Druid : Circle of the Bloom

by Carreau

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Druid : Circle of Bloom

Druid Circle

Circle of Bloom

The members of the Circle of Bloom are mythical guardians of woods and forests. Often seen as hermits, they actually hold a strong link with the green world, considering flowers, trees, vines, and all that blooms as friends and family.

Verdant Wildshape

Starting at 2nd level, your spirit and your body are now tied to the vegetal world to a point that you can transform yourself into a spirit of the forest. You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you gain the statistics of the beast you choose as normal, but you also gain the following benefits :

  • Your body is made of grass and leaves : you are considered a Plant instead of a Beast.
  • You gain temporary hit points equal to twice your druid level.
  • You gain advantage on stealth checks when you are outdoor.
  • You can cast druid cantrips you know while in Wild Shape. When you do so, ignore any verbal, material or somatic components.

Art Credit : Wizards of the Coast

Seedling Vegetation

Starting at 6th level, you have the spells Entangle and Plant Growth prepared. They count as druid spells for you, and they don't count against the number of spells you can have prepared.

Moreover, when you cast one of those spells, you can make Frenzy plants to growth in free spaces in the radius of the spell. You can create a number of Frenzy Plants equal to the level of the spellslot you expended.

The Frenzy Plants share your initiative but take their turn directly after yours. They last for 10 minutes. After that, the magic that created them vanishes and they fade away. If a Frenzy Plant reaches 0 Hit points, it disappears.

Wood Wrath

Starting at 10th level, you become so use to be in Verdant Wildshape that you can now use your Wild Shape feature three times instead of twice and regain expended uses on a short or long rest.

Moreover, while transformed by Verdant Wild Shape, if there are no Frenzy plant within 10 feet of you, you can spawn a Frenzy Plant in a free space within 10 feet of you as a bonus action.

Wild Growth

Starting at 14th level, you can make vines and trees growth from nothing. As an action, you can choose a point you see on the ground within 60ft of you. A giant vine suddenly growths there. The giant vine is 60 feet tall, and as a radius of 5 feet. It has an AC of 13 and 30 Hit points. If it reaches 0 hit points, it disappears as the magic that created it fades out.

Alternatively you can bend the giant vine when it is growing so that it forms a vegetal wall or a bridge. When you do so, you can shape it as a surface made up of six 10-foot-by-10-foot-by-10-foot panels. Each panel must be contiguous with another panel.

If the giant vine cuts through a creature’s space when it appears, the creature is pushed to one side of the vine (your choice which side). The giant vine stays for 10 minutes or until you drop your concentration (as if you were concentrating on a spell).

Once you have used this feature, you need to finish a long rest before you can use it again, unless you expend a spellslot of 3rd level or higher.


Frenzy Plant

Medium Plant, unaligned


  • Armor Class AC 11+PB (natural armor)
  • Hit Points 10 (4d4)
  • Speed 0 ft

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

  • Damage Vulnerabilities fire
  • Damage Immunities psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 10 ft. (blind beyond this radius), passive Perception 10
  • Languages -

Actions

Bite. Melee Weapon Attack: your spell attack modifier to hit, Reach 10ft, one target. Hit: 1d4+PB magical piercing damage

Art Credit : Wizard of the Coast

Homebrew lovingly made by LeRoiDeCarreau

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