Circle of Roots

Druids of the circle of roots recognize the vital role that plants and other photosynthetic organisms play in any ecosystem. These druids have dedicated themselves to not only understanding the biological and ecological processes of plants, but have also sworn to seed the land with verdant life wherever possible.

Improved Wild Shape

Starting at second level you gain the ability to wild shape into any plant creature that meets the other wild shape prerequisites. When using this feature, you may choose to retain your normal senses or use those of your new form. Any effects available to your new form that have an undefined duration last until you take a long rest, or until you lose concentration as if concentrating on a spell once you return to normal. In addition, whenever an ability of a plant form makes a creature roll a saving throw, you may substitute your Druid spell save DC for the ability’s DC.

Shapeshifting in this way strengthens your bond with nature and allows you to draw on more primal magic. While using this feature, you gain the ability to cast one of the following spells without expending a spell slot, as long as you are of an appropriate Druid level to have a spell slot of the spell’s level:

Goodberry 

Locate Animals or Plants

Speak with Plants

Plant Growth

Transport via Plants

When casting in this manner, you don’t need to have the spell prepared.

Finally, starting at level ten, you may instead use a charge of your wild shape feature to merge with a small or larger plant. While merged in this way you don’t need to eat, sleep, or breathe, and you cannot be detected by non-magical means. While merged, you are considered to have used wild shape to shift into the plant’s form for the purposes of determining how class features or game mechanics function. You may remain merged for 8 hours, until the plant dies, or until you end it, which doesn’t cost an action.

Call Nature

Once per long rest, starting at level 6, you can call upon the flora in your surroundings to aid you in various ways. Choose one of the following options; any option is assumed to create a permanent change in the surrounding vegetation, unless otherwise stated:

Call Vines– as an action, you cause vines, roots, or other growths to sprout from the ground at a spot you can see within 30ft. These may be used to attempt to restrain a creature, which must succeed on a strength saving throw against your Druid spell dc or become restrained. The creature may repeat this saving throw at the end of each of its turns. Alternatively, you may use the growth to aid you in navigating terrain; when used in this way, the plants extend 30ft from their point of origin in any direction, including up. The vines form a structure capable of supporting one medium creature at a time and are capable of reaching across chasms, but must be anchored on both ends. You may continue to influence the vines you create with this feature for up to 10 minutes, causing them to retract, restrain new targets, or reach toward alternate points. After ten minutes the vines take root and become permanent.

Call Grass– you cause the grass in an area to grow, twist, and writhe. If the terrain within a 60 ft radius is capable of supporting plant life, it becomes difficult terrain for 10 minutes. You may choose a number of creatures equal to 1+ your spellcasting modifier (minimum 1,) to be immune to this casting of this feature at the time of casting. This feature causes the grass in the area to grow tall enough to be used to hide in.

Call Trees- you channel your magic into a seed or sapling over the course of a minute, causing it to grow up to 30 ft and allowing it to provide three-quarters cover. The tree is capable of supporting up to three medium creatures and will move its branches as you direct for ten minutes, allowing you and your companions to climb it with ease or imposing disadvantage on climb checks per your discretion. Alternatively, you may instead opt to grow a fruit tree up to 15ft tall that can only support one medium creature at a time. Over the course of ten minutes, the tree then produces an amount of fruit equal to your Spellcasting modifier in pounds.

Starting at level 14, you may use this feature three times per long rest, choosing a different option every time.

Primary Production

Starting at level 10 your body becomes capable of limited photosynthesis. As long as 12 of the last 24 hours were spent in bright light– or 6 of the last 24 hours were spent in sunlight– and you have access to water, you don’t need to eat. Starting at level 14, you don’t need to breathe and can hold your breath indefinitely as long as these prerequisites are met.

In addition, once per long rest while you are in contact with the ground, you may take root as an action. While rooted in this way, your speed becomes 0 and you gain advantage on strength and constitution checks and saves, but automatically fail any dexterity saving throw. While rooted, you may at any point choose to begin regenerating 1d8 hp per round for one minute. Once you regain health in this way, you can’t do so again until you finish a long rest. Finally, while rooted, you do not need to sleep, and may spend a long rest rooted to a spot doing light activity such as reading or keeping watch.

Dancing Forest

Starting at 14th level, you gain the ability to animate the plants around you. At the end of each long rest, you gain a number of charges equal to your Druid level. As an action, you can spend any number of these charges; any charges not spent when you use this feature are lost. You can spend 1 charge to animate a Tiny plant, 2 to animate a Small plant, 4 for a Medium plant, 8 for a Large plant, or 16 for a Huge plant. After selecting which plants to animate, they uproot themselves and act as you instruct, taking their turn immediately after yours in the initiative.  You can use a bonus action to mentally change any number of the plant's current commands, and they continue to act favorably towards you and your companions if you fall unconscious. If the plants receive no orders they remain stationary and defend themselves to the best of their ability.

Plants animated in this way can only take the Dodge, Disengage, Attack, or Help action on their turn (as you choose), and they remain animated for 10 minutes, until they die, or until you die. When you animate them, you also decide the hit points each one has, allocating from a pool of hit points equal to four times your Druid level. Each plant has a 10 for every statistic, except for its Strength, which changes depending on its size category; Tiny and Small plants have a Strength of 10, a Medium plant has 12, Large has 16, and Huge has 20. A Tiny plant deals 1 damage on a hit, and the other plants use the following damage dice for their attacks: 1d4 for Small, 1d6 for Medium, 1d8 for Large, and 1d10 for Huge. The type of damage an individual plant deals is chosen by the Druid at the time of animation, and can only be bludgeoning, piercing, or slashing damage.

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