Introducing the Circle of Vines, a captivating druidic path that taps into the primal forces of nature. As a practitioner of this ancient tradition, you become a conduit of plant magic, able to command and manipulate the very essence of vegetation. With your deep connection to the natural world, you stand as a defender of the untamed, striving to restore balance and protect the fragile harmony between civilization and the wilderness.
Harness the power of vines, thorns, and plant-based magic as you weave through dense forests, effortlessly traversing difficult terrain and sensing the whispers of nature. Embrace your role as a guardian of the wild, unleashing your verdant powers to shape the battlefield and protect your allies. With the Circle of Vines, embark on a unique druidic journey, where the delicate dance between humanity and nature hangs by a fragile thread.
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In the verdant realms of the natural world, there exists a select group of druids known as the Circle of Vines. These druids have forged a deep connection with the intricate web of plant life that blankets the earth, enabling them to channel the very essence of nature’s growth and vitality.
Vine Druids are attuned to the subtle whispers of the plant kingdom, hearing the gentle rustle of leaves and the murmurs of roots beneath the ground. They possess an innate understanding of the intricate balance between life and decay, harnessing the raw power of vines, roots, and foliage to shape the battlefield to their advantage.
With a mere thought, a Vine Druid can summon vines to surge forth from the earth, extending their reach like serpents eager to ensnare their prey. These tendrils strike with swift precision, lashing out to rend flesh and impede the movements of their enemies. The very ground beneath their feet becomes a tangled labyrinth of overgrown vegetation, hindering the progress of those who dare to oppose them.
In moments of danger, the Vine Druid can call upon the protective qualities of the plant kingdom. Thorny vines erupt from their body, creating a formidable barrier that deflects incoming attacks and inflicts painful wounds upon their assailants. The druid’s mastery over plant life grants them the ability to manipulate the environment, creating a sanctuary of entwined vines and foliage that shields both themselves and their allies from harm.
At the pinnacle of their power, the Circle of Vines druids can undergo a magnificent transformation. They become a towering Plant Monstrosity, their form shifting and expanding as they merge with the ancient spirits of the flora. As this colossal entity, they command an awe-inspiring presence, their very presence radiating raw natural energy. With immense strength and resilience, they unleash devastating blows upon their foes, their massive limbs crashing down like thunder, pulverizing anything that dares to stand against them.
The Vine Druids are the guardians of the untamed wilderness, the stewards of the world’s natural beauty. Their connection with the plants and their ability to manipulate them grants them a unique perspective on life, growth, and the delicate balance of ecosystems. With their powers over vines and foliage, they are a force to be reckoned with, protecting the sacred harmony of nature and striking down those who threaten it.
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“Society’s heedless march tramples nature’s song, drowning out the whispers of the wild. We must rise, defenders of the untamed, for the balance hangs by a fragile thread.”
– Evelyn Mossheart, Swampmaster
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As a practitioner of the Circle of Vines, you are a druid deeply attuned to the primal forces of nature. The power of plants flows through your veins, and you possess the ability to manipulate and command the very essence of vegetation. With your connection to the natural world, you become an embodiment of harmony and growth, using your powers to defend the untamed places and restore balance to a world threatened by civilization’s encroachment. Your mastery over vines, thorns, and plant-based magic allows you to shape the battlefield and harness the strength of nature to overcome any obstacle that stands in your way.
Plant Manipulation
When you choose this circle at 1st level, you gain proficiency in the Nature skill if you don’t already have it. Additionally, you learn the Druidcraft cantrip if you don’t already know it.
You also gain the ability to manipulate plants around you. As a bonus action, you create a 10-foot-long vine at a point you can see within 60 feet of you. The vine lasts for 1 minute or until you use this feature to create another vine.
When you create the vine, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 poison damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.
As a bonus action on your turn, you can move the vine up to 30 feet and repeat the attack .
You can summon the vine a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Nature’s Grace
Also at 1st level, you gain the ability to move through difficult terrain created by plants without penalty. Additionally, you fall in an area of natural growth, you can use your reaction to catch yourself with vines to reduce the fall damage by an amount equal to five times your druid level.
Thorny Defense
Starting at 6th level, you have learned to harness the protective qualities of plants and thorns. Whenever a creature hits you with a melee attack, you can use your reaction to cause thorny vines to erupt from your body, imposing disadvantage on the attack roll. Additionally, the attacking creature takes piercing damage equal to your Wisdom modifier (minimum of 1).
Once you use this feature, you can’t use it again until you finish a short or long rest.
Vine Whip
Also at 6th level, you gain the ability to conjure and manipulate vines as a weapon. As an action, you can extend your arm, causing a whip-like vine to shoot forth from your hand. Make a melee spell attack against a creature within 30 feet of you. On a hit, the target takes 2d6 slashing damage, and the target must make a Dexterity saving throw against your Spell Save DC.
A creature that fails its saving throw takes 2d6 poison damage and gains the poisoned condition, or half damage and is not poisoned on a success. A creatured poisoned this way can reattempt their saving throw at the end of each of their turns, ending the condition on a success. The effects of the poison wear off after 1 minute.
Additionally, you can choose to attempt to pull the target creature closer to you., or cause them to become restrained by your vines. The target must make a Strength saving throw against your druid spell save DC. On a failed save, the creature is either pulled up to 10 feet toward you, or is restrained by the vines for up to 1 minute. A creature restrained by your vines can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of Vine Whip when you finish a short or long rest.
Nature’s Shelter
At 10th level, you gain the ability to create a protective shelter made of living plants. As an action, you can create a 10-foot-radius dome of intertwined vines and foliage. The dome provides total cover to you and any number of creatures that can fit inside for up to 1 minute. The shelter remains until the duration ends, or until you leave the dome. While inside the shelter, creatures gain advantage on saving throws against spells and other magical effects.
The dome also heals any creatures inside of it at the start of each of your turns, by an amount equal to your Wisdom modifier (minimum 1).
Plant Monstrosity
At 14th level, you gain the ability to tap into the primal forces of nature, transforming yourself into a towering Plant Monstrosity. As an action, you can expend two uses of your Wild Shape feature to assume the form of a massive plant creature. The transformation lasts for a number of hours equal to half your druid level (rounded down) or until you choose to end it as a bonus action.
While in this form, you gain the following benefits:
Your size becomes Large.
Your hit point maximum increases by an amount equal to your druid level.
You gain temporary hit points equal to your druid level at the start of each of your turns.
Your walking speed increases by 10 feet.
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
You have advantage on Strength-based ability checks and saving throws.
You can use your action to make a slam attack with a reach of 10 feet. On a hit, the target takes damage equal to 4d6 + your Strength modifier.
Once you use this feature, you can’t use it again until you finish a long rest.
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