Subclass

Plant Daddy Druid

There are two types of people in the post-Covid world: People who got a dog (like me) and people who got way way way way too into house plants. No judgements! We all need companionship to get through quarantine. And after paying a two grand in vet bills, I'm envious of the relatively light cost and time commitment needed to maintain a spider plant.

The Circle of Floramancy is for players who are just a little obsessed with their plants (or one in particular). Every plant daddy and plant mommy I know has one little seedling they rescued from a Farmers Market or the plant graveyard of a Home Depot and grew into an unnatural green behemoth.

With Floramancy your druids build a close bond with a weak little plant and grow them into a venturing partner in crime. At second level, you begin nurturing a saved seedling and gain a constant companion. By level 6 it grows in size and strength, and can interweave with your form, creating a natural armor around you while it buffs your attacks.

By 10th level, the seedling can petrify itself into a number of shapes and structures, offering the party a handy bridge or combat cover.

Seedling

Small plant, alignment of your choice
Armor Class
11 + your proficiency bonus (Natural armor)
Hit Points
(1d4 + 1) × your druid level
Speed
25 ft.

STR

13 (+1)

DEX

9 (-1)

CON

14 (+2)

INT

9 (-1)

WIS

14 (+2)

CHA

7 (-2)

Skills Nature +3

Damage vulnerabilities Fire

Condition immunities Blinded, Deafened

Senses Blindsight 60 ft.  (Passive Perception +0)

Languages Druidic

Steady Growth. At 4th, 8th, 12th, 16th, and 19th druid level you can add 1 point to one of the Seedling's ability scores.

Natural Camouflage. While the Seedling remains motionless, it is indistinguishable from other plant life. If the Seedling is bonded to a druid, when moving in the outdoors, the Seedling gains the druid's proficiency modifier towards any stealth checks.

Actions

Multi-attack. The seedling makes a number of attacks equal to half the druid's proficiency modifier (rounded down).

Claws. Melee Weapon Attack: +Prof. to hit,  reach 5 ft. one target. Hit: (1d4 + prof.) piercing damage. (See Growth Spurt for attack dice increases)

Needle. Ranged Weapon Attack: +Prof. to hit, range 30/60 feet. Hit: (1d4 + prof) piercing damage. (See Growth Spurt for attack dice increases)

Druid: Circle of Floramancy

"We get it. You like house plants."

The Circle of Floramancy is made up of rare druids who've discovered an uncanny knack of caring for flora and empowering it to flourish. These druids are able to see the potential in otherwise unremarkable greenery and slowly grow it, weaving powerful magic into its very fibers.

Saved Seedling

When you choose this circle at 2nd level, you take on the responsibility of caring for another life. After finding an injured/dying seedling, you use your superior understanding of plant life to nurse it back to health, becoming bonded with your seedling. 

You determine the seedling's appearance. Your small seedling acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its turn.

If your seedling drops to 0 hit points or is otherwise destroyed, you're able to perform a 1-hour ritual, healing it or forming a new seedling that takes on the abilities and stats of your previous seedling.

As you gain life experience, so does your seedling. When your druid level or proficiency bonus increase, some of your seedling stats and abilities will also increase. (see Seedling stats below)


Growth Spurt

Starting at 6th level, your seedling has grown in strength and ability. It is now a medium creature and can speak and understand common as well as druidic.

Additionally, the Seedling's attacks increase from a d4 to a d6. They increase again at 10th level to a d8 and at 14th level to a d10.


Interweave

Starting at 6th level, your bond with your seedling has become so intertwined that you can move as one. You can expend a use of wildshape  to command your seedling to wind its vines and leaves around you. While interwoven,  your seedling no longer maintains its own initiative and becomes your exoskeleton.

When you combine forms in this way, you gain the following benefits and restrictions:

Your AC increases by 1 point to a maximum of 20. You also gain temporary hit points equal to half the Seedling's full hit points value

  • Your melee attacks and spell attack range increases by 5 feet
  • Your movement speed is reduced by 10 feet
  • You can use a Seedling's attack as a bonus action


Petrified Form

At 10th level, your seedling has developed the ability to harden itself into a petrified shape for up to a minute or until you dismiss it as an action. As an action, your seedling roots itself in place and becomes petrified, gaining an additional AC equal to your proficiency bonus. It can take the shape of pillars, walls, and bridges and can support a weight of up to 500lb. The exact shape and size is up to you but cannot exceed 15 cubic feet.

If your seedling petrifies while Interwoven with you, you become petrified. However, you can still speak and take actions that don't require movement. Additionally, can still expend material and somatic components. You gain +3 to all spell attack rolls.

If interweave ends while your seedling is still petrified, the petrified form feature ends as well.

 

Stubborn Roots

At 14th level, when you interweave with your seedling, you are considered a large creature. While interwoven, your seedling's roots continuously weave through and uproot the ground giving you the following benefits:

  • You have advantage on dexterity saving throws
  • Terrain within a 10 foot radius around you is considered difficult terrain to creatures of your choice.
  • Additionally, when the seedling is in its petrified form, terrain within a 30 foot radius becomes difficult terrain to all creatures.


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