Druid: Circle of Thorns
Druids of the Circle of Thorns flourish in the parts of nature that most beings find particularly uninviting, ensnaring trespassers with deadly efficiency. In their seclusion they have developed a particular appreciation for the wild vines and thorny plants that grow unchecked in the wilderness. They emulate the qualities in them they value most, enhancing them with potent magic.
These druids strive to emulate the resilience and versatility of these uninviting plants, and are often aloof even among druids. They act as the guardians of remote groves, ancient grottoes, and long-forgotten gullies, stalwart and uncompromising in upholding their duty to protect the delicate balance of nature.
Circle of Thorns Features
Level | Feature |
---|---|
2nd | Circle Spells, Treespeaker, Brambleform |
6th | Wicked Thicket |
10th | Wild Growth |
14th | Tangled Embrace |
Circle Spells
Your innate understanding of plants and your sacred oath to protect nature grants you the ability to cast specific spells.
At 3rd, 5th, 7th, and 9th level you gain the ability to cast the spells listed in the table below. 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.
Circle Spells
Level | Spells |
---|---|
3rd | earthbind, spike growth |
5th | plant growth, speak with plants |
7th | grasping vine, hallucinatory terrain |
9th | hallow, tree stride |
Briarthorn
At 2nd level, you gain proficiency in the Nature skill, and can double your proficiency bonus to checks made with the skill. You learn the thorn whip and shillelagh cantrips if you did not already know them.
Brambleform
Starting at 2nd level, you can call upon your bond with nature to strengthen your physical form. As an action, you may expend one use of Wild Shape to fully embrace your symbiotic connection to the undergrowth. Thick, thorny vines sprout from your arms and legs, which can deflect incoming attacks, and can be commanded to lash out against your enemies. While in this form, you gain the following benefits:
- While you are not wearing armor, you can add your Wisdom modifier to your armor class. You can use a shield and still gain this benefit.
- When a creature hits you with a melee attack or grapples you, they take piercing damage equal to half your druid level (rounded up).
- Weapon attacks you make with a weapon that is under the effects of the shillelagh spell have a reach of 10 feet and can deal either piercing damage or bludgeoning damage.
- You can use the thorn whip cantrip as a reaction when a creature leaves your melee range.
You can stay in Brambleform for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of Wild Shape. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 Hit Points, or die.
Wicked Thicket
Beginning at 6th level, nettles and barbs grow menacingly long and sharp while in your presence. Their typical nuisance evolves into a debilitating, deadly hazard. When you cast a spell that has an area of effect, you can also create a thicket of thorns originating anywhere in the spell's area of effect that takes up a 10 feet by 10 feet square.
When a creature starts its turn in the thicket's area, and when it enters the area, it takes damage from the thorns. The damage of these thorns are listed in the Wicked Thicket table below.
Wicked Thicket
Druid Level | Damage |
---|---|
6th | 2d4 Piercing |
10th | 2d4 Piercing + 1d4 poison |
14th | 2d4 Piercing + 2d4 Poison |
18th | 3d4 Piercing + 2d4 Poison |
When you deal damage with the spells spike growth, or wall of thorns you may add the poison damage from this feature to that spell's damage.
Wild Growth
Thorned plants leap forth eagerly at your beck and call. Your mastery allows you to command them almost effortlessly.
You gain a number of charges of this features equal to half your Wisdom modifier, rounded up. When you make a saving throw to maintain concentration of the entangle, spike growth, grasping vine or wall of thorns spells, you may expend one use of this feature to reroll the die. You must use the new roll. You regain all uses of this feature after you complete a short or long rest.
Tangled Embrace
Beginning at 14th level, your natural bond becomes fully incarnate. If your hp is reduced to 0, or you become incapacitated, thorns and vines burst forth from your body, attempting to protect you from your foes.
An area 25 feet squared, centered on you becomes difficult terrain for your enemies. Hostile creatures that start their turn in this area, or attempt to move through it, must make a Dexterity (reflex) saving throw equal to your spell save DC, taking 4d8 piercing damage on a failed save, or half as much on a successful one. These vines persist while you are unconscious, and for up to 1 minute after you regain consciousness. This feature cannot be used again until you have finished a long rest.