Green Thumb
Starting at 2nd level, your proficiency bonus is doubled for any ability check you make with a herbalism kit, and you gain proficiency in the Nature skill.
Additionally, whenever you make an Intelligence (Nature) check, you gain a bonus to the check equal to your Wisdom modifier.
Grow the Garden
Beginning at 2nd level, you can bring forth new life into the world. As an action, you can expend a use of your Wild Shape to spread lush vegetation from a point on the ground you can see within 30 feet of you. The radius of the vegetation is a number of feet equal to or less than 5 × your Druid level, and it withers after a number of hours equal to half your Druid level, or when you use this feature again.
When you use this feature, you can select a unique botanical property to instill within the vegetation. If you do so, the vegetation withers after 1 minute. Choose one of the following options:
Invigorating Pollen. As a bonus action on each of your turns, you can choose one friendly creature on the ground within the vegetation. That creature gains a number of temporary hit points equal to 1d8 + your Wisdom modifier.
Snare Root. As a reaction, when a creature enters the vegetation or attempts to leave its radius, you can force it to make a Dexterity saving throw. On a failure, the creature is pulled up to 10 feet towards the center of the vegetation and restrained until the start of its next turn. A creature can use its action to attempt to free itself or a restrained creature by making a Strength check against your spell save DC. On a success, it frees itself or a restrained creature.
Viper Vines. When you spread your vegetation, and as an action on each of your turns, you can have poisonous vines rear up and lash out. Each hostile creature of your choice on the ground within the vegetation must succeed on a Dexterity saving throw against your spell save DC or take an amount of poison damage equal to 1d6 + your Wisdom modifier.
Shape Flora
At 6th level, as an action you can touch a Huge or smaller living plant and encourage it to grow. The plant doubles in size over the course of 10 minutes, and you can reshape it into a simple form of your choice, such as a make shift shelter, or a bridge. You can only double the size of any plant once with this feature.
Once you use this feature, you can't use it again until you complete a short or long rest.
Verdant Expanse
At 10th level, you gain the following additional benefits when you instill the vegetation created by your Grow the Garden feature.
Invigorating Pollen. If the creature you choose is below half its hit point maximum, it regains a number of hit points equal to 1d8 + your Wisdom modifier.
Snare Root. The creature is pulled up to 30 feet instead of 10 feet, and it is restrained until the end of its next turn.
Viper Vines. The poison damage you deal increases by 2d6, and creatures take half of the damage on a successful save.
Garden Guardian
Starting at 14th level, you can call upon the ire of nature in times of peril. When you take damage while below half your hit point maximum, you can use your reaction to summon a hulking plant protector using the statistics of a shambling mound that fades after 1 minute, or once it is reduced to 0 hit points. It takes a plant-like appearance of your choice, has advantage on all saving throws, and its speed is doubled.
The protector appears in an unoccupied space of your choice within 10 feet of you. Roll initiative for the protector. On its turn, it attempts to protect you from any creatures that would seek to harm you as best it can.
Once you use this feature, you can't use it again until youfinish a long rest.
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