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Circle of Roots
\pagebreak # Circle of Roots T*he man stepped out of the tree, his eyes grim.* *"Behold," he said, "the fury of the forest."* *The people of the city laughed at first. Then they noticed that the tree behind him was beginning to move, to change, to attack.* *The laughter quickly transformed into screams.* *The city was destroyed in full. They had cut down half the forest, and it had cut them down in return.* ##### A druidic circle These druids often live in sacred groves, and dedicate themselves to the learning of tree magic and the protection of these groves. Through their tree magic, they learn to summon plant protectors of the natural world, powerful companions that they can unleash on command. #### Circle Spells When you join this circle at 2nd level, your link to the plant world grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Roots Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the Druid Spell List, the spell is nonetheless a druid spell for you. ##### Circle of Roots Spells | Druid Level | Spells | |:---:|:-----------:| | 2° | Ensnaring Strike, Entangle | | 3° | Barkskin, Spike Growth | | 5° | Leomund's Tiny Hut, Plant Growth | | 7° | Guardian of Nature, Fabricate | | 9° | Animate Objects, Awaken | #### Rooted Companion Starting at 2nd level, you can summon a plant companion. As a bonus action you may touch the ground and summon a plant creature, expending a use of your wildshape. The plant grows from an unoccupied space of your choice within 30 feet of you. The plant is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Tree Companion stat block, which uses your proficiency bonus (PB) in several places. When you create your tree companion, choose the type of companion you summon: Destroyer or Guardian. Your choice of companion determines certain traits in its stat block. You choose your companion's appearance. In combat, the plant shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the plant can take any action of its choice, not just Dodge.
*[Colossus Druid](https://www.artstation.com/artwork/8lNkqQ) by [André Simões](https://www.artstation.com/andre_simoes)*
The plant remains for a number of hours equal to half your druid level, until it is reduced to 0 hit points or until you use this feature to summon the plant again. Anything the plant was wearing or carrying is left behind when it vanishes. #### Nature's Avenger At 6th level, your tree companion becomes large in size, and its slam attack deals an additional 1d8 damage. In addition, the plant’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. #### Might of the Forest At 10th level, you have learned to harness the forest's might. This might is represented by your Forest Dice, which are d8s. You have a number of these dice equal to your proficiency bonus, and regain all expended dice whenever you finish a long rest. As long as you have your tree companion summoned, you can expend these dice in the following ways based on the type of companion summoned: - **Destroyer.** Whenever you, or your companion, deal damage to a creature you may expend a Forest Die and roll it. The creature takes extra damage equal to the result + your Wisdom modifier. You may not do this more than once each turn. - **Guardian.** Whenever you command your tree companion as a bonus action or as a bonus action on your turn, you may expend a Forest Die and roll it. You gain an amount of temporary hitpoints equal to the result + your Wisdom modifier (minimum of 1). \pagebreakNum #### Heart of the Forest At 14th level, your bond with your guardian deepens. Your plant companion becomes huge in size and its reach increases by 5 feet. Additionally, as an action, you may step into your plant companion's space, and command it to envelop you. For as long as it is enveloping you, you have total cover. While enveloped, you control it during your turn as though it were your own body and it no longer acts independently or makes reactions. Whenever you move it, or it is moved, you move with it while enveloped. Any spells you cast, are cast as though the plant's body were your own and any attacks, actions or reactions you make you can choose to make using the plant's stat block or your character sheet. Whenever you cast a spell that targets yourself while enveloped in this way, you may target the plant as well. The plant stops enveloping you if it is reduced to 0 hitpoints, or if you choose to step out of it as an action.
*[Ancient](https://www.artstation.com/artwork/kNkLA) by [Richard Benning](https://www.artstation.com/richardbenning)*
___ > ## Tree Companion >*Medium plant* > ___ > - **Armor Class** 14 (natural armor) + 2 (guardian only) > - **Hit Points** 5 + 5 times your druid level (the plant has a number of hit dice [d8s] equal to your druid level) > - **Speed** 30 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|9 (-1)|15 (+2)|9 (-1)|14 (+2)|11 (0)| >___ > - **Saving Throws** Con +2 plus PB, Int -1 plus PB, Wis +2 plus PB > - **Skills** Athletics +2 + PB, Perception 2 + PB > - **Damage Immunities** Poison > - **Condition Immunities** Charmed, exhaustion > - **Senses** passive percetption 12 + PB > - **Languages** Druidic, sylvan > - **Challenge** - > - **Proficiency Bonus** Equals your bonus > ___ > **Root's endurance.** If damage reduces the companion to 0 hit points, it can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the companion drops to 1 hit point instead. > > **Siege plant (destroyer only).** The companion deals double damage to objects and structures. > > ### Actions > ***Slam.*** *Attack Style:* *Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + 2 + PB bludgeoning damage. > > ***Vine protection (guardian only).*** As an action, the companion may step into a willing medium or smaller creature's space and form itself into a defensive shield around the creature. If the guardian does, it is incapacitated and its speed becomes 0 for the duration. The encased creature gains three quarters cover for the duration or until the companion is destroyed as long as it remains in the same space. The companion may end this state as a bonus action. > > ### Reactions > ***Ensnaring roots (destroyer only).*** Whenever a creature within 10 feet of the tree companion moves, as a reaction the as long as it remains in the same space may cause roots to spring from the ground. The creature must succeed on a Strength saving throw against your spell save DC, or have its speed reduced to 0 until the end of its turn.