Druids who are part of the circle of the world tree see nature as a living thing whose energy runs through all things. They seek to embody nature in all ways and become one with it. These druids learn to transform parts of their body into plants and spread natural energies through the bodies of all beings.
Circle of the World Tree Spells
Druid Level |
Spells |
1st |
rush of vitality, vital surge |
3rd |
hallow spell, sudden restoration |
5th |
agonizing syphon, refreshing rain |
7th |
absorb, healing sun |
9th |
awaken, cloud of purification |
Worldly Shapes
Beginning when you reach 2nd level, you gain the ability to adopt plant-like attributes. When you use your Wild Shape feature, you may choose one trait from below. You adopt that trait rather than turning into a beast. You may choose an additional trait at 6th level, and a third at 14th level:
Oaken Armor. Your AC becomes 16 and cannot be lowered by any means. In addition, you gain resistance to bludgeoning damage. Your AC instead becomes 17 at 6th level, or 18 at 14th level.
Grasping Vines. A large vine bursts from your back, able to be used to manipulate items but not in fine details. In addition, when you take the attack action or cast a spell on your turn, you can use a bonus action to make an attack with the vine. The vine has a reach of 10 feet and uses your Strength for attack and damage rolls, and deal 1d6 bludgeoning damage on a hit. Alternatively, you can choose to grapple a creature with the vine. You grow two vines at 6th level, and 3 vines at 14th level. Each vine can make an attack against a separate target with the same bonus action.
Corpse Flower's Opening. You release a foul odor and count as an undead rather than your normal type. Mindless undead creatures become passive toward you unless you or your companions harm them. Any melee attack you hit with inflicts an additional 1d4 necrotic damage. This becomes 2d4 necrotic damage at 6th level and 3d4 at 14th level.
Fly Trap's Jaws. You gain a bite attack that uses your strength for attack and damage rolls. You have a reach of 5 feet and deal 1d6 piercing damage on a hit. This damage increases to 1d8 at 6th level, and 1d10 at 14th level.
Rose Thorns. You sprout sharp thorns along your body. Any creature that hits you with a natural weapon or unarmed strike, or a spell with a range of touch takes 1d6 piercing damage. This damage increases to 1d8 at 6th level and 1d10 at 14th level.
Creeping Ivy. Ivy begins to rapidly spread from your body onto the ground. You gain a climb speed of 20 feet on any surface vines can grow on, and you have a 10-foot radius aura around you that is treated as difficult terrain for any creature besides plants and yourself. This aura becomes 15 feet at 6th level, and 20 feet at 14th level.
Touch of Poison Ivy. You sprout irritating plants all over your body that make it difficult for those that touch them to concentrate. Any creature that hits you with a melee attack or spell with a range of touch must make a Constitution saving throw against your spell save DC. On a failure, the target has disadvantage on attack rolls until the end of its next turn. The DC for this feature increases by 1 at 6th level and again at 14th level.
White Lotus's Bloom. A mystical white lotus blooms on you, coursing healing magic through you. At the beginning of each of your turns, you gain hit points equal to half your wisdom modifier. At 6th level, you instead gain hit points equal to half your wisdom modifier, rounded up and at 14th level you instead gain hit points equal to your wisdom modifier.
Black Lotus's Bloom. A mystical black lotus blooms on you, coursing powerful magic through you. When you cast a druid spell of 2nd-level or higher, you can use your reaction to roll 1d10. On a 10, you regain an expended spell slot of any level lower than the one you used to cast the spell. At 6th level, you instead roll 1d8 and must get an 8 and at 14th level, you roll 1d6 and must get a 6.
Red Lotus's Bloom. A mystical red lotus blooms on you, coursing destructive magic through you. When you make a melee weapon attack, you can expend any number of spell slots with a total level of 5 or more. If you do, you score a critical hit on a roll of 19 to 20. At 6th level, your critical range becomes 18 to 20 for that attack, and at 14th level, it becomes 17 to 20.
Red Spider Lily. A flower symbolizing death itself sprouts from you, unleashing its damning power. When you deal damage with a spell or hit a creature with a weapon attack, you can empower it by expending a spell slot of 1st level or higher. Add 1d8 force damage for each spell level of the slot expended.
Green Lotus's Bloom. A mystical green lotus blooms on you, coursing natural magic through you. Whenever you cast a spell of 1st level or higher, you can cause other creatures of your choice you can see within 30 feet of you that have at least 1 hit point to gain hit points equal to half the level of the slot used to cast that spell (minimum 1). At 6th level, the targets instead gain hit points equal to half the level of the spell, rounded up and at 14th level, the targets instead gain hit points equal to the level of the spell.
Heartbeat of the Wilds
Also at 2nd level, you learn how life energy intersects through all of nature. Any time you cast a spell of 1st level or higher that restores hit points to a creature other than you, you gain hit points equal to the level of the spell.
Nature's Protection
Starting when you reach 6th level, the forces of nature protect you and your allies. When you adopt a worldly shapes trait, each creature of your choice gains 5 temporary hit points. This doubles for each additional trait you adopt. (Each target gains 10 temporary hit points if you adopt two traits, or 20 temporary hit points if you adopt three traits.)
Forest Guardian
Beginning at 10th level, you embody the forest and protect those who would do the same. While you have at least one worldly shapes trait adopted, you or one creature of your choice gains a bonus to saving throws equal to your Wisdom modifier. You may choose an additional target for each trait you have active.
Awaken the World Tree
At 14th level, you learn to call upon the ancient and everlasting world tree.
Choose an unoccupied point you can see within 60 feet of you. A massive yew tree appears in a 10-foot radius, centered on that point. Any creature in the area must make a Dexterity saving throw, taking 5d6 bludgeoning damage on a failed saving throw, or half as much on a success. Any creature of your choice within 60 feet of the tree gains hit points equal to your Wisdom modifier at the beginning of their turn. and has a +1 bonus to AC.
This tree lasts for 1 minute before seeming to dissolve into the ground. Once you use this feature, you cannot do so again until you finish a long rest.
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