Circle of Overgrowth V1 he Feywild’s twisting groves are deadly and impossible to traverse for most creatures, the carnivorous vines and dwelling critters ending many adventures into their depths before they even begin. But some denizens of these lethal thickets are more than just plant or beast. The Circle of Overgrowth use plants as extensions of themselves, weapons and tools to cut down those that would interfere with the natural order. Imbuing plants with intelligence to act as protectors of their groves and morphing their bodies to mimic the plants they guard against intruders, druids of this calibre can be deadly adversaries. Grove Guardian Beginning at 2nd level, your connection to the greenery around you allows you to summon protectors of wood and vine. Expending a use of your Wild Shape, you can summon a plant creature of your choosing with a CR maximum equal to your Wild Shape restriction. The plant is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. It will last for a number of hours equal to half your druid level (rounded down). It will then fall to an equivalent pile of mulch, unless you expend another use of this feature. Sample Creatures CR Creature Name 0 Awakened Shrub, Campestri, Myconid Sprout, Shrieker 1/8 Twig Blight, Gadabout, Tribal Warrior Spore Servants 1/4 Needle Blight, Vegepygmy, Violet Fungus 1/2 Gas Spore, Myconid Adult, Needle Spawn, Thorn Slinger, Tri-flower Frond, Vine Blight 1 Astral Blight, Jammer Leech, Mantrap, Quaggoth Spore Servant, Spore Servant Octopus, Thorny Vegepygmy At level 20, when your Wild Shape is unlimited, you can use this ability 4 times per short or long rest. Forest Dweller At 3rd level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. These benefits apply to your guardians as well. Aspects of Gaia At 6th level, you have learned to alter the forms of yourself and your guardians further, granting additional powers and benefits. These aspects carry over to the forms you take in Wild Shape. When you reach 8th level, 12th level, and finally at 16th level, you may choose another aspect. Bur Claws Your hands have produced burs, similar to many seeds and plants. You now have a climbing speed equal to your walking speed. You can use these burs to make unarmed strikes. You can use Dexterity instead of Strength for the attack and damage rolls of your bur claws. These claws carry over to your Wild Shape, unless the creature already has claws, although you will retain your climbing speed. Fungal Sense The ancient fungi that flourish in the darkness of the grove have revealed their secrets to you. You now have Tremorsense reaching up to 30 feet around you. Melded Meadows Your mind can reach out to the guardians you create, intertwining your minds like twisting stems. While your guardians are within 100 feet of you, you can communicate with them telepathically. Additionally, as an action, you can see through one of your guardian’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the guardian has. During this time, you are deaf and blind with regard to your own senses. Rootbearer As a bonus action, you, one or all of your guardians, or both, gain thick, sprawling roots that dig into the ground or surface you are on for 1 minute. While you are rooted, your speed becomes 0, and you have disadvantage on Dexterity saving throws. However, you become immune to being knocked prone, and you gain advantage on Strength saving throws and ability checks. You can do this a number of times equal to your Constitution modifier (minimum of once) per long rest. Seedling Speech The grove whispers to you, allowing you to understand the instinctual utterings of plants and fungi. You can cast Speak with Plants at the start of your turn (does not require an action) with this aspect, a number of times equal to your Wisdom modifier (minimum of once) per long rest. This does not consume a spell slot or count towards your known spells. This can be cast during Wild Shape.
Thornskin Thorny vines protrude from your skin, pricking those that would dare to touch you. At the start of each of your turns, you deal 2d4 piercing damage to any creature that you are grappling or is grappling you. at 12th level this increases to 3d4, and at 16th level the damage becomes magical and increases to 4d4. Vine Limbs Creeping vines have merged with you and your guardian, your limbs and branches reaching further than before. You and the guardians you summon have an additional 10 foot of reach with melee attacks. Weed’s Gift Your connection with the plants around you has allowed you to mimic a crucial ability of all invading flora: blending in. You can cast Disguise Self with this aspect a number of times equal to your Wisdom modifier (minimum of once) per long rest. When cast using this aspect, you can forgo the effect on yourself to pass it onto your guardian. This does not consume a spell slot or count towards your known spells. The illusion has the same restrictions as usual. This can be cast during Wild Shape. Synergy Syphon At 10th level, your guardians grow closer to extensions of your will to protect. When you or your guardians reduce a creature to 0 hit points, each of you gain temporary hit points equal to half your druid level (rounded down). These temporary hit points have resistance to acid, cold, fire, lightning, radiant, and thunder damage, but they have vulnerability to necrotic damage. Floral Finality At 14th level, your guardians can transfer their life energy into others, protecting those of the grove with their last act. When a creature within 30 feet of you (including yourself) drops to 0 hit points, you can choose to destroy one of your guardians, that creature healing however many hit points your guardian had at the moment of it’s destruction. The creature, you and your other guardians also receive temporary hit points as if they were given by your Synergy Syphon ability. Now on DNDBeyond! Check it out here: https://www.dndbeyond.com/subclasses/1528161- circle-of-overgrowth Wanna help? Join the Patreon! It keeps the magic flowing: https://www.patreon.com/nagasarcana Follow us on Twitter! Memes and news galore: https://twitter.com/NagasArcana Follow us on Instagram! Even more memes and news: https://www.instagram.com/nagasarcana/