Circle of Overgrowth
Druids are extensions of nature's will, and above all nature has a will to expansion. In that sense, the notion of a thing being overgrown is entirely subjective. To each other, nature and civilization are both overgrown, always expanding their territory and encroaching on nearby borders.
Rather than contenting themselves with maintaining some small corner of untouched wilderness, druids of the Circle of Overgrowth prefer a more active approach. By commanding the dormant flora within the earth to rise as they desire, and eventually donning the armor of bark themselves, these druids serve as nature's colonizers.
Circle Spells
2nd-level Circle of Overgrowth feature
Your connection to natural world manifests as an affinity for nurturing and controlling plant life, granting you access to some spells when you reach certain levels in this class, as shown on the Circle of Overgrowth 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 Overgrowth Spells
Druid Level | Spells |
---|---|
2nd | entangle, thorn guard* |
3rd | spike growth, web |
5th | plant growth, summon plant* |
7th | black tentacles (appears as vines), living armor* |
9th | tree stride, wrath of nature |
Scandent Bloom
2nd-level Circle of Overgrowth feature
At your command, the dormant energy within the earth springs forth to choke and scratch your foes. Once on each of your tuns when you deal damage to a creature within 60 feet of you and the creature is on the ground or within 5 feet of a plant, you can use a bonus action to cause vines or roots to erupt in an area around that creature. The tendrils create one of the following effects of your choice before vanishing:
Constrict. The creature must succeed on a Dexterity saving throw against your spell save DC or become grappled by the tendrils until the end of your next turn as the tendrils snag and catch them. A creature can use an action to make a Strength check against your spell save DC, freeing itself or another creature within its reach on a success. The tendrils immediately release the target if exposed to fire.
Digest. The creature takes an extra 1d6 necrotic damage as the tendrils siphon away its life force. This damage increases to 2d6 when you reach 14th level in this class.
Inject. The creature must succeed on a Constitution saving throw against your spell save DC or be poisoned until the end of your next turn as tiny toxic needles extend from the tendrils. A creature can use an action to brush the needles off itself or a creature within its reach, ending the effect.
Sudden Growth
2nd-level Circle of Overgrowth feature
The ground beneath your feet is always the sovereign territory of the wild, and it is your duty to expand it. As a bonus action, you can create plant life in an unoccupied space you can see within 60 feet. When you do so, you must choose the form this plant takes; Bush, Grass, or Tree. The plant has AC 5 and a number of hit points equal to three times your proficiency bonus. The plant disappears if it is reduced to 0 hit points. The plant has immunity to psychic damage and vulnerability to fire and slashing damage. After 24 hours, it becomes a normal plant and loses all magical properties, unless the area is unsuitable for plant growth in which case it withers away.
You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Bush. A 5 foot cube of shrubbery appears in the space you chose. The bush's area is considered difficult terrain, and it is heavily obscured for all creatures outside the bush. For a creature inside the area, the bush is only lightly obscuring.
Grass. Soft, lush grass or moss appears in a 10 foot radius around the point you chose. Creatures that take falling damage by landing in the area take only half the damage of the fall. If a creature finishes a short or long rest in the area, they gain temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1).
Tree. A solid tree with a trunk 5 feet wide and 15 feet tall appears in the space you chose, with thin branches spreading out in a 10 foot radius from the top of the trunk. Climbing the tree trunk requires no extra movement, and the tree can provide cover to targets behind it.
Tree Form
6th-level Circle of Overgrowth feature
The verdant fervor within you demands to be released. As a bonus action, you can use your Wild Shape to take the form of a powerful tree, instead of transforming into a beast. This creature uses the statistics in the Arbor Guardian stat block, which uses your proficiency bonus (PB) in several places. All the other rules of Wild Shape apply while in your tree form, as if you were in a beast shape.
You determine the exact appearance of this transformation. Some druids of this circle become gnarled with rough bark and thrashing branches, while others resemble blossoming fruit trees.
Arbor Guardian
Large plant
- Armor Class 13 + PB (natural armor)
- Hit Points 5 + seven times your druid level (the guardian has a number of Hit Dice [d10s] equal to your druid level)
- Speed 25ft.
STR DEX CON INT WIS CHA 21 (+5) 9 (-1) 20 (+5) — (—) — (—) — (—)
- Damage Vulnerabilities Fire
- Senses shares your Passive Perception
- Languages shares your languages
- Challenge —
- Proficiency Bonus (PB) equals your bonus
False Appearance. While the guardian remains motionless, it is indistinguishable from a normal tree.
Magic Weapons. The guardian's weapon attacks are magical.
Siege Monster. The guardian deals double damage to objects and structures.
Actions
Multiattack. The guardian makes a number of slam attacks equal to half your proficiency bonus (rounded up).
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 2d6 + 5 + PB bludgeoning damage.
Rock. Ranged Weapon Attack: your spell attack modifier to hit, range 60/180 ft., one target. Hit: 1d12 + 5 + PB bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Oaken Terror
10th-level Circle of Overgrowth feature
The protective bark of your tree form becomes thick and resilient, warding off any assault that would slow the march of the forest. While in your tree form, the ground within 15 feet of you becomes difficult terrain for your enemies. When a creature in this area damages you, you can use your reaction to gain resistance to that damage.
In addition, when you use your Scandent Bloom ability while in your tree form, you may choose one other creature within 60 feet of you. That creature suffers the same effect, provided they are on the ground or within 5 feet of a plant. Alternatively, you can cause the original creature to suffer an additional effect of your choice.
Verdant Herald
14th-level Circle of Overgrowth feature
Your very body is within nature's domain. You manifest some small magical transformation about your body, such as patches of bark on your skin, leaves sprouting from among your hair, or antler-like branches extending from your skull. Your footsteps may sprout moss and grasses as you walk, or you may exude a smell of flowers and aromatic herbs. You can cast speak with plants at will, and you have advantage on Charisma checks to interact with Plants and vegetation.
In addition, you can cast the awaken spell (targeting plants only) and the druid grove spell as an action, without expending spell slots or material components. Once you cast one of these spells in this way, you cannot cast either spell in this way again until you finish a long rest.
Circle of Overgrowth v1.4 for D&D 5e
Created by: u/NotTheDreadPirate Artist Credits: Billy Christian - Cultivate Titus Lunter - Ancient Animus Spells with asterisks (*) can be found in my Portfolio Guide.