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## Circle of Vigorflow Energy flows through all things, living and not. Druids of the Circle of Vigorflow, scattered they may be, are unison in their wish to wield the potential power inherent in all, for all is useful in their ways. The flame is intense and aggressive. In the harshest conditions, plants live forth. Steadfast robustness describes the stone well. While water's mercurial flow is its way of life, wood stands still, essential, but unnoticed. When a druid's way with the weapon joins the path of their surroundings, none is safer than them, none is deadlier. #### Conduits of Power *2nd-level Circle of Vigorflow feature*
Energy needs an outlet. Choose two types of weapons. Each of these weapons can be any simple or martial weapon that has either the finesse or ammunition properties. You gain proficiency with these weapons if you don't already have it. #### Interfusion *2nd-level Circle of Vigorflow feature*
You have studied the art of interfusion, which allows you to bond with nearby flames, plants, rocks, water, and wood, otherwise known as focus points. As a bonus action, you can expend a use of your Wild Shape feature to interfuse with a number of focus points equal to your proficiency bonus within 30 feet of you that are neither worn, nor carried by others. Each focus point must fit in a 5-foot area, unless it's a floor, tree, or wall. While bonded this way, you cannot concentrate on spells, bludgeoning, piercing, and slashing damage that you take from weapon attacks is reduced by 1, and when you attack with a weapon that has either the finesse or ammunition property, you can use your Wisdom modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. In addition, you get benefits based on the type of the interfused focus points, which are listed below. These benefits last for 10 minutes, or until you use your Wild Shape again. ***Flame.*** The first weapon attack you hit with on your turns deals an additional 1d6 weapon damage. At level 6, the die becomes a d8, and at 14th, it becomes a d10. ***Plants.*** You gain a temporary d8 Hit Die, which you can use as an action to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). At 6th level, you gain a second Hit Die, and at 14th, you gain a third Hit Die. You can only gain these Hit Dice once per Interfusion. ***Stone.*** The damage reduction you gain from this feature increases to 2. At level 6, it increases to 3, and at 14th, it becomes 4. ***Water.*** Once on your turn, you can move 5 feet without provoking attacks of opportunity and without spending movement (no action required). At level 6, the distance you can move increases to 10 feet, and at 14th, it increases to 15 feet. ***Wood.*** You can take the Hide action as a bonus action. At 6h level, you can add your Wisdom modifier to ability checks made to hide, and at 14th, you have advantage on those checks.
> ##### Credits > * Created by redditor [groggen2](https://www.reddit.com/user/groggen2) > * Thanks goes to the 'Discord of Many Things' for feedback along the way and [Wildermyth](https://wildermyth.com) for inspiration and some names. > * Art source: [Ryan van der Sman](https://www.artstation.com/artwork/lv12o) > * This is version 1 (_2022-04-15_)
#### Fusion Overload *2nd-level Circle of Vigorflow feature*
Most things cannot bear the strain of holding too much energy. While your Interfusion is active, you can use a bonus action to overload the bond to one focus point, excluding floors and walls, causing it to explode. Each creature within 5 feet of the focus point must succeed on a Dexterity saving throw against your spell save DC or take 1d8 damage. The damage type is fire for flame, piercing for plants, stone, and wood, and ice for water. When you use this feature, you can expend a spell slot no higher than your proficiency bonus to increase the damage dealt by a number of d8s equal to the level of the slot. Alternatively, you can use a bonus action to interfuse with one focus point, unless you are infused with the maximum number already. #### Extra Attack Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks. #### Impulse of Energy *10th-level Circle of Vigorflow feature*
You know how to tap into other beings' energy. As a bonus action, you can attempt to temporarily interfuse with a hostile creature you can see within 30 feet of you. When you do, you make a Wisdom saving throw contested by the target's Wisdom or Charisma saving throw (the target chooses the ability to use). If you succeed, you can force the target to immediately make a weapon attack against a target of your choice. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. #### Fusion of Senses *14th-level Circle of Vigorflow feature*
Your mastery of the interfusion process increases to the point that you can interfuse with focus points within 60 feet of you, becoming almost one with them. While your Interfusion is active, you are aware of the location of any hidden or invisible creature within 5 feet of interfused focus points, and your weapon attack rolls against the creature doesn't have disadvantage.