Druid: Grove

by blueisherp

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Druid

Circle of the Grove

Druids of the Grove share an ancient connection to all the world's wildlife. Some say that the first of these druids witnessed Chauntea, the Earthmother, sow the first seeds of creation across Toril. In this era, druids of this circle preserve and protect the natural world. Wherever there is a mystic sylvan forest or an overgrowing botanical jungle, there is no doubt that a druid of the Grove is behind its magnificence.

Circle of the Grove Magic

Your innate connection to nature and vitality grants you the ability to cast spells. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Grove Spells table.

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 of the Grove Spells
Druid Level Spells
3rd barkskin, lesser restoration
5th plant growth, speak with plants
7th aura of purity, conjure woodland beings
9th wrath of nature, dawn

Tree Form

When you choose this circle at 2nd level, your Wild Shape also lets you take the form of a plant creature you have seen before. This plant creature must be huge-sized or smaller with a challenge rating no higher than your druid level divided by 4. There are more options to choose from at the end of this archetype description.

While you're in Tree Form, you can use your spell save DC as the DC against the plant's effects instead. However, you can't use the plant's traits or abilities that restore hit points.

When you use Wild Shape to enter Tree Form, you can choose to take root as part of that action. Your roots bury into the ground within 15 feet of you, reducing your speed to 0. While rooted, you gain the following benefits.

  • You can't move, be knocked prone, or be forced to move (such as being pushed or pulled). If you are teleported, your roots teleport with you.
  • The ground covered by your roots is difficult terrain, which your allies can ignore.
  • You can treat any object or friendly creature within 5 feet of your roots as if it were within 5 feet of you or as a target you can touch.
  • With the Help action, you can aid a friendly creature's attack against a target within 5 feet of your roots.
  • You can add your proficiency bonus to your Constitution saving throws against losing concentration.

Your roots are magical and will penetrate through any terrain, but without actually damaging or digging through it. Your roots can't penetrate through creatures or cross gaps larger that 5 feet.

You can uproot as a bonus action, ending this effect without ending your Wild Shape. Transforming out of your Wild Shape automatically uproots you. While in Tree Form, you can take root as an action. When this effect ends, your roots vanish.

Wild Growth

At 6th level, you can cause rich vegetation to miraculously sprout from anywhere. As a bonus action, choose a point you can see within 60 feet of you. Nonmagical and harmless saplings, flowers, and grass will grow on the ground within a 15-foot radius circle centered on that point.

You can do this a number of times equal to your Wisdom modifier. You regain all uses after you complete a long rest.

Force of Nature

At 10th level, when you cast a druid spell of 1st level or higher, you can enter Tree Form as a bonus action this turn. When you cast conjure woodland beings, you can summon plant creatures instead of fey.

Evergreen

At 14th level, your roots extend to 30 feet. When you use Wild Growth, you can cause a number of huge-sized nonmagical trees equal to your Wisdom modifier to appear in any unoccupied spaces of your choice within the area.

Additionally, if the Tree Form you take is vulnerable to fire damage, you lose that vulnerability.

Plant Monster Stat Blocks

The following stat blocks can serve as monsters, as well as potential forms for your Tree Form and summons for your Force of Nature. To avoid unexpected interactions, limiting player options to only this homebrew and the Monster Manual is sufficient.

Awakened Underbrush

An underbrush is less like a bush and more like a patch of tall grass. There are no branches, allowing room for creatures to enter its space as if it were difficult terrain.


Awakened Underbrush

Large plant, unaligned


  • Armor Class 10
  • Hit Points 7 (2d6)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
3 (-4) 10 (+0) 11 (+0) 10 (+0) 10 (+0) 6 (-2)

  • Damage Vulnerabilities fire
  • Damage Resistances piercing
  • Senses passive Perception 10
  • Languages One language known by its creator
  • Challenge 1/8 (25 XP)

False Appearance. While the underbrush remains motionless, it is indistinguishable from a normal bush.

Tall Grass. The underbrush can allow up to four medium sized creatures to end their movement within its space, heavily obscuring them.

Actions

Rake. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage.



Pea Shooter

Small plant, chaotic good


  • Armor Class 13 (natural armor)
  • Hit Points 10 (3d6)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
6 (-2) 10 (+0) 12 (+1) 4 (-3) 8 (-1) 3 (-4)

  • Damage Vulnerabilities fire
  • Condition Immunities blinded, deafened
  • Senses passive Perception 9
  • Languages understands Common, Druidic, and Sylvan, but can't speak
  • Challenge 1/4 (50 XP)

False Appearance. While the pea shooter remains motionless, it is indistinguishable from a normal sapling.

Actions

Pea. Ranged Weapon Attack +3 to hit, 30/120 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Pea Shooter

This small sapling pelts hostile creatures with peas. Fortunately, they are not widely known to be trigger happy.

Noxious Mushroom

The appearance of this mushroom will vary, but most of them have a soft, violet glow.

Awakened Swarm of Vines

These vines are excellent at hiding and guarding entrances. Druids often use them as doors into secluded sanctuaries, such as mystical wells and caves worth protecting.

Though they are Huge sized, a swarm of vines can flatten itself as thin as 6 inches against the ground or a wall.



Noxious Mushroom

Medium plant, unaligned


  • Armor Class 6
  • Hit Points 22 (5d8)
  • Speed 5 ft.

STR DEX CON INT WIS CHA
3 (-4) 2 (-4) 10 (0) 1 (-5) 3 (-4) 1 (-5)

  • Condition Immunities blinded, deafened, frightened
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 6
  • Languages -
  • Challenge 1/2 (100 XP)

False Appearance. While the mushroom remains motionless, it is indistinguishable from an ordinary mushroom.

Actions

Rotting Touch. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) necrotic damage.

Noxious Puff (3/day). The mushroom releases a cloud of sedating toxins. Each creature within 5 feet of the mushroom must succeed a DC 10 Constitution saving throw or fall unconscious for 1 hour. This effect ends early if the affected target receives damage or another creature uses an action to shake it awake.



Awakened Swarm of Vines

Huge swarm of Tiny plants, unaligned


  • Armor Class 13
  • Hit Points 27 (6d8)
  • Speed 20 ft., climb 20ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 10 (0) 1 (-5) 7 (-2) 2 (-4)

  • Skills +5 Stealth
  • Damage Vulnerabilities fire
  • Damage Resistances bludgeoning, piercing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 8
  • Languages One language known by its creator
  • Challenge 1 (200 XP)

False Appearance. While the swarm remains motionless, it is indistinguishable from ordinary vines.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through an opening 6 inches wide. The swarm can't regain hit points or gain temporary hit points.

Actions

Grasping Lash. Melee Weapon Attack: +3 to hit, reach 0 ft., one creature in the swarm's space. Hit 10 (2d6 + 3) slashing damage, or 6 (1d6 + 3) slashing damage if the swarm has half of its hit points or fewer. On hit, the target is grappled.


Awakened Poison Ivy

Medium plant, unaligned


  • Armor Class 13
  • Hit Points 36 (8d6 + 8)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
3 (-4) 15 (+2) 12 (+1) 10 (+0) 12 (+1) 6 (-2)

  • Damage Vulnerabilities fire
  • Damage Resistances piercing
  • Senses passive Perception 10
  • Languages One language known by its creator
  • Challenge 1 (200 XP)

False Appearance. While the ivy remains motionless, it is indistinguishable from a normal poison ivy

Actions

Multiattack. The poison ivy makes two Itchy Rake attacks.

Itchy Rake. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 6 (1d6+3) slashing damage. On hit, the target is poisoned for 1 minute. An affected target can make a DC 11 Constitution saving throw at the end of its turns, ending the effect on success.

Awakened Poison Ivy

It takes a different kind of evil to spend a 5th level spell slot and an agate worth 1000 gp to awaken a poison ivy.

The irritation effect of a regular poison ivy is merely an allergic reaction, which some creatures are immune to. An awakened poison ivy, however, cares not the nature nor species of who it rakes. Its leaves are coated with toxins that can be extracted with a successful 12 DC Wisdom (Survival) check and procured into a contact or injury poison.

Lesser Treant

Rather than serving as guards, lesser treants serve as caregivers in nurseries of both plants and dryads. These nurseries are often in caves or tunnels underground, which has no room for a regular 20-foot tall treant. Their branches must be small and delicate to handle the budding sprouts, for which a lesser treant is practically made for.


Lesser Treant

Medium plant, chaotic good


  • Armor Class 14 (Natural Armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 15 (+2) 12 (+1) 14 (+2) 12 (+1)

  • Damage Vulnerabilities fire
  • Damage Resistances bludgeoning, piercing
  • Senses passive Perception
  • Languages Common, Druidic, Elvish, Sylvan
  • Challenge 2 (450 XP)

False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.

Siege Monster. The treant deals double damage to objects and structures.

Actions

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 14 (3d6 + 4) bludgeoning damage.

Rock. Ranged Weapon Attack: +6 to hit, range 60/180 ft., one target. Hit 14 (3d6 + 4) bludgeoning damage.

Animate Seeds (1/Day). The treant magically animates one or two seeds or saplings within 30 feet of it into pea shooters. An animated pea shooter acts as an ally of the treant. The pea shooter remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the pea shooter; or until the treant takes a bonus action to turn it back into an inanimate sapling. The sapling then takes root, if possible.

Piranha Flytrap

Through thigmotropism, all plants can detect their surroundings and adapt to it. It is the key factor behind a carnivorous plant's mechanism, including that of a regular Venus flytrap.

For a Piranha flytrap, however, it does not explain why they bite at somethings but not others. Druids and researchers alike remain stumped on this mystery, but there appears to be only one thing that can explain their behavior: sheer rage.

Awakened Conifer

Inanimate conifers, such as yellow pines and redwoods, drop pine cones if the season is right. Some species of conifers bear massive cones, weighing over 5 pounds. Dropped from a height of 30 feet, they will surely kill any unlucky passerby below, thus have been aptly nicknamed "widowmakers."

Though a conifer is Huge sized, covering a 15 by 15-foot space, their height is usually twice that. In nature, they can reach over 200 feet tall.



Piranha Flytrap

Medium plant, chaotic neutral


  • Armor Class 13 (Natural Armor)
  • Hit Points 36 (8d6 + 6)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 12 (+1) 4 (-3) 8 (-1) 3 (-4)

  • Damage Vulnerabilities fire
  • Condition Immunities blinded, deafened
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9
  • Languages understands Druidic but can't speak
  • Challenge 2 (450 XP)

False Appearance. While the flytrap remains motionless, it is indistinguishable from a normal flytrap.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 10 (2d6 + 3) piercing damage and the target is grappled. While grappled by the flytrap, the target is restrained. The flytrap must release the target it's grappling before it can make this attack again.

Digest. Melee Weapon Attack: +4 to hit, reach 5ft., one creature that is grappled by the flytrap. Hit 6 (1d6 + 3) piercing damage plus 7 (2d6) acid damage.




Awakened Conifer

Huge plant, unaligned


  • Armor Class 14 (Natural Armor)
  • Hit Points 51 (6d10 + 12)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 15 (+2) 10 (+0) 11 (+0) 7 (-2)

  • Damage Resistances bludgeoning, slashing
  • Senses passive Perception 11
  • Languages one language known by its creator
  • Challenge 3 (700 XP)

False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree.

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit 13 (2d8 + 4) bludgeoning damage

Widowmaker (1/Day). Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit 13 (2d8 + 4) bludgeoning damage. On hit, the target must succeed a DC 10 Constitution saving throw or fall unconscious for 8 hours. An affected target can't be woken up by damage or being shaken awake, but can repeat the Constitution saving throw after each hour, waking up on success.

Stonebark Treant

Among treants, there are some built specifically for defense. They are discernible by their fossilized bark, which appears to look like stone. Stonebark treants are actually smaller versions of the even more formidable ironbark treants.


Stonebark Treant

Large plant, chaotic good


  • Armor Class 16 (Natural Armor)
  • Hit Points 84 (8d10 + 40)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 20 (+5) 10 (+0) 16 (+3) 12 (+1)

  • Damage Resistances bludgeoning, piercing, slashing
  • Senses passive Perception 12
  • Languages Common, Druidic, Elvish, Sylvan
  • Challenge 4 (1,100 XP)

False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.

Siege Monster. The treant deals double damage to objects and structures.

Actions

Multiattack. The treant makes two Rattling Slam attacks.

Rattling Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit 10 (1d10 + 5) bludgeoning damage. On hit, the target must succeed a DC 12 Constitution saving throw or have disadvantage on attack rolls until the end of the treant's next turn.

Rock. Ranged Weapon Attack: +7 to hit, range 60/180 ft., one target. Hit 15 (3d6 + 5) bludgeoning damage.


This homebrew was created by blueisherp

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