Circle of the Slumbering Forest

by CartographerSol

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Druid

Circle of the Slumbering Forest

The circle of the slumbering forest are druids who draw their power from the petrified forests in the west of the Shardlands, in the land of the Chalcedonic Fringes. The nature of the forest is hardy and strong, and the druids of the Slumbering Forest have learned to awaken its magic in them to fortify their bodies for combat.

Druidic Warrior

At 2nd level, you gain proficiency with martial weapons.

Many druids in the Chalcedonic Fringes forge their weapons of stone and crystal, continuing their aversion to metal.

Genus of the Slumbering Forest

Many kinds of plants are encased in stone in the Slumbering Forest - but three traditions are most common within the circle. These traditions, called their Genus, grant distinct characteristics for many of the features in this subclass. You select one Genus from Briar, Oak, or Hemlock when you take this subclass at 2nd level. You can swap your genus by committing to a week-long ritual at a locus of power, after which your Genus changes to one of your choice (work with your DM to determine what these may be).

Circle Spells

Your connection to the dormant petrified forests grants you access to certain spells.

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of The Slumbering Forest Spells table, along with the spells from your Genus of the Slumbering Forest. 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.

Druid Level Circle Spells Briar Genus Hemlock Genus Oak Genus
3rd shatter spike growth ivy ward* aid
5th meld into stone plant growth stinking cloud speak with plants
7th stone shape grasping vine dandelion cloak* timber force*
9th wall of stone briar husk* cloudkill tree stride

spells with an asterisk* indicate a homebrew spell which is included at the end of this document

Petrified Form

Also at 2nd level, you gain the ability to draw on your connection to the sleeping petrified forests. As a bonus action you can expend a use of your Wild Shape to assume a plant-like, petrified form. For the next minute, you gain the following benefits:

  • Your skin takes on a stony bark-like skin. For the duration of your Petrified Form, you are considered to be under the effects of the Barkskin spell (no concentration required).
  • You can move across difficult terrain made of earth or stone without expending extra movement.
  • Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra die damage to a target on a hit, which is determined by your Genus.
  • You gain an additional effect the duration of the form, also determined by your Genus.

Briar Genus: Your bonus die is a d6. If you’re attacking with a melee weapon, it gains the reach property if it doesn’t already have it. When you attack beyond the weapon’s normal range, all its damage becomes piercing damage as a thorny vine lashes out from it.

Hemlock Genus: Your bonus die is a d4, and deals poison damage. When you deal this poison damage, the creature you dealt the poison damage to must make a Constitution saving throw against your druid spell save DC or be poisoned until the end of your next turn. If you hit a poisoned target, your bonus die becomes 1d6 instead.

Oak Genus: Your bonus die is a d8. When you hit a creature with a melee weapon attack or unarmed strike, you gain temporary hit points equal to your Wisdom modifier.

Extra Attack

Starting at 6th level, when you take the attack action, you can make two attacks instead of one.

Moreover, the bonus damage from your Petrified Form counts as magical for the purpose of overcoming magical resistance.

Improved Petrified Form

At 10th level your Petrified Form becomes more powerful. You roll two bonus dice instead of one, and you gain the following features based on your Genus for the duration of your Petrified Form:

Briar Genus: Once per turn when you hit a creature with a weapon attack, you can attempt to restrain the target with thorny vines. The target must make a Strength saving throw against your druid spell save DC or be restrained. While they are restrained, you may forgo one of your attacks and the bonus damage from your Petrified Form to automatically deal 3d6 piercing damage to the restrained target. At the end of each of the target’s turns they may repeat the Strength save, breaking free on a successful save. The effect ends after your Petrified Form ends, or if you choose to restrain a different target.

Hemlock Genus: Your poison grows more potent, slowing the movements of those who are poisoned by you. Creatures under the effect of the poison from your petrified form attacks must choose whether it gets a move, an action, or a

bonus action; it gets only one of the three.

Oak Genus: Once per turn when you hit with a melee attack, you can choose to force the target to make a Strength saving throw against your druid spell save DC so long as they are only one size larger than you or smaller. If they fail, you can shove them 15 feet away from you in a straight line. If they collide with other creatures or terrain, they take an additional 2d8 bludgeoning damage. If they collide with another creature, both creatures take the additional damage.

Aura of the Forest's Dream

At 14th level you have learned to tap into the interconnected state of the Slumbering Forest. When you take on your Petrified Form, the area around you becomes suffused with petrified roots and the haze of the Slumbering Forests. The ground in a 15 foot radius around you is considered difficult terrain for creatures of your choice. This terrain moves with you, remaining centered on yourself. You may cast spells with a range of touch on any creature within this difficult terrain.

When an ally within this difficult terrain takes damage from any source, you may choose to reduce the damage by an amount equal to 1d6 + your Wisdom modifier, no action required by you, as the petrified roots rise around the creature to absorb some of the blow. Once a creature has been affected by this ability, it cannot benefit from it again until the end of your next turn.

When a creature within this radius is reduced to 0 hp, you may choose to petrify them or their remains, turning them instantly to stone.

Art Credit

Nahiri’s Stoneblades MtG Art from War of the Spark by Micah Epstein

Briar Husk

5th-level conjuration


  • Classes: Druid, Ranger
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a dried blackberry vine)
  • Duration: Concentration, up to 10 minutes

A dried husk of vines and thorns coats you or one of your allies in range like a second skin, and then sloughs off into a plantlike and spined approximation of that being. The husk has an AC equal to your spell save DC, and hit points equal to 5 times the level you cast the spell at (25 at level 5). For the duration, the husk can interfere with attacks made against you or your allies who are within 5 feet of it. As a reaction to yourself or an ally being targeted by an attack, you may cause the husk to envelop the target of the attack. That attack instead targets the husk, potentially protecting them from the attack. If the attack does hit the husk, the creature who made the attack takes 2d8 piercing damage as thorns are ejected back at it, unless the creature is behind full cover.

As a bonus action on your turn, you may move the husk up to 30 feet.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for every two slots above 5th.

Dandelion Cloak

4th-level illusion


  • Classes: Druid, Ranger
  • Casting Time: 1 action
  • Range: Self (15 foot radius)
  • Components: V, S, M (a dandelion going to seed in a small leather pouch)
  • Duration: Instantaneous

A field of dandelions going to seed sprouts from the ground, then a flurry of downy seeds rise from it, briefly hiding those in its radius. Each creature of your choice, as well as anything they are wearing or carrying, becomes invisible until the end of their next turn.

Flame Blade (revised)

2nd-level evocation


  • Classes: Druid, Ranger
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (leaf of sumac)
  • Duration: Concentration, up to 10 minutes

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

This magic sword counts as a simple melee weapon with which you are proficient. It deals 2d6 fire damage on a hit and has the finesse and versatile (3d6) properties. The sword sheds bright light for 10 feet, and dim light for an additional 10 feet. It ignites any flammable object that isn’t being carried or worn.

At Higher Levels: When casting this spell using a 3rd or 4th level spell slot, the damage increases to 3d6 (versatile 4d6). When you cast it using a 5th or 6th level spell slot, the damage increases to 4d6 (versatile 5d6). When you cast it using a spell slot of 7th level or higher, the damage increases to 5d6 (versatile 6d6).

Ivy Ward

2nd-level abjuration


  • Classes: Druid, Ranger
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (an ivy leaf caved from stone)
  • Duration: 1 minute

Twisting vines crawl up your body. For the duration, melee attack rolls against you suffer a 1d4 penalty to hit.

At Higher Levels: When you cast this spell with a spell slot of 4th level or higher, the die size increases for every two slots above 2nd (1d6 at 4th level, 1d8 at 6th level, and 1d10 at 8th level).

Timber Force

4th-level evocation


  • Classes: Druid, Wizard
  • Casting Time: 1 action
  • Range: Self (60 foot line)
  • Components: V, S
  • Duration: Instantaneous

You draw upon the magic of the ancient trees deep within the connected ley lines of the earth, drawing the magic into a massive tree formed of natural energies and toppling it upon your foes. The tree falls on a line 60 feet long and 5 feet wide. Each creature in that line must make a Dexterity saving throw. A creature takes 6d6 force damage and is knocked prone on a failed save. On a successful save, they take half the force damage and are not knocked prone.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot above 4th.

Changelog

v0.7.1:

  • Added one minute duration to Petrified Form (oops)
  • Fixed grammar

v0.7:

  • added Changelog
  • Changed wording on Petrified Form's bonus dice and Genus features
  • Changed wording on once per turn features, removal of the term "augmented attack"
  • Clarified that gaining the features in "Improved Petrified Form" only granted them during your Petrified Form
  • Replaced bonus AC from Petrified Form with replicating the effects of Barkskin
  • Replaced Barksking with Aid from the Oak Genus Circle Spells to prevent redundancy
  • Removed revised version of Barkskin from the spells section
 

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