Circle of Nature (5e Subclass)

From D&D Wiki

Jump to: navigation, search

Circle of Nature[edit]

Druid Subclass

Though their organization is invisible to most outsiders, druids are part of a society that spans the land, ignoring political borders. All druids are nominally members of this druidic society, though some individuals are so isolated that they have never seen any high-ranking members of the society or participated in druidic gatherings. Druids recognize each other as brothers and sisters.

Druids that have dedicated themselves to this Circle are the very embodiment of the will of nature. They use the power found within nature itself, such as plants and rocks to enact the will of nature and to punish those who would harm the most beautiful places found in nature. Oftentimes they befriend satyrs, nymphs and dryads and it is said that they can hear the whispers of the trees, flowers and other flora.

Circle Spells[edit]

When you join this circle at 2nd level, you have formed a bond with the primal nature and the energies connected towards it. At 2nd level, you learn the Thorn Whip cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Nature Spells table. Once you gain access to a circle spell, 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.

In addition, this subclass may not cast any druid spells that focus around the charming, summoning or transformation of others into beasts. A typical example of this is anything which refers to the Beast creature type. The only exception of this, is the ability to prepare Speak with Animals.

Druid Level Spells
3rd Barkskin, Spike Growth
5th Plant Growth, Speak with Plants
7th Grasping Vine, Guardian of Nature
9th Commune with Nature, Wrath of Nature

Floral Adaptability[edit]

At 2nd level, you lose the ability to use your wild shape to transform into a beast, instead your connection to nature allows you imbue your body with druidic energy, allowing you to use a charge of your wild shape feature as an Action or Bonus Action to instead gain resistance to bludgeoning, piercing, slashing and poison damage.

In addition, at 4th Level when you hit a creature with an attack roll, you may apply an extra 1d4 poison damage once per turn. This poison damage increases to a 1d6 at 8th level.

Finally, whenever you cast a Druid spell that uses a spell slot, which would affect the environment harmfully or affect it, once the effects of your druid spell apply, the terrain, plants, or any damage inflicted upon it, if you so choose, may return towards its state prior to your spell’s effects, which completes at the end of your next turn.

These benefits last for 1 minute or until you are incapacitated.

Voices of the Silent[edit]

Once you gain this feature at 2nd Level, you have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You gain proficiency in Nature, if you don't already have it. Your proficiency bonus is doubled for any ability check you make with this skill.


Once you reach 6th Level, you may communicate with plants more effectively, you can speak telepathically or verbally to any plant within 30 feet of you, and both you and the plant can understand one another. Furthermore, you have advantage on all Charisma checks made to interact with plants. Plants are able to convey simple concepts and emotions to you, even being able to answer yes or no questions. Each plant has its own disposition and whether a plant is willing to help you or not is entirely up to the DM's discretion.

Additionally, you ignore difficult terrain caused by natural effects, such as rocks or plants and may move without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

Grasp of Nature[edit]

Beginning at 10th level, your knowledge about natural life grows and consolidates. You can cast Plant Growth and Stone Shape as a ritual, separately or together. If done this way, you can shape rocks and plants that terraform to other harmless effects related to their type, such as creating a shelter, a small bridge or a staff. At the DM's discretion, they might determine that some effects must be related to the available plants on the local or on the environment, or they might determine that some specific effects can be done on the normal casting as an action, if simpler, or that they must be done on the 8-hour casting, if more complex. You cannot use this feature if there are no trees, rocks or plants around you. Due to the power within this act, once you use this feature, you can’t use it again until you finish a long rest.

In addition, you become immune to poison, the poisoned condition and diseases.

One with the Elements[edit]

At 14th level, you gain the ability to create a single powerful effect that mixes the elements of nature together. Choose one spell from this list: 'control weather, earthquake, tsunami or sunburst'. You can cast that spell without expending a spell slot, once you cast one of these spells, you can't use this feature again until you finish a long rest.

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!