus action on their turn, or give it to another creature to consume as an action.

When a fruit is plucked from the tree, the creature who plucked it can choose one of the following effects for the fruit to carry.

  • When consumed, the fruit grants the user 1d4 temporary hit points.
  • When consumed, the fruit heals the user for 2d4 hit points.
  • When consumed, the fruit removes one condition of the users choice from the creature (condition chosen upon ingestion).

If you attempt to pick any additional fruits over your proficiency bonus, those fruits immediately rot and are rendered inedible.

Root Circles

At 10th level, you learn the Teleportation Circle spell. You have it prepared at all times, and it does not count against the number of Druid spells you can have prepared.

When you cast Teleportation Circle, valid locations to teleport to include any of your Ancestor's Tree's.

At 14th level, you can teleport to the Elder Tree as well.

The Elder Tree

At 14th level, when you plant an Ancestor's Tree, you can designate it to be an Elder Tree instead. Once planted, an Elder Tree can never be moved, wilted, or destroyed except by a Wish spell or similar magic. It does not count against the number of Ancestor's Tree's you can have at a time, and you cannot plant a second Elder Tree until the first one has been destroyed. Attempting to plant a second Elder Tree while the first one is still present results in a wilted sapling with no effect.

While planted, the Elder Tree bestows the same benefits as an Ancestor's Tree, except over a radius of 25 miles. In addition, it bestows the following benefits in the same radius.

  • Any corpses buried in land within the area are under the effects of the Gentle Repose spell until they are removed from the land.
  • Creatures that finish a long rest in the area are cured of all diseases, and their exhaustion levels (if any) are reduced by an additional one.
  • You are notified of any attempt to change the weather in the area, and can choose to prevent the effect (no action required).
  • You are notified of any attempt to cast Hallicuniatory Terrain or similar magic within the area, and can choose to prevent the effect (no action required).

Credits

Art

Document Art by IreAzure.


Thumbnail Art by IreAzure.

Author

This document was made by Mozziconi, a homebrewer for Dungeons and Dragons 5th edition and a budding Twitch streamer. He can be found at the following links.

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