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Druid - Circle of Roots - GM Binder

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Each appendage serves as a natural weapon under the

Druid effect of shillelagh. While in this form, you can cast


shillelagh on any weapon you are carrying.
Circle of Roots [v1.3] Your AC is 10 + your Constitution modifier + your Wisdom
While many druids have a kinship with the deep woods of modifier. You cannot benefit from the AC of armor or
nature, a Circle of Roots druid has a connection that can go shields while in this form.
much deeper, where some may wonder where the will of the You gain temporary hit points equal to your Wisdom
primordial woods ends and the will of the druid starts. modifier + twice your Druid level when you transform into
Legends say that the first of these druids were woads who tree form. When the form ends, you lose any temporary
took human form, rather than humans that took woad form, hit points you have from it.
but such things are lost to legend. When you take this form, you can expend a 1st level or
Frequently, regardless of the nature of their connection, higher spell slot. When you do so, the temporary hit points
these druids will feel most comfortable deep in nature, and you gain increases by 1d8 per level of the spell slot spent.
place great value in its unspoiled form, sharing a world view Any speed you have becomes 15 feet, unless the speed
more in common with dryads and treants than other was lower. If you don't move during your turn, you have
mortals... perhaps they were even raised by such creatures,
advantage on Ability Checks and Saving Throws against
leading them to this path.
effects that would move you or knock you prone.
Members of this Circle stray toward what many would
consider Neutral, not commonly becoming embroiled by You choose whether your equipment falls to the ground in
mortal causes except where they overlap with their own your space, merges into your new form, or is worn by it. Worn
concerns. equipment functions as normal, but the DM decides whether
it is practical for the new form to wear a piece of equipment.
Circle of Roots Features Your equipment doesn't change to match the new form, and
Druid Level Feature any equipment that the new form can't wear must either fall
to the ground or merge with it. Equipment that merges with
2nd Circle Spells, Tree Shape the form has no effect until you leave the form. You can cast
spells as normal while in this form.
6th Extra Attack
10th Ancient Fortitude
14th Guardian's Grasp Note: Vulnerable Limbs!
A creature you are grappling can attack you
Circle Spells regardless if you are in its normal attack range by
attacking the limb grappling them.
At 2nd level, you learn the shillelagh cantrip. At 3rd, 5th, 7th,
and 9th level you gain access to the spells listed for that level
in the Circle of the Roots Spells table. Once you gain access
to a circle spell, you always have it prepared, and it doesn't Extra Attack
count against the number of spells you can prepare each day. Starting at 6th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Druid Level Circle Spells
Ancient Fortitude
2nd bramble bindingK, grasping rootsK Beginning at 10th level, you gain the endurance of the most
K ancient trees of the great forests. While in Tree Form, if you
3rd barkskin, sprout tree
have no temporary hit points at the start of your turn, you
5th bramble barrierK, [PLACERHOLDER] gain temporary hit points equal to your Wisdom modifier. You
7th carnivorous gardenK, guardian of nature can spend a spell slot to increase the amount of temporary
hit points by 1d8 per level of the spell slot spent.
9th commune with nature, tree stride Additionally, if you have any temporary hit points when you
take damage that forces you to make a Constitution saving
Tree Shape throw to maintain Concentration on a spell, you can make the
When you choose this circle at 2nd level, you gain an check with advantage (regardless if the damage exceeds your
alternate use for Wild Shape. As a bonus action, you assume temporary hit points or not).
a treelike form, covered in leaves and bark, which lasts up to
one hour, or until you end it as a bonus action or until you are Crushing Grasp
incapacitated. Starting at 14th level, when a creature starts their turn
You gain the following properties when you transform: grappled or restrained by you (by a grapple or a spell such as
entangle), you can choose to crush them, dealing 2d6
You can make yourself Large sized. If you do so, your bludgeoning damage to them.
reach becomes 10 feet.
You can make a Wisdom (Athletics) check to initiate,
maintain, or contest a grapple, and have a number of
grappling appendages (in the form of grasping roots or
branches) equal to your Wisdom modifier.

1
Circle of Roots Quirks Credits
The following are some optional quirks for a player of this Subclass created by KibblesTasty
Circle to choose from - these can be either preexisting, Editing by Gabriel Russell
signaling their fated path toward this Circle, or appear after
the first time they've assumed Tree shape.
License
d6 Quirk 5e SRD Content
You have a strong dislike of fire, and tend to put fires This work includes material taken from the System
1 Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast
out when possible
LLC and available at:
Parts of skin resemble bark, even while in human
2 https://dnd.wizards.com/resources/systems-reference-
form.
document
3 You find other mortals to always be in a terrible hurry. The SRD 5.1 is licensed under the Creative Commons
You can taste 14 flavors of sunlight. Most of them are Attribution 4.0 International License available at:
4 https://creativecommons.org/licenses/by/4.0/legalcode
delicious.
Your hair is leaf green. On a bad hair day, you can't get Kibbles Content
5
the leaves out of your hair.
Copyright 2022 KibblesTasty Homebrew LLC. You can use
You tend to simply say your own name as means of content created by KibblesTasty Homebrew LLC following
6
communication. the permissions listed on:
https://www.kthomebrew.com/permissions
Change Log
v1.1
Added Circle Spells - all of them are on the Druid list, but
adds some flavor and gives you access to some thematic
spells prepared.
Ancient Fortitude revised, no longer effects maximum
health.
Guardian's Grasp damage increased to 2d6 damage.
Spell and grammar fixes, spell list fixes (previously it gave
1st level spells at 3rd and 2nd at 5th, now it properly gives
2nd at 3rd and 3rd at 5th.)

v1.2
Gains additional temporary hit points equal to their
Wisdom modifier, to make it better at early levels. It still
doesn't match moon druid, but gives them a solid buffer to
make it slightly more comparable (especially given
typically higher AC).
Added new plant spells to the list.
Changed Names.
Formula changed from 10 + dex + con to 10 + con + wis. I
used to avoid removing dex from AC, but hey, they are
tree.
Can no longer benefit from a shield in tree form. Still will
be a total increase in AC as Wisdom scales.
Simplified how your natural weapon works.

v1.3
You can choose to spend spell slots to increase the
temporary hit points of your Tree form by 1d8 per level
spent. This better matches how certain druids that turn
into animals works.
You can likewise choose to spend a spell slot with Ancient
Fortitude to increase the temporary hit points you regain.
Crushing Grip is now optional.
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