Druids who align themselves with the Circle of Flora & Fauna revere the power of life in all its forms. Drawing strength from the Goddess Shwazen and the deep wellspring of nature, they wield abilities that intertwine the vibrant essence of plants and the spirited hearts of animals. To be a part of this circle, one must deeply connect with one of Shwazen's religions - Angshire Spirits, Old Shwazen Ancestors, or the Shwazen Faith. Those who follow this path can summon the wild vitality of nature, ensuring that the flora and fauna always find a way to thrive and rebirth.
Circle Spells
Your deep connection to Flora & Fauna grants you the ability to cast spells that are closely associated with the vibrant life force of the wilds.
Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
2nd Level
Goodberry, Speak with Animals
3rd Level
Barkskin, Enhance Ability
5th Level
Plant Growth, Conjure Animals
7th Level
Grasping Vine, Guardian of Nature
9th Level
Tree Stride, Awaken
Pulse of the Wilds
Starting at 2nd level, the very heartbeat of the wildlands runs through your veins. As an action, you can touch an ally and expend a spell slot to shield them, granting temporary hit points equal to 5 times the expended spell slot level.
Nature's Bastion
Upon reaching 6th level, when you use your Wild Shape, you have the option to embody the very essence of the flora. You root yourself, becoming a stalwart plant guardian. While rooted, you gain resistance to bludgeoning, piercing, and slashing damage. Additionally, at the start of each turn, you recover hit points equal to your druid level. In this form, you cannot move, but your spellcasting remains unhindered.
Floral Strike
At 6th level, your melee strikes resonate with nature's might. On a successful hit, you can compel the target to undergo a Constitution saving throw against your druid spell save DC. Failure results in them being restrained by ensnaring roots until the end of your next turn. Post usage, a short or long rest is needed to harness this power again.
Feral Growth
Achieving 10th level allows you to invoke nature's wrath. As a bonus action, you can cause thorny undergrowth to sprout in a 15-foot radius around you. This terrain becomes treacherous, and any creature initiating their turn within, or stepping into the radius for the first time, endures 2d6 piercing damage.
Wild Revival
At 10th level, the primal energy coursing through you can breathe life back into the fallen. As an action, by touching a creature and expending a spell slot of 5th level or higher, you can revive them. The creature returns with hit points equal to 10 times the expended spell slot level. This powerful rejuvenation can be performed once per long rest.
Embodiment of Nature
When you reach the 14th level, you can momentarily become the ultimate avatar of Flora & Fauna. As an action, merge the traits of both plant and beast, reaping 3 of the following benefits (of your choice) for 1 minute:
Your Armor Class increases by 2.
Attacks you make deal an additional 1d6 poison damage.
You gain advantage on all Constitution saving throws.
Your movement speed increases by 10 feet.
Allies within a 10-foot radius at the start of their turn heal for 1d4 hit points, thanks to a rejuvenating aura you emit.
Your melee attacks have an extended reach of 10 feet, aided by nature's tendrils.
Once you use this feature, you can't use it again until you finish a long rest.
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