Druids who align with the ring of the Leaf feel a deep connection to plants. Leaf druids are drawn to the quiet, natural spaces of the world. They find great peace and wisdom among hidden groves, ancient forests, and overgrown gardens left to flourish without the influence of civilization. To you, nothing is more important than nurturing the flora that makes all life possible.
LEAF RING SPELLS
3rd-Level Leaf Feature
You gain ring spells at the druid levels listed in the Leaf Ring Spells table. See the Druid Subclass class feature for how these spells work.
| Druid Level | Spells |
|3rd | barkskin, entangle, goodberry, spike growth
|5th | plant growth, speak with plants |
| 7th | blight, freedom of movement
| 9th | greater hold, tree stride |
GREEN SONG
3rd-Level Leaf Feature
Your deep connection to plants allows you to communicate with them. As an action, you can focus on a nonmagical plant within 30 feet of you that you can see. When you do so, you immediately learn its basic properties, including whether it is edible, whether it is poisonous or otherwise dangerous, and what type of environment it typically grows in. You also learn its condition, including whether it is unwell due to magical or mundane means.
In addition, Plant type creatures can understand your speech, and you can understand them as if they were speaking a language—regardless of what languages they know (if any).
WILD SHAPE
3rd-Level Leaf Feature
You gain the following Wild Shape option.
As an action, you can expend a use of your Wild Shape feature to infuse the area around you with primordial power, shaping it into a magical pocket grove.
When you use this feature, vitality surges into the ground in a 10-foot radius centered on you. Normal plants in the affected area rapidly expand, and magical plants sprout from the ground. The sacred grove remains magical for 1 minute, until you use a feature that causes it to be destroyed, or you fall unconscious. After its magic fades, any nonmagical plants remain healthy and overgrown. You can choose to end this effect early (no action required). You can maintain only one sacred grove at a time.
When you first create the grove, choose one of the following magical properties the grove has while its magic is active:
• Tangle Weed.
Creeping vines or brambles weave across the ground, making the area difficult terrain. When a creature attempts to move within the grove, you can use your reaction to command the vines to grab it. The target must succeed on a STR save against your spell save DC or be restrained by the grasping plants for the sacred grove’s duration. A creature restrained by the plants can use its action to make a STR check against your spell save DC. On a success, the creature is no longer restrained.
• Tree Line. Saplings surge from the ground, creating a protective circle. All creatures, except you, have disadvantage on attacks against creatures within the grove’s area. In addition, if you would take damage from a weapon or spell attack while on solid ground within the grove, you can use your reaction to command the grove to intercept it. When you do, you take no damage from the triggering attack and the grove is destroyed.
• Wildflowers. Patches of aromatic magical flowers calm and clarify minds. All creatures in the grove have advantage on saves against being charmed or frightened. In addition, as a bonus action, you can choose to destroy the grove to end all conditions affecting one creature in the grove’s area. When you do so, all creatures of your choice on solid ground in the grove gain temporary hit points equal to your PB.
TAKE ROOT
7th-Level Leaf Feature
While standing on solid ground, you can use a bonus action to root yourself in place. While rooted, your speed is 0 feet, and you can’t be forced to move or be knocked prone by any means. You remain rooted until you choose to end the effect (no action required). If you are rooted when your turn begins, you can choose to spend one of your hit dice. When you do so, roll the die and regain hit points equal to the result plus your CON modifier.
GROVE WARDEN
11th-Level Leaf Feature
Your bond to your sacred grove has deepened, allowing you more precise control over it. The grove you summon using the Sacred Grove effect of your Wild Shape feature now covers a 30-foot-radius circle centered on you, and you can now decide whether allied creatures (including yourself) within the grove are immune to any effects it imposes.
HEART OF THE FOREST
15th-Level Leaf Feature
If you are reduced to 0 HP while within your sacred grove, the grove withers, and you regain a number of hit points equal to your druid level. Once you use this feature, you can’t use it again until you finish a long rest.
If your body is destroyed completely, after the grove withers, a single acorn is left at its center. If this acorn is either undisturbed or planted somewhere, you gain a new body in 1d10 days and regain all your hit points. Your new body appears within 5 feet of the acorn, which is destroyed as soon as you regain consciousness.
| Druid Level | Features | ||
|---|---|---|---|
3rd | Green Song, Leaf Ring Spells, Wild Shape: Sacred Grove | ||
7th | Take Root | ||
11th | Grove Warden | ||
15th | Heart of the Forest | ||