Circle of Flora (5e Subclass)

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Circle of Flora[edit]

Druid Subclass


Gift of Nature

Starting at 2nd level you always have the goodberry spell prepared but it doesn't count against your spells prepared. You also learn the thorn whip cantrip or another cantrip from the druid spell list if you already know it. This cantrip does not count for the number of your druid cantrips known.

You also learn Sylvan, if you already know this language you learn another language of your choice.


Plant Companion

At 2nd level your bond with nature has given you the ability to grant sentience to a plant in your vicinity. As an action, you can expend one use of your Wild Shape feature to summon your Plant Companion, rather than assuming a beast form, you can also choose what kind of plant it is. The creature appears in an unoccupied space of your choice or one occupied by a small noncreature plant that you can see within 30 feet of you (taking it's place). It is friendly to you and your companions and obeys your commands. When you summon you Plant Companion you can choose features with a total Growth point value up to you druid level. A feature can only be added once unless stated otherwise.

In combat, the Plant Companion 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.

Small plant, any alignment


Armor Class 13 (natural armor)
Hit Points 1 + your wisdom modifier + 5 times you druid level
Speed 20 ft.


STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 6 (-2) 14 (+2) 8 (-1)

Saving Throws Con 1 + proficiency bonus, Wis 2 + proficiency bonus
Skills Stealth 0 + proficiency bonus
Proficiency Bonus equals your bonus
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing and Poison
Condition Immunities exhaustion charmed poisoned
Senses Tremorsense 60 ft
Languages understands the languages you speak


False Appearance. While the Plant Companion remains motionless it is indistinguishable from a normal plant.

Amphibious The plant can breathe in both air and water.

Toxic Epidermis (1 Growth point) (Once per turn) If the plant is grappled or hit with a melee attack, the attacker takes poison damage equal to your wisdom modifier. You are immune to this instance of damage.

Soothing Aroma (1 Growth point) All allies within 10 feet of the plant have advantage on saving throws against poison and it's effects. Additionally when taking a long rest within 20 feet of the plant creatures affected gain temporary hit points equal to you druid level + your wisdom modifier.

Bearing Fruit (1 Growth point) (Once a Day) The Plant companion bears an amount of berries as described by the goodberry spell equal to your Wisdom modifier.

Photosynthesis (1 Growth point) The plant regenerates hit points equal to your Wisdom modifier at the start of each of it's turns provided it is in direct sunlight, above 0 hit points and did not take fire damage since it's last turn.

Tumbling Weed (1 for a maximum of 4 Growth points) The plant gains +5 feet of movement speed per Growth point spent.

Well Fertilized (1, 3, 5 for a maximum of 9 Growth points) The plant grows one size category larger for a maximum of Huge.

Vast Vacuole (2 Growth points) The plant is no longer vulnerable to Fire damage.

Hard Bark (2 Growth points) The plant's Armor Class is equal to 13 + your Wisdom modifier.

Creeping Vine (2 Growth points) The plant has a Climb speed equal to it's walk speed.

Seagrass (2 Growth points) The plant has a Swim speed equal to it's walk speed.

Large Roots (2, 4, 6 for a total of 12 Growth points) The area within 5 feet of the Plant Companion is considered difficult terrain except for creatures it is friendly to, who can move through the area with no movement penalty. The area increases by 5 feet for each time this feature is selected.

Beautiful Foliage (3 growth points) (Once a Day) The plant can innately cast the spell sanctuary on itself using your spellcasting ability, requiring no components. If cast this way the effect lasts until your next long rest.

Bushy Branches (6 growth points) Creatures within 10 feet of the Plant Companion have half cover.

ACTIONS

Vine Lash. Melee Weapon Attack: your spell attack modifier to hit, reach 15 ft., one target. Hit: (1d6 + PB) slashing damage.

Multiattack (5 Growth points) The plant can make two Weapon attacks as an action.

Exploding Pod (3 for a maximum of 12 Growth points) Ranged Spell: An exploding seed pod is launched to a point that the Plant companion can see within 30 feet of it. Each creature within a 5-foot-radius sphere centered on that point must make a Dexterity saving throw against your spell save DC or take (2d6 + PB) bludgeoning damage or half as much damage on a successful save. The damage increases by 1d6 for each 3 Growth points spent beyond the first 3.

REACTIONS

Venus Trap (3 Growth points) When the Plant companion is hit with a Melee Weapon Attack it can use a reaction to force the attacker to make a Dexterity saving throw against your spell save DC or become restrained. A creature restrained by the plant can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. Only one creature can be restrained this way at a time.


Bastion Of Growth

At 6th level you can use an action to create plants around you that wisp and grow causing the area withing 15 feet of you to become difficult terrain except for creatures you choose. Those creatures can move through the area as if it isn't difficult terrain. This effect ends if you become incapacitated, if it is dispelled or if you end it as a free action.

Your connection with your Plant Companion is also strengthened this level, letting you cast spells from it's space. Additionally, once a day the plant can reduce itself to 0 hit points to replicate the effect of the galder's tower spell centered on itself.

Level 10 feature
Level 14 feature



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