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# Circle of The Green Druids of the circle of the green serve the verdant aspects of nature. The circle is not concerned about the individual so much as the community, or all of the communities. They have a deep sense of the harmony of nature and believe that everything is connected. It is this understanding that paves the pathways to their magic. The belief itself is sometimes said to be their biggest strength, as this wisdom can be applied to all walks of life. ### Tempered Thorn Whip When you choose this Circle at 2nd level, you learn the Thorn Whip cantrip. If you already know this cantrip, you learn a different Druid cantrip of your choice. The cantrip doesn't count against your number of cantrips known. When you cast *thorn whip*, the following features are applied to it: * The cantrip can target objects, and can pull objects of size large or smaller in addition to creatures. * When you use *thorn whip* to hit a target that is sharing a space with any plants, instead of pulling the target, you can cause those plants to magically extend from the ground and grapple the target, trapping it until the end of your next turn. A grappled creature can use its action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself. \columnbreak ### Lifebloom By second level, the magic coursing within you can be woven into new life. As an action, you can present a piece of a nonmagical plant, and breathe magic into it. The plant crumbles and disappears into the wind. At any surface point within 30 feet of you that you can see, you cause the magic you wrought to spring into life and take root. Plants of the same species you presented appear in that area and grow up to a 5 foot-radius and 10 foot-high cylinder. When you use this ability, you can cause the plants to become difficult terrain for your enemies, slowing them down. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. The radius of this effect increases by 5 feet at 5th level, 9th level, and at 14th level. ### Greensong Also at second level, you can use a bonus action to discretely affect any nonmagical plants (or portion of plants) that you can see up to 30 feet away from you that can fit in a 5-foot cube. You can cause the affected plants to slowly animate, move up to 5 feet, manipulate, use, or grab an object, secrete different odors, change colors, heal or grow, wilt or die, or blossom. The plants cannot carry more than 10 pounds.
\pagebreakNum ### Eternal Garden When you reach 6th level, your enemies will find it difficult to break free of your grasp. While you are concentrating on a spell that has a duration of 1 minute or longer that creates plants, such as *entangle* or *grasping vine*, you can use an action to move plants created by the spell up to 30 feet along the ground in a direction of your choice to an area that you can see as long as you concentrate on the spell. You can only use this feature once each time you cast a spell. ### Flowers of influence At 10th level, your aura extends out from all nearby plant life and exerts a subtle but powerful influence on the world. When a creature makes an ability check while they are within 60 feet of you and in the space of any plants, you can force them to roll a D6 and subtract the number rolled from the ability check. Additionally, when you make an ability check that interacts with any creatures sharing their space with any plants, you may roll a D6 and add the number rolled to the ability check. You are aware of any creatures or movement that share a space with any plants while within 60 feet of you. \columnbreak ### Belguardian By 14th level, you can summon the mightiest of trees to your aid. You can use an action to touch an unoccupied space on the ground. The earth shakes as a nonmagical oak tree springs into existence. The tree is up to 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. Additionally, you can call out to a tree to lend its strength to yours. As an action, you can expend a use of your Wild Shape to awaken a tree you can see within 30 feet of you. That tree transforms into a Treant for 1 hour, as if you used the *polymorph* spell. This does not expend a spell slot, and you do not use your concentration. The Treant may have its own personality, but it will generally wish to aid your cause. Once you have used either of these features, you cannot use that feature again until the next dawn.
> ##### Credits > >
> > **Art Page 1:** Chris Rahns > >
> > **Page 2:** David Revoy >
> > **Special Thanks To:** Treantmonk >