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## Circle of the Bonsai ### In times forgotten a noble family was ousted from their position and exiled to an island that cannot be found on any known map. While in this exile the family discovered and made contact with an entity that granted them the knowledge to fuse themselves with the eldritch plantlife of the island to gain everlasting life as a monstrosity.
This process begins with replacing their hears with the seed of evil and as such this druid circles practises are a closely guarded secret. Some fringe druids of this circle exist such as those who escaped their circle or who were experimented upon by these druids and managed to survive. #### Circle Spells The Circle of the Bonsai grants access to an expanded spell list, which are always prepared for you, and do not count towards the maximum number of prepared spells you can have at any given time. | Druid level | Spell | |:------------:|:------------------------------------| | 3th | *enlarge/reduce, ray of enfeeblement* | | 5th | *bestow curse, dispel magic* | | 7th | *banishment, divination* | | 9th | *antilife shell, contact other plane* | #### Eldertongue At 2nd level, you gain access to the unearthly language of Eldertongue. Eldertongue sounds like madding gibberish to any sane creature, but a creature under the effects of a madness-inducing spell (i.e. crown of madness, etc) or hex spell can understand it perfectly. \columnbreak
#### Bonsai Cultivator When you join this circle at 2nd level, you begin cultivating a symbiotic relationship with plants through the traditional art of bonsai. You sew a seed into your beating heart both allowing and controlling its growth as it feeds and empowers you.
This relationship reinforces your vitality, increasing your hit point maximum by 2, and increasing it by 1 again every time you gain a level in this class. #### Wild Sprouting Also at 2nd level, as a bonus action you can expend a use of your Wild Shape feature and inspire the bonsai to bloom and spread quick-growing seeds. The seeds spread through the air out to a 30-foot radius around you, latching onto creatures of your choice within the area. The seeds begin rooting and spreading across the creatures' bodies, restricting their movement and hampering their attacks. * The creatures movement speed is halved. * Creatures have disadvantage on attack rolls.
A creature can attempt to rip the roots off of themselves by making a Wisdom (Nature) check against your Spell Save DC, freeing themselves and ending the penalties on a successful check. #### Esoteric Aesthetics At 6th level, as you trim and guide the branches of the bonsai so can you guide and reshape your form. You can cast the disguise self spell at will. You can alter the effects of this spell in the following ways; * You can change your sex. * You can change your race. (This provides no mechanical benefits) * You can add or remove an appendage on your body such as an arm or a tail. (This provides no mechanical changes outside of aesthetics) \pagebreak
#### Miniature Gardening Also, at 6th level, you can cast the enlarge/reduce spell using spell slots above 2nd-level. When you do so you can only use the reduce effect of the spell and can target additional creatures per spell slot above 2nd.
Additionally, you can expend a use of your Wild Shape feature to use this feature without expending a spell slot and the spell is cast using the highest available spell slots you posses. #### Hanging Tree Deity At 10th level, you can expend two uses of Wild Shape at the same time to transform into a Hanging Tree Deity. #### Root of Evil At 14th level, you can cast *grasping vine* at will without any material components and without using a spell slot. You can use this feature while in your Hanging Tree Deity form.
You can use this feature a number of times equal to your Wisdom modifier and you regain all uses after a completing a long rest. \columnbreak
___ ___ > ## Hanging Tree Deity >*Large Elemental, Neutral* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 126 (12d10 + 60) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|8 (-1)|20 (+5)|10 (+0)|14 (+3)|10 (+0)| >___ > - **Damage Vulnerabilities** fire > - **Damage Resistances** Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Damage Immunities** psychic > - **Condition Immunities** Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious > - **Senses** passive Perception 13 > - **Languages** Common, Druidic, Elvish, Sylvan > ___ > > ***Woodland Glide***. The tree deity can traverse through nonmagical, difficult terrain ignoring any mobility hindrances. > > ***Bleak Canopy***. The tree deity can grapple a number of creatures equal to its strength modifier and at the end of every turn grappled creatures take 1d6 necrotic damage. > > ### Actions > ***Multiattack.*** Multiattack: The tree deity makes two Root Whip Attacks. > > ***Root Whip***. *Melee Weapon Attack*: +8 to hit, *reach* 10 ft., *one target*. Hit: 14 (2d8 + 5) bludgeoning damage. When you hit a creature with this attack they must make a Dexterity saving throw. On a failed save, the creature is grappled and lifted 5ft. into the air.