Nature Sanctuary (5e Feat)
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Nature Sanctuary
Prerequisites: Ability to cast Druid Grove
Your commitment to creating safe spaces for nature and your allies has let you improve upon the already powerful Druid Grove spell for you to grow it from a retreat to a bastion.
- Druid Grove may be cast as a 7th,8th, or 9th level spell. In those cases, reduce its cast time by 3, 6, or 9 minutes, respectively.
- Druid Grove’s maximum size is increased to a 120ft cube
- Druid Grove becomes permanent unless dispelled with 90 days of daily castings in the same area instead of 1 year.
- All attempts to dispel the Druid Grove or any of its elements have disadvantage once it become permanent.
- Up to 6 designated friendly creatures in the Druid Grove gain 10ft of movement within its bounds.
- The magic of the Druid Grove may only be detected by other Druids and friendly creatures outside its bounds.
The internal defenses of the Druid Grove have also been nurtured:
- Solid Fog: the fog reaches 30ft high and every foot costs 3ft of extra movement instead of 2ft.
- Grasping Undergrowth: You can put weeds and vines on squares occupied by fog. If an enemy creature falls prone on such areas, they are automatically restrained.
- Grove Guardians: Your Awakened Trees gain +3 AC and 10ft of additional movement. When your Druid Grove becomes permanent, your Awakened Trees are transformed into Wood Woads. The Wood Woad’s Tree Walk can take them to any natural tree in the Druid Grove and costs them no movement. If killed, both guardians will regrow over 1 year as long as the Druid Grove remains intact.
- Additional Spell Effect. You can place your choice of 2 of the extra magical effects within the warded area. They cannot occupy the same area. You may switch between them during short rests inside the Druid Grove.
These additions do not apply retroactively to Druid Groves you've already created until you cast Druid Grove on the same area.
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